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seb46

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A member registered Mar 30, 2022 · View creator page →

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n°1 :)

When I directed the middle ray on the right mirror, I didn't get reflection of it. A part from that it works pretty well!

Apart from following tutos were it is use for collision detection, I have never felt the need to use raycast in my own games. Your use of it is creative, I like it.

Me too! but I overestimated my capacities, I was not able to code everything planned in 3 hours. :)

Thank you for giving it a try.

The movement of the charges is good and the visuals simple but clear. Commands and camera movement do what is expected and do it smoothly.  Great job!

I can't tell I liked the background music, but at least you had time to integrate a track. The sound effects match well with the events. :)

I won!

It works, goal is clear. Only complain is that I could not keep the arrow pressed to move, but 3 hours dev, so...

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Thank you for giving it a try, fellow godotner !

Strange bug of yours :). I can run it on Firefox with 300 people without problem on my computer while I only have a low-end integrated GPU and 16Gb of RAM... and in the build I put only 100 people, just in case... I'll try to make a proper version next week-end.

Edit: and the HTML build works (slowly) on my old android smartphone too. Apple and Godot...

So far, I’ve played 16 entries, and commented like 10 of them.

I have 3 days of intensive IRL work to come, so I’ll probably not have read everything at the end (maybe one more entry Sunday evening?), sorry guys.

Two things that I really appreciated : every entry I tested seemed to have been made for this jam and was related to the theme ; everyone did care of their VN and tried to do their best. Which is really different from the other (non-VN) jams I took part.

And to tell everything, imo, two games were clearly one step above all the others : All of us flames, and Cohabitation.

About the dev of my entry, I already wrote devlogs, so I pass here. ^^

Last but not least : this morning, my entry broke my previous record of browser play count : 53. Which is not much XD, but still, A peaceful wedding is my new hit ! Big thanks to all of you for giving it a chance.

See you !

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Naaaaaan! Je pensais qu'il y aurait un twist et que les grands-parents seraient plus cools. M... ince.

En tout cas, c'est super bien réalisé. Le nom qui se brouille, c'est tout bête comme effet, mais ça fait vraiment son effet, justement. Et du point de vue de l'écriture, j'ai beaucoup aimé qu'il n'y ait pas de gros mot et que pourtant les mots soient absolument horribles.

Bravo! Vraiment.

Edit: Par contre, je ne comprends pas pourquoi tout le monde met des voix synthétiques? Je l'ai coupée, et c'était tellement mieux sans. 

Your game is short (I don't know if that could be called minimalist?) but really really well thought in every aspect. You probably already know it anyway, but, yes, you're a very good team!

I never play online game, and I have not used an instant chat for five years... so, that was quite an experience. Probably the most original concept in this jam. The OS simulation is quite impressive, meanwhile, I cannot say I liked spending so much time reading SMS language. I'm probably not the target audience of the game... (pls, refrain to say I'm too old XD )

You don't want your player to do more than 70? I suddenly faced a barrage of 2 rows of red things.

I liked the art style of the game and the story prompt was interesting.

I enjoyed how the story developed,... until the last scene. The prince discovering what's inside the notebook was the best idea, the situation was becoming very tense and involving, and ... nothing, Go back to start. 

I tried several times to see if I could get another ending.

I really wanted to have some choice about how to deal with the reveal (be nice, abuse power, etc), And then to see what happens next. Will the king/the knight try to destruct god? to become friend with them? to bribe them to get ultimate power? become completely depressed considering life makes no sense?

I m glad you enjoyed the game!

So far, I've had a lot of fun testing the entries of your jam, thank you for organizing it!

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As it's a long game (especially for a non-native), I waited until the weekend to play it. In the end, the story was interesting and the environment dynamic, so the time passed much quicker than I thought it would. I'm glad I met Orion and Leo.

However, I do have one regret, which is that there was too much overlap between the text and the visuals. You're artistically talented, it's a shame not to let the visuals speak for themselves. For example, when a character smiles or blushes, the sprite illustrates it very well, so why write it? The same goes for the backgrounds. This is a very personal opinion, but I think the experience would be enhanced by relying more on your illustrations.

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Oupsy/Bug : There is a short post credit scene... But you have to wait 30s for the arrow to the next line to appear during the credit. Sorry... I imagine most people who already played the game cut it as nothing was happening... That's not that important, but...

I really loved the 3 characters art style! But you really draw them + wrote the story in one night???

