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treatyofparis

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A member registered Nov 15, 2017 · View creator page →

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I had a lot of fun with the laser puzzles! I really appreciate the lore you've built for this game, it makes the world feel complete. I personally wasn't a fan of the combat - it felt awkward going between combat/puzzles, and the combat itself just isn't super engaging (I found that I could just get up really close with the grenade guys and they wouldn't be able to hit me at all). I think it would be cool if the "combat" was more of like a puzzle - like for a boss, you could have it shoot lasers and you'd need to arrange mirrors in such a way that it hits itself. Overall, cool game!

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This is cool! I loved the vibe - the sound design was especially great and I really enjoyed the attention to detail. I was a little bored by the end of the game, since I was basically just walking in circles waiting for the door to open, and the enemies aren't really a thread since they're slower than your walking speed and you regenerate health.

Hi! If you join our discord https://discord.gg/bMHxVPk and DM anyone with an "Officer" role, we'll send you a link to resubmit your game!

Your core mechanic is super interesting! It's also very impressive that you did this all in 3 days - the art is great and the music isn't bad for such a short loop. I've seen a couple games like this before (where you have to defeat past versions of yourself) but never quite like this. I only have a couple criticisms - the controls feel great overall, but I wish the jump height was just a little higher just because the cacti are huge (the platforming gets kind of precise at later levels and personally this game feels better to me as a puzzle-adjacent platformer than a precision platformer). And as others have said, playing as the sheriff feels trivial sometimes, especially for the earlier levels, since it involves basically no movement besides maybe jumping. I like the timer for the bandit though, it's a fun challenge having to balance making it easier for yourself in the future but still having to complete the level in time!

This is really cool! I love the time mechanic, especially with the slowed down music - it works really well with the vibes you've created with the lore. I appreciate how forgiving the game is: your weapon has a larger hitbox than it appears, which is nice, and the hearts help too (though I think they could have been better placed, I feel like I always got them when I was only missing one heart and couldn't find any when I was at half a heart). The assets look great and it's neat that the bodies of the enemies look just like you. I felt the movement was kind of sluggish sometimes, especially when you're changing directions (the momentum is weird), and I do wish the controls were a bit snappier especially since the spider guys are really fast and can be hard to spot if they're in the other timeline. 

The rewind mechanic is really cool! Especially since the cars move on cycles - you get to plan ahead which allows for some creative puzzles. I like the art and music too! The background is very pretty. Some critiques: the camera is weird sometimes, especially when you're at like a high point in the level, it hides like everything below you which is confusing. I also wish the cars were a bit more forgiving , especially since their hitboxes are huge and the knockback + lack of invulnerability makes it kind of hard to correct mistakes. 

The absorption mechanic is cool! I love the attention to detail - the lights start dimming when you suck energy from them. It's interesting that health/stamina/ammo are all put into one stat, it makes it kind of a game about planning out and trying to be efficient with resources. The controls were kind of finnicky (it's kind of awkward to have to hold down Q will walking around with WASD) but the bullet hell aspect of this is fun - though I kind of wish there were obstacles and things like that to hide around which I would have appreciated for the last level which was just overwhelming and a bit frustrating to me.

Ok I watched the video and turns out I did cheese it - here's a recording (sorry the window is so small, I should have zoomed in or something). 

Congrats on your first game! I got ending 1 - I was really intrigued by the lore and I hope you build on that more if you continue to work on this. I like your take on a subversion of the RPG genre - I ended up fighting the green demons (or whatever they were) and lost pretty badly, then I tried again but just ran away and I was surprised that it worked. I think I understand what you're going for with this game but I definitely would want to see more of the unconventional aspect of the game.

I'm sorry you didn't get much time to work on this! Honestly I love the voice acting, it's just so silly. There's just something really gratifying about when Robertson actually listens to your commands. I appreciate the coyote time and all that - I'm glad that the game is forgiving despite Robertson being purposefully frustrating. I like the music as well! I'd love to see what this looks like in a more finished state!

I figured out the last room! The solution was so simple there were just so many red herrings lol (or maybe I just cheesed it, I don't know). I love this concept! I kinda wish there was an undo button or something like that, but other than that I don't have any real criticisms besides that I wish there were more levels. 

I’m not quite sure I understand the issue here but I’ll look into it. Thanks for the feedback!

Thanks for your feedback! What grammar or punctuation errors did you encounter? I have only noticed a couple typos since submitting this. I'm curious as to what disjointed passages you're referring to as well. 

I think this is the first time I've played an online multiplayer jam game! I get motion sickness from first person games so I could only play for a little bit, but this is really well made! The visuals and sound effects are pretty minimal but I appreciate that to be honest, and I think they're well done for what they are. Having to switch between head/arm movement didn't take as much time to get used to as I thought, and I can imagine a lot of tactical strategies that emerge from that mechanic. If you decide to keep working on this I'd love to see that mechanic developed more - I don't know if this is what you were going for but I interpreted this as like a rage game, which I think has interesting implications especially for an FPS. Maybe your head can be totally separated from your body or something like that. 

