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Tesophus

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A member registered Jun 16, 2019 · View creator page →

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Cool game. I quite liked the pacing of the challenges and the story...

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I don't usually like hard games, but the idea of making my own path appealed to me... It was quite interesting. Great minimalist graphic and feel.

Sometimes I felt like there was an "inverse coyote time", which was weird... Without really touching the platform it would became colored... And I think that while the gravity is too powerful (falling for too long) the second tap is not resetting the jump velocity.

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The limitation became a very solid mechanic for a puzzle platformer. Quite fun to play. GG

It is a very interesting concept. I like the idea of a relaxing painting experience and the graphics and sound are mixing quite nicely with the concept.

But I didn't quite enjoyed the gameplay... The memorization part didn't resonate with me and having to wait 10-15 seconds just to change the colors after I was finished painting was really tiresome.

I had to put it down after a few colors... Because It's not relaxing for me to have to wait so much.

But If I had kept going, probably would just "cheat" by taking a screen shot of the colors instead of memorizing them.

I don't think the Limitation was improving the experience, it felt to me like it was getting in the way of the intention of the game.

Very creative... Snake mixed really well with searching and eating the colors. Amazing music.

I would prefer not to die hitting the walls, since it already is hard enough to manage the big snake while searching the color... But it was a fun nostalgic experience.

Very interesting concept... I liked it, good job.

As previously stated I think it would be better to make the bullets faster instead of the player slower... Or add a checkpoint to the rooms, but I think it would be more interesting having a faster player and rooms that don't need to be completed in the same order.

it was fun to think where to kill myself to help me get the tokens, but I think the game would be better with a second mechanic that the player could use without dying to help progress inside the rooms.

I also think that the third room is already too complex... There is the new challenge of using multiple boxes alongside with other boxes... If the player don't go for that double box token first the room is kind of spoiled... And since there is no way to reset the rooms, it's just a pain to finish it.

Probably would be less of a problem with a faster player speed, but still feels too complex for the first real room of the game.

And also, be careful with that tutorial corridor... I kind of hit R without thinking the first time I read the new command and had to restart the game because it was a pain to read the tutorial with a turret shooting at me... Probably would be better to have 1 room teaching each new mechanic instead of that corridor.

Thanks! I was thinking exactly in strategy when decided to put those minions... 

Originally the Grey element wouldn't be stationary, and your suggestion is kind of similar of what I was thinking... But the time got in the way and the design changed...

Grey actually represents the Physical element.... The character would be a swordsman while using the grey Element... 

Which would make him be able to fight balanced every element, but he would have to get closer to the enemies because the sword would have a smaller attack area.

This would increase the strategy, since it would be a powerful jack of all trades element.

This was actually part of the original game's concept. Unfortunately I had no time to implement it. So it got cut ;/

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It wasn't a trouble at all... Just shows that it was interesting enough to keep me going even with some problems... The concept and graphics are very interesting.

The power of simplicity... Great job...

Reading the page i didn't think the limitation made much sense... but when playing it felt great... 

Dodging only my color was a twist for me, since usually in this type of design your own color is your ally... My own color was so attractive that really felt like I was hurting myself every time I picked it up.

The gameplay is quite addicting and the music helps a lot.

I didn't even cared about high score at all... It was just fun to dodge my color and chase after the other colors.

I think I would love an "Survival mode" instead of a "Score Mode"... Where your objective is just to keep playing for as long as you can... with some mechanic to regenerate life that would extend the run.

it was an interesting experience and quite fun... But I felt more like I was playing a puzzle game than an action/physics.

And that made the physics of the cube and the platformer controllers seems kind of disrupting.

I can see the entry and exit of the level acting as a "Cheat sheet" of the color changes, but I think I would still like to have it in my UI... 

It's frustrating having to change the colors without having certainty about the change and there is no time to have it memorized.

And if the level design is simply going to ignore the possibility of color changing as a mechanic (Just keeping choosing between forward and backward) I'm not sure if it is improving the experience.

But overall it was quite fun. I finished the bonus level as well. Good Job.

It was an interesting concept and use of the limitation.

