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Teljoor

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A member registered Nov 23, 2016 · View creator page →

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Thank you for playing and making a video on the game. It is great feedback for me to directly get another person's perspective and see how the game comes across and if there are parts that are unclear and such. I apologize for the imbalance between the music and voice volumes. I'll pay more attention to it in my future games :).

Thanks, I was able to play it. I could only test it playing by myself, so I can't comment that much. I think the pre-game screen communicates the concept pretty clearly and the controls work well enough. The hitboxes on the food seemed a little small to me, but since that goes for both players it shouldn't cause an imbalance.

Thanks for you reply. I think I played a version before the change that would alter the ball color and such when you shoot them. I'll give it another try!

As the other comments said there is not much change in difficulty as you progress,  just shooting a gradually increasing number of enemy blocks. The music still makes it pretty intense.

This takes a bit of work to get into, but once I got used to the controls and the way different enemies and elements interact it worked well. I did get stuck at the third level, but luckily I was able to watch the rest on jonbjohns's stream (https://www.twitch.tv/jonbjohns). I like the way the red aliens(?) jump and walk around. The level transitions are also a treat!

Smashing up the supermarket is a lot of fun. Especially the super attack is very satisfying. The game runs very well considering there's a lot of separate objects with physics in the scene.

Very nice style! I like the use of billboarded sprites for the trees and pizzas. The turning is pretty awkward, but I feel that's appropriate for the retro style this is going for.

I really like the in-game tutorial, which explains the concept of the danger layer very well in iterations with increasing difficulty. The music also really underscores the different moods between the normal and danger sides.

I also never had any problems with moving to the danger layer and immediately being close to a danger. I assume that's by design, so good job with that!

This looks charming and plays pretty intuitively. The graphics for the various obstacles in the levels clearly communicate your options. Unfortunately I ran into a bug in the third level where the robot kept jumping continuously and I couldn't interact any further. It might be good to have a way to reset the level in case something like that happens.

Not much to do besides climbing cylinders and shooting pizza's, but pretty fun for two day's work. The target indicator seemed to just be stuck to the player character for me, but just aiming roughly at the center of the screen worked alright.

I like the idea of a reverse breakout, but I found it a bit difficult to test just playing by myself. The controls work fine after getting used to it. I think it could be a little clearer what the goal of the game is. I wasn't really able to tell the difference between digesting yourself and being digested by the opponent.

The concept of having enemies as projectiles is something I don't think I have seen before. It works pretty well. I also like the simple and pleasant style of the menus, level geometry and effects.

I played a round against the computer and lost miserably after they captured the center. Even with the extensive how-to-play guide the game is pretty tough to understand at first. The UI is very well done, particularly the timing of the messages and sound effects when moving through the various stages.

I might be missing something, but I'm not sure how to run this game. What do I need to do to run the .p8 file download?

This is kind of intriguing. I like the feeling it gives of "here's a bunch of weird stuff, figure out how it works". I'm not sure if it's actually possible to finish the level. All I've managed so far is pushing the civilian into the gap. The particle effects on the orb look cool. It may be handy to mention in the description that you can rotate objects using the right mouse button, that tripped me up at first.

I got 14! The enemies can swarm you pretty quickly, I found. Maybe it would be better if it was a little less difficult at the start, like by starting out with fewer enemies or a shorter cooldown on the scanner. I like the wireframe style of the enemies.

This is a neat concept. You basically have to keep track of two things at once, and it's pretty difficult. I couldn't get past the part where the blocks began to be spaced closer together a little ways into the second level.

I like the sprites and the music, and the aesthetic in general. It seemed pretty difficult to get all the way to the end, mainly because of the alligator. Holding back when it's just about to go offscreen and reappear on the left seems to be a good strategy.

This rides the line between being challenging and being frustrating pretty well. A few of the later stages did come down to a bit of luck for me, but the restart is pretty quick, so it works fine.

I couldn't get past step 3, since I couldn't get them to start building the gym. Everyone mainly keeps hanging around the tents. Not sure what I'm doing wrong. Maybe it's a hardware bug. That being said, it's a great thing that you added the guide and a 'winning' description, since the game has a lot of systems that can't really be explained in-game. I also like the idea of indirectly controlling the whole population by adjusting the virtue 'priorities'.

It took me two tries to see that the enemies can also destroy each other. That seems like a good tactic. I guess there's no way to keep from eventually getting overpowered, though. I like the dynamic movement effects with the little spheres.

As the description says, you eventually figure out the right responses to achieve victory. I guess you could say this is the dark souls of interactive fiction. I liked the music.

Got a couple of endings and honestly, this game has me really confused. But I guess that is probably the point :). I liked that each choice had a pretty clear description to give you some idea of what it might do, and that there are no dead ends (in the parts that are finished, anyway).

I'm assuming the goal is to answer with the year the video in the picture was released? Seems my memory isn't that great :). It might have been nice to see which answer was correct after answering wrong.

Great style and nice variety between the different games. I found it pretty easy to figure out how to control the games themselves after a few seconds, but not how it was scored or what the goal was.

I like the portrait art. It was a nice idea to include actual gameplay footage for the DSi games. I found I repeatedly had to scroll down to see all the text after selecting a choice. Maybe removing or moving the header could prevent that.

I liked the hints in the descriptions that made it easier to get the optional goals.

Me, too! I think I got about 7000 points?

That's possible. It may also be that the game runs at different speeds depending on hardware. Of course, that's hard to test :)

I liked the music, very jaunty.

A good effort for a first game. The goal and controls are clear, there are no bugs as far as I can see, and there is a clear endpoint (when you end up going too fast to live). Congrats on finishing and submitting it in just one week!

A very complete experience. The surprise when you start of the first level and things don't work as they seem like they would is hard to beat. I enjoyed the ways in which you could use the item to alter the geometry and circumvent obstacles. The levels are pretty tough, too, since you always die in one hit! It's a good thing you have unlimited lives.

The classic golf swing mechanic! This game could use some sound effects to strenghten the impact of the animations and help with timing the meter.

This was fun! The time limits are pretty tight. Can't even imagine doing some of these with a trackpad...

Setting the scene with dialogue between the crew was nice. It might have been easier to read if it were broken up over more screens. Having flappy bird style gameplay but with a slower falling/rising speed works well for the theme. It makes it feel less frantic and more like a balloon ride.

Thanks for playing! Seeing how a first-time player experiences the game and UI is valuable feedback. The graphics style is mostly a result of using Doodle Studio for everything, I think. I'll certainly consider using it again in future jams.

I tried just sitting in the corner chopping, but I got overwhelmed by all the fire and jellies. I wonder if it's best to try putting out all the fires as soon as possible, or to keep some around to toast the bread more quickly? Anyway, this was neat.

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Thanks for the feedback! I've reduced the mouse sensitivity a bit with a new upload. I hope it's a bit better now. A last challenge at the end would probably have helped the game. I was originally planning to have the player figure out and enter the code themselves, but I couldn't easily do that with the dialogue interface. I also wasn't sure if it the solution would have been too obvious or to obscure. Since I definitely didn't want people getting stuck, I opted to scrap that puzzle, but that did leave the game sort of without a 'climax'. I'll keep that in mind for future games :)