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Selkione

710
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9
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33
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A member registered Jun 17, 2021 · View creator page →

Creator of

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Very good game. I like to try it without reading the instructions at first to see if the mechanics are accessible just by reading the game. And I must say that yes, I quickly understood what to do and how to do it. Well done. It's good game design work.

I like the SFX at the beginning of the game (a rolling die) to imply that the appearance of ice floes will be random. That's clever.

The visual style stands out. It's really pleasing to the eye.

There are some excellent aspects in terms of immersion, particularly with the internal dialogues of other passers-by.

The music is great, and the B theme of the main music is catchy!

The level design is sometimes restrictive. The barriers are not always very clear, and I couldn't always find the opening. There are a few “objects” or “points of interest” missing to guide the player in the right direction. Notably at the end, when you see the cat for the second time, the arrow points to the bottom left, but you have to continue all the way to the right to reach the end. Perhaps you could add some markers, plants, or other eye-catching features to encourage players to go in that direction.

Otherwise, the ending cutscene is very poetic. Well done on your game, I had a great time playing it.

Thank you very much for your kind words. All the comments we receive reassure us that the hours spent working on the project have not been in vain.

Wow, thank you for the compliment. I don't know if we're talented, but we all did our best to bring our idea to life.

Thank a lot for your kind words :)

Thanks. We spent a lot of time on the game feel. So it's cool that you liked it.

Thank you very much for your comment. As for the screenshot, it's definitely not due to fatigue from the crunch of the last few days. It's a feature! 🙃

It's us who thank you for taking the time to play and leave a comment!

Thank you! Many hours were spent in all areas (animations, world creation, texture, SFX, code, ...). We're glad that it shows and that you can feel it.

Thank you for your comment. We're pretty proud of the final image. And if you've seen it, that means you've played the whole game, which makes us very happy!

Chill bump? That's the best compliment we could receive.

Super Mario Galaxy wasn't one of our references during development, but I imagine that a cute and magical atmosphere can easily remind people of Mario's universe.

Thank you for your compliments and feedback, they mean a lot to us!

Hi, the music and photo effect (very well done illustration) are good, but I was confused for a moment. I thought I had to aim at the pot of fries, but apparently just passing in front of the window was enough.

A little more visual or audio feedback would greatly improve the gameplay.

Good job on the graphics.

After numerous attempts and browser changes, I still have the same bug.

I'll keep your game in mind and come back to it once you've fixed it, because I'm interested in it :)

Hi Signol_Games, I'm stuck on “Where is this place...” and the “continue” button. I can't do anything. Just this screen. I'd really like to try your game.

I downloaded the Windows version to make sure I had the correct sound.

The graphics are very cute. When she gets up to go out and comes back to her mirror, you only used a few frames, but the poses are so evocative that we understand the girl's intention, emotion, and character very well. Well done!

As for the game itself, I'm going to allow myself to be a little more critical. I love rhythm games, and music is super important. Your music is very pretty, but it's not in sync with the inputs required (at least, it didn't seem that way to me).

However, you've been clever with the SFX and camera movements that call for clapping or fist bumping.

The game is just a few centimeters away from being great, but I liked the atmosphere and the subject matter.

Yes, I tried it, but only Fartman and my jar were available. I thought the scenes could have more than two jars. If that's not the case, then I've seen everything and it was very cool :)

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What a enjoyable and relaxing game!

The jar design part is simple (not easy) in a good way. It's easy to get the hang of, and you get caught up in each stage of the creation process.

I must be one of the first people to have created a jar, so I'll be back to see the prison break scene :)


For the testers, th name of my jar is "Caravase"

The transition between the different instruments is remarkable. I think that if someone isn't aware of the challenge of reduction, they won't even notice. It's subtle, beautiful, and charming. You composed your theme with delicacy and mastery

I listened to it several times for the pleasure of being carried away by the beauty of the medieval theme and trying to hear the trio of instruments at every moment.

I think I will listen to it many more times for inspiration.

Thank you for this beautiful composition

Superb use of modulations that give it a film score feel. With so few instruments, you've achieved three things:

    • given your character personality
    • created rich, enjoyable music
    • sounded professional

    It's very impressive.

    I see I'm not the only one who struggles with making videos.

    Question: at 1'33" there's a violin tremolo that moves from right to left (it's a really nice effect). Which soundbank did you use?

    It's the name of a character I made up when I was playing TTRPG, and I used it by default on the internet. I didn't think it would be difficult to pronounce in languages other than my own because, basically, it wasn't meant to be pronounced at all.

    So that's the story behind it :)

    The 4/4 theme is awesome, really. It has a Megalovania from Undertale vibe without plagiarizing it.

    Melodically, both 4/4 themes are excellent.

    However, since I like you and think you're capable of doing incredible things even in a short amount of time, I'm going to take the liberty of criticizing the 6/4 part: the melody doesn't breathe enough. The rhythm is too similar in each measure. In 4/4, you do three measures with the same structure, and the fourth gives it some breathing room and restarts the loop. Surprisingly, you didn't do that in 6/4. I feel like the melody is more intellectual and that you tried to fill up the 6/4. Am I wrong?

