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Thomas Rogulski

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A member registered Mar 19, 2017 · View creator page →

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Thanks for the info dump! I understood too late I had the time to read it, but it really added to the game.

The regularity of the experience made it really chill.

If you wanted to add a little bit more rhythm and challenge, you could try one or two things:
- add a cooldown (and charges maybe) to coolant liquid
- make that accelerating means an instant boost of heat
- have chill moments where you can nearly do nothing (and you can info dump even more!) and have some short moments where you have to really well use your resources, and where instead of lore, you have your "check your rpm gauge" etc

On another note, to ease reading, is it possible in your engine to, instead of displaying at a fixed rate the characters, making them visible at this fixed rate? That way, all your text is already there, and you don't have words jumping between lines.

Nice visuals! Good job making this game

Gj for making this in 3 days! Would love to gain more momentum, and more complex levels where you have to time your jumps better. Not sure I want to slow down, was nice to go full throttle all the way. Chill funny adventure, glad Dillo got home!

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Nice level design here, a simple mechanic well used! Except of maybe a coyote time if you haven't added one yet, to make the platform controls smoother, nothing really to say here. Oh, nearly forgot: I would love to play more levels of this! Good job! 

Really enjoyed the experience, good job! I guess everybody and their mother said it, but it is really Stanley Parable like, and it works.

Had 2 endings, wanted to try if something could happen if I didn't move at all at the beginning, not even a finger, but couldn't reset the run. Will see where UE saves its data later maybe, to try it

If I had a thing to say, it is to maybe ease a little bit the platform phase? I suck at 3D platformer, yes, but I think one or two things could change not so much but make it more enjoyable:
- you already have the coyote time i think (or just i am bad at knowing when i am not on a platform), but you could also add a little buffer to the jump. I died so many times jumping some frames before touching a platform...
- make the hitbox of the laser disappear at the same time of the sound (maybe even just before), if you rush too much, when it seems it is finished, you die by what seems to be the void for you. Even if it isn't, you (ok, i, but let's say) think there is nothing, and it is a little bit frustrating.

Congrats again, keep making meta or narrative games, you have what it takes for it!

Okay dude. I laughed through all playthrough. Did it just once (3k4 and some for my high score), and was a little bit disappointed to be restricted to not grab tanks, but was reaaaly fun. Thanks fo this memorable experience!

Absolute cinema. Chill ambiance and addiction. Am a sucker for incremental games, and this one, evenif lacking a little bit of SFX in audio, and a little bit more in VFS, was really a good tribute to ballatro. And respected the theme, for sure.

Didn't really understood some shenanigans (like the let me out that does nothing? is negative? Just a boop?)

The only thing that could have made it better was if I had completed all segments in one spin... Alas, I missed one... And reached the ending not long after, toobad

Thanks for this chill experience!

Thanks for the review! Interesting idea. And camera needs work. I'll try it if I want to continue working on it and push the concept further

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Wow. Visuals and sounds make just the right ambiance. Especially the public sounds. And of course the writing sound.

Did two endings, not sure there is more, but seems more of an one time experience. Could see many small episodes of this with a different character each time, and showing their story through questions more and more personal

Well played for this gem, it is seriously polished!

Oh! And thanks for the meaning of life

THIS. IS. FIRE.

Visuals and audio are top notch.
Menu screen is *kissing sound*.
Feedbacks are too much, but in a good way. 

Abilities where confusing, but didn't care, was having a blast just spinning on this kaiju hehe

If you make updates (like adding some other kaijus menacing the peace of our city), I will gladly come back to save it again!

Your game is so polished, really well played to your your team!

Good job, really interesting concept!

For the moment, I passed level 1 and 2, but will come back later to beat the rest.

I am bad at 3D platforms, but I think that even if I wasn't, the game could enjoy some easier challenge regarding that: it put your core mechanic, the spinning gear, in the shade.
To make it a little bit more forgiving, a few suggestions:
- add a Coyote time to your jump
- make the rotating platforms move step by step, with a little pause between each
- make platform mechanics appear gradually, and not all since level 1

Camera-wise, would love a zoomed out one when spinning gears, to make more sense of what you have to do (or just what you do. Had a hard time to understand the wall was opening in level 2).
And maybe make platforms between you and the camera transparent instead of moving the camera, would make it way smoother

On another note, your game could work well as an asymmetric 2 players coop game too, where one sees the entire level, and has to help the other by giving them instruction (like "try spinning this gear... OH IT CLEARS THE PATH where you were locked before!!"), and maybe interact in some ways with the machine (stop this rotating gear for a bit, deactivate this trap...)

Oh, and was pleasently surprised by the changing music between levels

You have a solid concept that deserves to be made a full game, if you want to continue working on it, congrats!

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Too bad I can't make it through the first wave!

I read on one of your responses that the slot machine select randomly your spell, but with just one. Maybe make your player actively stopping it, to influence damages too (like the first column is the spell, and th second and third will boost or nerf your damages depending of the difference with the first?)

For poison/burn status, you can i think pick the one from Slay the Spire (where poison damage is how many turns it has left), to make it interesting to stack

Need a little bit of balancing between health and mana management, because heal isn't worth currently (tried to spam heal then mana regen, and was losing hp at the end

Your concept has potential, it just needs some more work to be really fleshed out!

Have fun making games, it's always a succes when you sucess on building one!

I really like the sounds (particularly the "Chooooose... youuur... beeet..!" one). 
The loop works, gj.

For the gameplay, I am not really fond of gambles. But of gambles with info? Oh yeah!
If you continue working on it and you like gamble with info too, could be cool to have some stats for each spinner (speed, atk, defense...) which could influence your bet.
Of course, it would mean damage system would depend on something (like point of contact between spinners).
And you could upgrade your info gathering with your money (like maybe you have GOOD/BAD for stats at the start, but you can upgrade it for a particular stat to a rated from 1 to 5, then from 1 to 100, etc). And unlock new stats to see of course.
And lastly, choose how much you want to bet, have a rate depending on total stats from each spinner (so you can play it safe, or you can go high risk high rewards, because you know this type of spinner is reaaally good on this arena )

Congrats on making this game for the jam!