But I feel like there are bugs that kind of spoil the experience and the character feels too random for me.

I liked the complexity of commands (colors), but it really needed an playable tutorial to let players get used to it slowly... 

And I think it would be nice to have 1 or 2 colors being the main commands to move the character while the others being kind of a support command for some novelty encounters.

It is an interesting concept.

But the map is too big, the complexity scales too fast, and with low visibility gets really hard to see the small entries for new areas of the map.

I kept walking around looking for the next objective, but it was really frustrating to walk so slowly and having no idea where to go.

I did end up finding the 4 ghosts and going to the lighter room, but It wasn't really fun to do it.

It was an interesting concept... Quite fun to see the objects being painted.

But I don't think the limitation is being used to improve the gameplay and the lack of game feel (Slow movement, Lack of Animations, FX, world interactions, Etc...) makes it kind of boring to move around.

Hi! Thanks for the feedback!

Thanks for the feedback! I'm glad you liked it. 

Sorry to hear about the performance hit... But unfortunately it's not unexpected... I ended up with lots of sfx playing simultaneously and lots of particles and Effects...

On a Gamer Desktop PC without any programs open and a low tab count opened on browser these usually do nothing... But I would expect some hits on an older PC or Laptops.

Unfortunately I had no time to test or optimize anything for this game \o/

I'm glad you had fun playing it. ^^

I started making more like a Puzzle Game... But then the Action Fanboy inside of me took over... So it ended up kind of a mix "Fast, but with some thinking" and I loved it... hehehe

Thanks ^^ It was my first "in-game menu" and I loved it. xD

The concept was really nice and fun to play. Although I would prefer to see some trail for the path my past self are going to do... It is kind of hard to keep track of the movement you made last play.

Really interesting concept... It was kind of fun to play, but it felt too random for me.

Specially when I had to drop several potions just to find one that could be useful while running from several enemies... Or when I had 0 potions and there wasn't any boxes on the ground... And when the first boxe appeared, it was inside 5 pools making it very hard to reach it.

I played the web version... It took me a while to understand what I was supposed to do and the mouse going out of bounds makes really tough to play properly... 

It was kind of fun to play, just wished the particles would stop sooner, to be more clear how close I am to be dead and to have a little "slow" time between rushed movements... 

This makes the game very short since the bounds are not locked in the web version...

But it was cool and a great to see such a different approach for the game jam...

I don't usually like hard games, but the feel of the gameplay was nice and tight... Kept me going for 3 levels... Nice job.

But having to go all the way to the top, to unlock the exit and go back was just to much for me... Shorter levels seems to work better for me... It is frustrating, but at least you feel like you are progressing.

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Great concept... Very challenging game...

I think I would prefer having the snake bouncing the ball as well to feel more of a integration between the two games. But it was kind of fun to play 2 games at the same time.

Haha... Cool game... Simple, Cute and Fun... Just needs more content... But that's okay for a jam.

It has a lot of interesting things... Although it lacks polishing, it was kind of fun to play.

But I would prefer to have a fixed color associated with a number and don't die by walking through the same color... Also dying by bumping the head is not cool.

Thanks for the feedback! 

Sorry to hear about the crash.

You are right about the Earth Shadow being kind of weak on the easiest difficulty, but it becomes very powerful on hard mode where you can't stop for a moment while having to dodge the room full of enemies.

I'm afraid something was not working properly with the audio... Because there shouldn't be any silence between loops.

Besides the problems, I hope You have enjoyed it.

Thanks! I'm glad you liked it. ^^

The cherry on the top was the spell casting system... 

I've been prototyping a "Space Shmup" recently with Medieval theme and Elemental Characters as ships and my head couldn't let it go of that idea... 

And since it mixed perfectly with the theme Colors, I had to try it... It was great to had to limit the design to only 3 elements since time constraints and I think it worked very well.

The best part was I already was testing bullet patterns and that made very simple to make the patterns for enemies and bosses.

You are right about the Health... There is no way to regain it. 

There was no time to implement a better progression system, this is why the "dungeons" are kind of a "Go as far as you can, die and repeat" 

Thinking now... I should have put a High Score system for the farthest room you reached.