    Otherwise, the 5/4 in transition mode is great, the tempo halved works very well.

    And your transition sounds are used more sparingly.

    Despite my criticism, believe me, I really like it and I'm impressed by the quality you've achieved in such a short time. It's a real talent!

    Like the other comments, it's worth listening to with headphones.

    Throughout the first part, you managed to build-up despite the limited number of instruments. In the second part, it slowly fades away.

    It's subtle and well composed, well done.

    The choice of instruments is great. The leads are powerful and convey a story all on their own.

    The lead starting at 0'27" immediately reminded me of Risk of Rain and Christodoulou—that sound is awesome.

    I love the atmosphere. The drum solo starting at 1'29" is superbly executed.

    The little piano arpeggio adds a touch of unease, which works really well.

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    Hey! Nice to see you again at a jam! I'm going to listen to your composition.

    Thanks for your comment.

    You're right, I didn't push the “spooky” aspect too much because it seemed cooler to me than “ghost.” So I didn't use minor chords or tragic modulations.

    Thank you for your constructive comment, I appreciate your honesty.

    Thank you !

    After the jam, I'll rename my YouTube video “Rhythm Heaven - Lost Track” to attract traffic (and a ton of haters).

    Thanks for the comment, I love funk too and really enjoyed working on this track.

    I'm really glad you like it.

    I don't know where I could have a career, but I wouldn't mind it.

    You can pronounce my name: Cell-Key-On

    Sometimes you notice details that I placed there unconsciously, but in this case, your interpretation of my music is all the more remarkable. Yes, when I placed the ghost's lines, I thought about how difficult it would be to make it more intense at each stage.

    It's incredible that you noticed that while listening to the music.

    Thank you!

    I'm glad you like it (and to know that you also like Rhythm Heaven).

    What a level!

    It's brilliant to have mixed the saxophone for the cool side and the theremin for the spooky side.

    The fact that it's on the left and right reinforces the call-and-answer and I love it.

    Now that you've mastered odd time signatures, it's a delight to let yourself be carried along from 4/4 to 5/4 and then 6/4 so smoothly.

    Each creation is more accomplished than the last, your progress is remarkable, and I am amazed by the quality of your work.

    What a sound design! The panning is great, it's worth listening to with headphones to enjoy the excellent stereo sound. You've handled the limited number of instruments really well. Your music remains rich despite this constraint.

    You're one of the most creative jammers in terms of sound, and it's always a pleasure to listen to your creations.

    And I see that you continue to draw inspiration from Libra's Theme for the tempo variations.

    (Excellent backstory by the way, and well done for managing to incorporate Ghool into your story)

    I love reading your comments, firstly because they are complimentary and that's good for the ego, but mainly because you don't hesitate to be honest. 

    The second part is indeed more joyful, and that's a bias I have. Thanks to your comment, I thought about it and asked myself why I imagine a joyful part in boss music. The answer is “Nobuo Uematsu” and his boss music from Final Fantasy. I've listened to his OSTs so much that I've become completely immersed in them. In all of his boss compositions, there's a more uplifting passage, which is a way of representing the heroes' hope in the face of the boss. The boss theme is mixed with the hope that the player will defeat him.

    On the contrary, in Koji Kondo's music (which I've listened to a lot), there are no cheerful or hopeful parts.

    So there are two types of boss music:

    • Classic boss music (just the boss theme)
    • Music that represents the battle between the hero and the boss

    Thank you for making me realize that!

    Wow! Thank you for listening so attentively.

    You managed to hear the C/E inversion, you have an incredible ear (perfect pitch?).

    It's great to have your analysis. It's very informative.

    You're absolutely right about the sharpness of the attacks. As an aside, the second section was weak because of the lack of attack on the strings. It took me a while to realize that I shouldn't play louder, but shorter and sharper. I corrected part of it, but I didn't have time to do it properly everywhere.

    I'm really impressed by the accuracy of your feedback. Thank you again for taking the time to listen and, above all, to comment.

    On behalf of the winner of the previous round and official “rival,” I am very honored :)

    Thank you for your comment :)

    I'll take the time to listen to that.

    I'll send you my feedback in a private message :)

    Great composition, as usual! But even though you've changed genres, your music remains solid and the atmosphere is perfectly conveyed.

    I think everyone will have noticed the excellent sound design work, which creates tension right from the start.

    It has an effect that you put behind two transitions (at the very beginning of the music and at 1'54") where the sound of breathing stutters, which really makes it feel like a movie.

    Well done, as always. Team Bird is sure to score a point with you :)

    The way the cello ostinato responds to the choir is very beautiful. And despite the repetitiveness, you've managed to keep your music interesting thanks to clever variations (the male choir, the cellos stopping, etc.).

    Very good composition.