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rsubtil

45
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A member registered Feb 29, 2020 · View creator page →

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What a cool concept! Loved it!

Would help to not pick colors that are too similar. I was having a hard time figuring out what was going on xD

Pretty cool concept! Loved the music and corruption shader effect as well! It would help if there was a preview of the curse's area when about to use the card to better calculate and catch as many as possible.

Amazing! I've never felt so much dread on Gameboy! The music getting slower and lower pitch is a nice touch!

Such a creative idea! Keep working on this idea, it makes for a very cute platformer and creative "plant" powerups!

That's a very cool setting! As a platformer, the view feels too "zoomed in" and it's very hard to see what's in advance. The jump also feels too heavy and I constantly get damaged by spikes. And the main attack running out is problematic as it "locks" the player without any way to defend for the rest of the level. I'd add a short and weak melee attack so the player can break ammo crates and occasionally even defend off of enemies. The effort is there though, and the setting easily makes this platformer have more charm that most other I've tried. Keep up the good work!

It's pretty cool! I loved the Earthbound/Undertale feel you added to it. It's quite ambitious to implement RPG battles and saving for a jam, this is definitely a good base to start!

A very polished platformer! And that soundtrack is incredible! Amazing job!

It was a bit confusing at first how to proceed. Adding a visual cue to the corners of the screen should help the user understand they can travel around the house. Other than that, I enjoyed discovering all the objects, the tidbits of talk, and how to water all the plants. Good job!

Very fun "arcade" experience! It was only confusing at first how to start planting, but then it flowed smoothly. The challenge is adequate, although on some cases it felt like I spent too much time waiting for the (tulips?) to grow up. Overall, a fun game, congratulations!

Awesome, thank you so much!

(1 edit)

It seems that I can't rate any games because I did not directly submit our game to the jam (our submission is at https://itch.io/jam/gbjam-10/rate/1718924). Is this intended?

Thanks for your feedback! The disconnected platform and not using platforms in the spiral staircases, both at level one, are great points to which I can't recall any reasoning behind the current design, so we'll change those.

Regarding the usage of spikes, I see now how the first level can be quite punishing for new players, so we'll redesign that section accordingly. But a point we forgot to mention on this week's devlogs, is that levels have many invisible "checkpoints" at "solid" platforms. Therefore, when the player dies because of a misstep on their movement, it will usually respawn back at that spot for them to try again, and not a few platforms back. In that sense, spikes act more like a "quick" restart if we design the levels accordingly. At level 3 for example, it's true the spike placements rarely provide an additional challenge for the player; their purpose is therefore to put the player right back at the challenge as soon as they fail, so the player has shorter feedback loops and can quickly learn how to overcome a given challenge.

We also forgot to mention the game progression in one important regard: the Gretel level 3 is one of the last levels in the game, so we expect the player to have more platforming experience at this point. With Gretel's story, we want to further test the player's skill, and so we are designing many individual "challenge rooms", with some requiring the player to complete the room in one full go, without checkpoints in the middle (think for example Celeste's "Celestial Resort" levels). In that regard, spikes let us enforce that vision.

I used a framework developed by Diogo Mendonça, which was done for the earlier DDJ course. It's available here on GitHub. The state machine has to be built entirely on code, but it's just a matter of "converting" a diagram into a chain of dependencies and connections.

I just wanna share that I said to myself "Well let's see what's in stew for us here"

I just wanna share that I said to myself "Well let's see what's in stew for us here"

Very cool! The added physics were a nice touch, definitely expand on this!

Really neat idea, definitely worthy of exploring!

That's stretching the theme a little bit :)

Only one issue, if you misclick, you can't pair people again until you've click twice or on something else to "reset" the color, but yeah cool game!

It's an interesting idea, but the aliens walk too slowly in my opinion to be helpful. With a bit more polish, this has potential!

The randomness of the grappling hook is a bit frustrating, but if you find a way to make it interesting, I think this has good potential! Good job!

Wow, that was so creepy, but awesome atmosphere!

Neat idea, however it was too hard for me.

Very cool idea! Still giving control of where the chicken will go makes it way more fun! A really smart usage of "copy/paste" behaviour for games!

Wow, that was kinda dark, but so on point with the theme.

The idea is nice, with some polishing and content, this could be really interesting!

Really cool mechanic! The movement is very satisfying and not frustrating, unlike many other games that auto-jump, and the style is also pretty cool!

This story was so hilarious, and the sound effects even more! Might not have much "gameplay" but the presentation itself was so fun!

Cool idea and gameplay! (and that intro was just hilarious lol)

Very original idea! The "tilted" camera was a bit weird, maybe it would benefit to have control of it, but other than that the gameplay is solid!

Cool idea, but I lost a lot of points because of different keyboard layouts. Maybe better to stick to just regular characters and numbers. But still cool nevertheless!

Neat idea, spicing up the space shooter formula!

The idea is interesting. It would be cool to have a visual guide of what keys I can "still" use, but overall cool concept!

This idea is so good! It was really fun trying to find a path, because of being a keyboard I also had to "juggle" my fingers around not to kill the character, that was really a fun experience!

Very interesting idea, such a shame that the game was short, but still very engaging!

Really nice execution, topped off with a cool art style and satisfying sounds. Good job!

That was really fun, amazing work!

Really novel idea, I enjoyed it very much! Feels like a horror game with all the stuff you have to take care off xD

Your idea is amazing! One of the most original ones from all the games I've played! Incredibly well polished, and even the soundtrack is excellent.

My only complaint: why is your game so low in the "popularity" category??? This definitely deserves more attention! Amazing job!