Haha... Thanks!

The difficulty is always a touchy subject for me... I really don't like to play games that are too hard, but while developing my games they always ended up too hard or too easy for everyone...

The "Hard" mode was actually the only mode during all the development... The last thing from gameplay that I did was realizing it probably was too hard and making that Easy mode... \o/

But I also thought that the hard mode had its merits... So I chose having both instead of removing it... xD

Wow Thanks... That title screen makes me really understand the almighty power of experience...

It was literally made from desperation... In a flash... I was scrapping pieces from other parts of the game and combining them without thinking... And the result was amazing...

Tense... Really liked the easy going pacing with mini-games to create novelty while following the story.

That heavy and distorted music just makes me feel depressed, which is great for a game about depression. \o/

Great use of everything to immerse the player in the story... Colors, Heavy Gravity, Slow movement, etc... It kind of mixed perfectly with the old school gameplay.

Simple and Elegant... Really fun to play.

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Inspiring concept, fun graphics and cool music.

It was a great idea for the use of the limitation and theme, but for me it felt like it kind of missed the mark.

I can't see the bullets bouncing because the screen is so small, and since they are endless... After a while I don't really feel like they are my bullets... just random projectiles coming from outside my screen.

And since I don't have to paint all the blocks or even the walls, I didn't really felt like I was doing something to paint the room... It was just happening automatically.

It was interesting though. Good job for 3 days.

It was a really clever implementation of the limitation... 

It's simple, but I can really feel like I'm making the game harder for myself by attacking the enemies. 

Would be great to see the design of the limitation being expanded... Something like another mechanic that is weaker, but doesn't feel like I'm playing against myself, and having to choose between them... 

Making a kind of Risk and Reward situation.

Thanks! You're Coool

The concept seems interesting with a good incorporation of the limitation in the core gameplay.

I liked the use of colors that clearly separate the character's ability, and they are very saturated wich is easy to pickup on the screen.

But I felt like the objects (interactables) were too small, the icons weren't totally selling the mechanic and they were clashing too much with the ground and wall colors.

3 levels are too little to really feel the game, but the gameplay has potential.

Thanks! I'm glad you enjoyed the experience. ^^

I got hooked by the concept... It's really simple, but makes you wonder what's going to happen.

Unfortunately the game is really small and confusing by lot's of bugs...

It looked like a project from someone that recently started making games, so, keep the good work! I wonder how great it will be when you're more comfortable with developing. ^^

Thanks for your kind words! It's great to see that your work is being appreciated.

I've been struggling with audio for a while, and in this project I saw the opportunity to really gain some XP... I created from scratch every sound, music and sprites during the jam. \o/

I have to say that the gameplay kind of fell short, due the lack of time, but I am already addressing this on the current build. Added 4 weapons to change with a dropped item, a new enemy and some QoL too.

I totally agree with your feedback... I left the circular prison too subtle, with just a simple color variation... I could see it so clear that I didn't even think that some people would have difficulty seeing it... And this totally undermines the game experience... The difficulty spikes a lot when you can't use the circular borders to help you dodge the bullets.

The minimap marking the changes was something I haven't thought... It seems like an interesting idea.

Thanks for the feedback.

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Hmm... I see... If that is your intention, I would suggest a mini-map... it's a great way to show the player that he has an objective to reach.

And probably would suggest a creation of an empty "first room" with the sole purpose of teaching the player that he is entering something.

I don't know if you already knows this... but it's not an entirely bad thing to have complex controls... You just have to realize that most players will need time to adapt, which probably means that the initial challenges of the game should be about understanding the controls, instead of real challenges...

I think you did a good job with the controls... Once I understood how to use them, it was fun and intuitive to move around.

I saw the connections, and went through a few of them.... 

It's cool to use procedural generation to extend the gameplay time, but  I think that exploration is more about the things you find than simply having ground to walk...

I don't know if there is other things to interact, but It was already hard enough to go trough 1 of the doors without dying.... I really didn't found anything else besides the bees and the hive.