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Thuleanx

171
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108
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A member registered Jun 10, 2020 · View creator page →

Creator of

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Thank you for playing the game! I really enjoy looking at your gameplay. Your suggestion is spot-on and I'll be implementing changes to make the character more visible in the next iteration.

Incredible game! Everything's so clean and juicy, though I'm left feeling that the tutorial boss was more interesting than the Kraken.

I love the impact effect on hitting the boss. That would also be the perfect place to add some screen shake, if you plan on further extending the game.

Thank you for the suggestion. I'll definitely make that adjustment! 

Thank you! I'm glad you enjoy the game.

Thanks for giving the game a go! I agree with your comment -- there is a lot that we can do to improve the game leading up to the fight.

Incredible! I didn't know it was possible. You nearly landing on the spike at 47 seconds is very nice, and idk if that was intentional.

Well done.

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I love the edits and memes sprinkled in. Thanks for playing.

Ayyy nice! I watched the run and that was some really nice pathing.

I'm glad you see potential in the game and had fun with it. I'm not sure if I will develop the game further, but I might make similar games in the future.

Also, those are some impressive records for both 0/12 and 12/12 versions. You beat my pb by a landslide at least (I think around 3 minutes for 0/12). Let me know if you do get it onto speedrun.com.


This game is really cute. The up-beat music coupled with the wholesome adventures through town really sells it for me. I don't currently own a pet, but this reminds me of the time that I did.

The two minigames were enjoyable, especially considering this was made in 2 weeks. I did find the platforming portion to be a little clunky; sometimes, I would bounce a tiny bit after I land (are you using Unity physics?). Animation-wise, I think a little bit of squash and stretch on Skippy's avatar would make him look bouncy and emphasize his adorableness. 

This game is really cute. The up-beat music coupled with the wholesome adventures through town really sells it for me. I don't currently own a pet, but this reminds me of the time that I did.

Thanks for the high praise. If you do feel like your life is spiraling downwards though, I hope that you hold onto the hope that there will be people or things you value and value you. To be honest, this is one message that I felt was missing from the game and would love to work in had I have more time.

Science

Looking back at it, I can see how the teddy can be menacing. My reason for its inclusion at the end is two fold. For one, I was using it only in scenes where the protagonist wasn't depressed. Secondly, I usually end all of my games on something "satisfying" as a reward for the player completing it. I thought the camera zoom + sound progression at the end would do, but with more time I would have liked to put in some particles and perhaps fix the whiplash transition to the ending scene.

Your narrative with the teddy being the killer is intriguing. I think it's the nature of this textless jam that all of the games have epic unintended interpretations.

I like how, when text is restricted, you turned to audio as the primary story-telling medium. I think other projects in the jam also utilized sound but not as the core of their story. Overall very nicely done, especially the reveal at the end. Although I didn't get it the first playthrough, the change in tone was well executed enough to convinced me to give the game another go, this time with headphones so I could catch the last part. 

I know that the visual style isn't consistent, but there's charm to it. It reminds me of rpg maker games I've played back in the day. And the sprites for Scarlett are all so cute. The first part of my first playthrough was entirely about getting Scarlett to show her happy face, although I'm pretty sure now that it's outside my control.

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Your comment actually inspired me to end on a higher note. I was going to end on the protagonist dying, which happened in some of the chapters of the manga, but decided against it. I recall Dylan also saying something about why stories shouldn't just be depressing for depressing's sake, and I thought I hadn't shown enough of his life before the incident (or at least the happy things about it) to warrant ending the story in such a manner.

Glad you enjoyed it :D

I like the puzzle elements, although I have to admit I've brute forced some. The inventory mechanics is very intuitive, and I like the fact that you teased the player with the TV and printer that isn't immediately usable. 

The analognorisis was something I didn't see coming. At the beginning, I thought the player was just any other inhabitant of this well-secured building, given that they sleep. The UI and music shifts were very well executed, and the texture on the art really adds to the game feeling polished.

[Spoiler] The last puzzle reminds me of Collatz's Conjecture, but I'm pretty sure it doesnt follow the same pattern. Interested to know what the actual pattern is (I kinda just brute forced the thing with some pruning, in particular to never go for powers of two).

So the house, and in extension the tape, is a parallel to the flashback phenomenon before death. Chronologically, the events of the game are: the man grows up -> he was on the verge of death -> in that split second he experienced the house and got to watch his entire life up to that point -> he wakes up and discovered he's still alive. I also understand that, from what is presented, it's not clear as to why the man was hopeful at the end. Truthfully, I just wanted to leave the story on a somewhat uplifting note (this decision happened after someone pointed out that they've only been telling grim stories in the discord). You can probably make the argument that the things he saw in the tape, especially prior to the office scenes, would have convinced him that there's more in life, but that's not hinted at in the actual game.

