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Sasha Vigneron

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A member registered Aug 01, 2018 · View creator page →

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Who knows, you might spot a similar game in the coming weeks! ;)

Thank you so much!

I love the retro theme of the game, this not only visualizes well in the art-style, but also feels great in the gameplay & sound. The latter is what intrigued me the most about your game. The audio transitions when you progress are super smooth, as well as the transition when you die.

I must admit, the hard mode is a little too hard for me, but that is mostly a skill issue haha. 

Despite my previous comment about the sound transitions being really smooth, I would really love to see the animatronics spawn in such a way that they come to the player when different beats drop, I think this is some extra player feedback to hit those "perfect" smashes. 

What did confuse me a little bit when I saw the game was the UI indicating the button, as well as the mouse click. This might seem like a bit of a stretch, but I would consider creating some sort of combo-system, where different animatronics might require different buttons/combinations? 

Despite that, I think you can definitely be proud of what you've made as a team this jam! Keep it up!

With a nice and simple mechanic, Sneeze Fest is really easy to understand and get started with. The levels get progressively harder, until it becomes sort of a puzzle game. The thing I like the most about the game is honestly the theme. You basically go around and infect people on purpose, why the hell not!

Something I would try and do is maybe emphasize the puzzle aspect a bit more. Potentially give the first character a longer timer, or even no timer at all, so the player has some time to figure out the level beforehand. Rather than having to play the level twice/thrice before understanding it. That being said this could be a design decision.
Next to this, I noticed that some characters have different amount of time to infect the others. This could be different sprites. Perhaps a big, bulky guy has a lot more time than a smaller guy? 

One other small remark I had is that the UI that shows how many people are left sometimes blocks the view of the player itself. 

Other than that, I think you guys did an amazing job overall! Keep it up!

(3 edits)

Who doesn't like ragdoll physics?
In combination with the speed boost you get when pressing shift, AND the fact that you can basically spam it, you can even find a way back up!

This is one of those games that are just plain simple and fun. With super simple and intuitive mechanics, the game is very easy to get into, there's quite a bit of variety in the incoming objects, and it seems to be mostly possible. Well, until you start to go at super sonic speeds that is. But that might just be a skill issue. 

That being said, there are some things that could be improved: 
For me personally, the worm is the most difficult obstacle to pass, this being because you cannot spot it from afar, thus cannot anticipate on it being there. I would try to add some effects to indicate that the worm is coming. This could be for example some screenshake, or some particles coming out of the wall at the location the worm will come out. 
Oh and also, just in case, here's a list of the bugs that I encountered: 

  1. If you really spam your shift enough, you can manage to get outside of the tunnel, and reach an infinite highscore. 
  2. By hugging the wall, you can reduce your movement speed until you come to a standstill

Overall, I think you guys did really good this game jam, and I'm looking forward to seeing your next projects!