An idea : When the 3 characters are on screen, it would be easier to remember their names from start if it was written below them when they speak and not always on the left. The dialogues may also look like a bit more dynamic? (But I've never used ren'py, don't know if it's easy to tweak or not)

Thank you for playing the game!

I will definitely try to slow down the transitions!

This was beautifully made. Really!

But, an army guy? ... I pass ... ^^  (no impact on the vote though)

Thank you for playing the game!

I'll try to improve it... but writing is harder to improve than code; ^^

Thank you for playing the game!

There is a problem in the narrative, even in French. Writing is hard, in every language. ^^

That was a great take on this ballet! Especially as you did it alone in a short a time..

2 ideas for after jam:

  • I had several times 4-lines-dialogue and the 4th line was hidden by the UI,
  • Maybe you couldreplace the music by a longer / complete recording to avoid the short loop getting annoying? (I cut it after 5 or 6 repeats) There are public domain recordings, for example on museopen (bottom of the page).

First, you've customised all the UI, and that allows the game to be its own little world, and not just another game under Ren'Py.

Second, as a non-native speaker, I had to use the dictionary several times (not for crab parts, I'm a biologist :) ). But that's good, it shows that you have ambition for your reader by offering something that isn't generic!

And, good luck at work.

Thank you very much for playing the game! And for your enthusiasm!

Thank you very much for playing the game!

And yes, there definitely is a problem to solve with the narrative flow.

I liked the mood of the game. And I was relieved to get a happy ending. :)

Thank you very much for playing the game!

I  realised that the jumps from one scene to another were too quick at the end... But I preferred to leave it like that for the jam rather than rush into making bad patches. (And if there are any moments in particular that you found confusing, or any ideas for improvement, please, tell me!).

Absolutely beautiful.

Just one comment: I sometimes found it hard to follow, not understanding straight away whether some sentences were dialogue or narration. If that's not a deliberate effect, perhaps you could very, very slightly grey out the narration to make it more distinct from the lines?

I liked the sound design. 

Ambrose is a bit to clean for someone just out of the sea. I mean, his shirt could be a little torn :)

If you make a follow up, I d like to have some description of the future. For example, what Nix experienced when there.

Heist completed :)

Thank you for playing the game!

At the end of the jam, I wanted to understand how to make parallax background in Godot... I understood but I didn't have time to implement it, nor did I have time to put music. :)

I will release an update tomorrow, to "finish" the game before starting an other project.

Thank you for playing the game!

The idea is really good and everything is soooo smooth. 

I would just suggest to slow down the game when you type the code, for example, for each digit correctly written, enemy_speed *= 0.5. Many people, including myself,  need to look at the keyboard to find keys XD.

Hello,

 I don't have windows, and the export doesn't work with wine. So I couldn't play your game, sorry.

Two advices as you wrote it's your first game:

I see you used Unity. Next time, export your game in HTML5/WebGL, it's really easy with Unity, and more people will play your game (also, because of virus, many people will not event try to dl a game).

You used letters QWER for the game. French speaking people, Russians, Ukrainian, etc, don't use QWERTY keyboard. However, you don't have to map your game to all keyboard. Just be sure in the setting of you project to link actions with the physical position of the keys (everyone, knows where QWERTY should be) and not only to the letters themselves.

Good luck!

Dear Jam host, thank you for playing the game!

I'm preparing an update to release after the jam. Based on comments, I have  already done a tutorial level and add a music track. I might add some more levels but... I have IRL duties. ;)

I have never finished Hollow Knight. XD

See you.

Great! 

I didn't pass the moment after the big "3" on screen. I managed to jump in between the piles once, but was unable to make it again. Still, I LOVED the game mechanic.

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Hello!

How do you validate an answer? I have made the camel, but nothing happens.

Edit : ah their are two solutions and only one get validated.

Hello!

./EniPattern 
./EniPattern: error while loading shared libraries: libFLAC.so.8: cannot open shared object file: No such file or directory

And libFLAC is not in any of Fedora repositories (officials or community maintained)

Also,  you should check about Emscripten: it's an open source toolkit to compile your games in Web assembly and publish web versions. I managed to upload games written in C two years ago and it really helped to get feedback in gamejams.

Thank you very much for playing the game!

In fact, I didn't want players to be able to sort the items. I wanted them to memorize, explore the whole level and think in what order they have to collect the items. With a good tuning on time settings and more diverse levels, it would have allow to make players trying different routes at each run, look for optimal strategy. ... But I really didn't have the time to make all of this. XD

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Thanks for your feedback.

It's a memory game, you have to remember the colors on the door and to collect them in the correct order in the level.