First off, I think this is a really cool concept! I like the visuals too, the trees and night sky set the vibe really well. Having to shoot feathers to test if platforms are real is a really creative application of the theme, and it's definitely a mechanic I'd like to see explored more. I have a couple critiques - the controls are a bit awkward (double jump mapped to a separate button is weird to me), and an issue I ran into a lot was that most of the platformers were on the upper half of the screen, so I spent a lot of time off the screen when jumping and was just hoping I'd land somewhere safe.

Feedback from our meeting today - the game looks great and it's super polished! Color-coded buttons with circuits or some other indicator might be good to make puzzles a bit more clear, since it's super hard to tell because of the large rooms and small camera area. There are some issues but looks like you're already aware of them. 

I like the Wildidoo sprite, it's really cute! I think the conceit of this game is interesting, I just wish it was a little bit more thought out---each level feels like a pixel hunt for the steak, and the banana peel hazards don't really add anything, they're just kinda annoying. To Luke's comment: I definitely agree that I wish the Wildidoo was chasing me or something like that. I hope you decide to keep working on this game, I think there are a lot of additions that would really improve it!

This is insanely well made, like this could literally be on steam as it is and no one would be able to tell it was made for a jam. The art and music are both phenomenal. The main mechanic is kind of mindblowing and it has a ton of potential---I think the biggest issue here is the level design, but that's trivial. I'm personally not a fan of puzzles that require super tight timing, but I think that's generally not an issue. One other improvement I would suggest is making the arrows bigger/smaller based on the velocity of each object. It's honestly hard to be critical of this game because it's so polished. Please update the game, I would love to see more levels and mechanics added! 

The animations are so cool and add a ton of juice! I loved the music as well. The game was really laggy for me and the audio was kind of broken, but I think that's because it defaulted to full screen and I guess my computer has an issue with that---are you able to make it not open in full screen automatically? 

Cool game! This is definitely a psychological horror game because there is nothing scarier than turning around and there's a ball right there. How does the scoring system work? I couldn't really figure that out.

This is really fun! The minigames are cute and the music slaps! This is incredibly polished for a jam game-there aren't any glaring issues at all. I hope yall decide to finish it! 

This is really cool! The mysteries are really cute and the art is incredibly polished for a jam (the diner employee sprite is possibly the best thing I have ever seen). I wish the signposting was a little clearer and the character could be more emotive, maybe those are things you could work on in future updates? Keep us posted on any updates you make! I'd also be down to make some music for this if you need it.

The art is really good! The collision is kinda jank but funny, there are some tiling issues and sometimes throwing candy doesn't do anything but it's a cute game overall.

Sad that this isn't really in a playable state but based on the thumbnail it looks promising (the tiles looks great)! Yall should definitely work on this more.

this game made me believe in love again

Wow, this game is really cool! All the dice and upgrades are really interesting. I was running the haemomancer's bargain + warrior's roar which I found worked really well. My main concern going into this game was that the best play is always to rig the highest number possible, but that did end up biting me in the back a few times. I enjoyed the adaptive music too! 

Interesting concept, but I definitely wish there was more to it than just jumping on platforms. I think the movement is a little too jerky. Art looks great!

I can't make more than one move on the first level even though the counter starts at 2- it just resets whenever I make the second move. Otherwise this seems like a cool game, and the art is great!

The dice roll mechanic is kind of interesting, but I can definitely imagine it getting tedious once you have to keep track of 3+ sides. A little buggy but still cool! One other thing I would change is the player's hitbox, it's way too big.

Fun music! The live euphonium/singing was cool, I don't know if I've seen a jam game with live singing before? The shop mechanic is interesting, but I def wish there was more gameplay.

The graphics are great! Everything looks really pretty especially considering the time limit. The mathematical mechanics are a fun twist. The only issue I found was that at some point the music and level transitions just stop. 

Try deleting the Chambers Of Fortune.deps.JSON file and let us know if that works!

If your game doesn't open (some people have this issue), please delete Chambers Of Fortune.deps.JSON

We have no idea why this is an issue or why deleting the deps.json file fixes it, but there's no rule against telling people to delete files so I guess we're ok with it. 

This is really heartwarming! Some minor typos, but overall it was really well written. I'm really surprised you managed to make something so emotionally moving so short. 

Thank you!! Now we can tell people that our game made someone cry, which, on second thought, sounds kinda bad out of context heh.

Thank you!

Thanks! We definitely took some inspiration from text adventures. We literally played a bit of Curses like an hour before the jam started. 

I felt chills down my spine! This game does so many things well, and every choice seems meaningful and thought-out. The background color changes were a really subtle yet clever addition, they add so much more atmosphere to an already great game. I got ending A but I'll have to replay because I can tell there's a lot more to this game in store.

Y'all have some serious creative energy! This game (or I guess it's a zine. meta-zine) has a ton of personality. The poetry was incredible too- you really pulled off the choose-your-own-poetry thing well.

This is really cool! I love the abstractness of it. It's very... fatalistic (in a good way)!