Thanks for giving the game a go.

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Super Amazed! (I can't help this sorry)
Took me a couple of tries to get the story. I had to replay to realize that the options don't really offer another ending, and that the operator / main character is doomed no matter what. That was a pretty cool moment, on top of the twist in the story, and I wonder if it was intentional.

I like the minimalism in terms of both color palette and the things you chose to include to depict the story. I think the plot is quite cohesive, and I appreciate that some things are left for the player to fill in. In my interpretation, the character is hunting down royalties to extract their essence (anything in yellow) and rip them of their status (causing them to become red/inferior). The witness at the end, of course, had to be taken care of.

I'm really glad you like my slowing down the movement. Time was tight and can't work in more content, but I can always change a floating point value so I went with that.

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[Spoilers]








The game is also very clever in how it sidesteps the no-text restriction. I didn't think that a game with dialogue would even be possible under the constraints, but you've proven me wrong. Very nice work.

I love the aesthetics. The character is rigged very nicely, especially the way the man slithers out from the well. The choice of music also fits very well with the aesthetic, and (this might me just my imagination) the fact that the music progresses after you regressed is a nice touch.

The story is one thing I'm not completely sure about. I appreciate the twist involving the baby girl and how it's set up. The first scene raised so many questions, including: "why is the father not here?", "why is the mother crying?", and "why is the only thing interactive is a picture of a man drinking orange juice?", all of which points to the father being the villain, or so I thought. The ending, however, didn't really explain the origin of the man or the significance of the burning books. Perhaps a large part of it is left surreal, which I don't have a problem about. But if that's not the case, I'm very curious to know what I missed.

I love the aesthetics. The character is rigged very nicely, especially the way the man slithers out from the well. The choice of music also fits very well with the aesthetic, and (this might me just my imagination) the fact that the music progresses after you regressed is a nice touch.

The game is also very clever in how it sidesteps the no-text restriction. I didn't think that a game with dialogue would even be possible under the constraints, but you've proven me wrong. Very nice work.

The story is one thing I'm not completely sure about. I appreciate the twist involving the baby girl and how it's set up. The first scene raised so many questions, including: "why is the father not here?", "why is the mother crying?", and "why is the only thing interactive is a picture of a man drinking orange juice?", all of which points to the father being the villain, or so I thought. The ending, however, didn't really explain the origin of the man or the significance of the burning books. Perhaps a large part of it is left surreal, which I don't have a problem about. But if that's not the case, I'm very curious to know what I missed.

Absolute bangers. I used this in a recent game jam. The variety in the tracks mean that I can rely on it during the last few hours of the jam without having to curate music from different sources. Ludum Dare Track 8 is my favorite.

I don't think you did. Thanks for giving the game a go.

You click on them to interact.

Thanks for giving it a go anyway :D

Thanks for giving the game a go

Thank you! 

Thank you for the kind words.

Thank you! :D I'm glad you had fun with it.

I love the CRT-like effect and the rain section. Gameplay-wise, I figured partway through that the enemies sprint towards you whenever your side is exposed to them and that made the game a lot easier.

There is, however, a lot of backtracking when you die and I wonder if it would have been better to have checkpoints every 3 people saved to avoid the tedium of going through the same path.

I've already commented on the page but here's some more feedback:

I love the mix of 2D and 3D in here, even if it's somewhat mismatched. It mirrors how the story is a weird take at a children's tale.

One thing I noticed is that there was a vortex at the beginning that doesn't get used anywhere else in the game. I felt like it was missed opportunity. Perhaps it would be nice for the big enemy fishes to spawn them as temporary obstacles.

Cute and wholesome game. I love the effects applied on the water and fog, and the mechanics is intuitive even without tutorials. 

Thanks for giving the game a try.

Very nice game. I like the variety in the environment, as well as the lighting in the last sequence. I wish the player ship would allow for smoother / faster movement, but I suppose the sluggishness fits with the horror aspects.

I encountered a little bug while playing, where my character respawned right after the entrance to the red lava-like area and the lava-like area is blacked out until I exit it and enter again. Nothing game breaking.

Short and sweet. This is a lot for a 10 day jam, and I love the creative twist at the end. At first the swimming wasn't too intuitive, but I enjoyed it after getting the hang of it. I just wish the camera wouldn't spasm whenever I hit an obstacle, as that was quite disorienting.

Very nice, clean game. I love the aesthetic and the tv-like post processing effect.