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Veleon

33
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A member registered Jul 21, 2020 · View creator page →

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Looks like a cool idea, but I think the rendering is broken.

I’m using the Brave Browser (based on Chromium).

I haven’t seen a lot of turnbased games this jam, so this one was very refreshing.

I think the mechanic plays well for this type of game, which could definitely be expanded into a larger one.

Lovely little game, with a nice story.

I agree with lisyarus on the mechanical changes, adding that there is probably a problem with your check to see if the player is on the ground since they cannot seem to jump when half-way on a ledge.

This game and the art are way too cute.

Also, how did you do the custom load screen for WebGL? That’s a really nice detail to add!

I really liked the humour and tone of the game, along with the unique mechanic.

It would be nice if the text could be sped up a bit, as long dialogue can be really slow. An indicator that you’ve cleared all the enemies would also be nice.

Very nice art, simple but clear mechanics.

Bamboo printer goes brrrrrrrrrr.

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I really like the mechanic of finding new plants and using them to progress. Gives a nice Metroidvania feel to the game (which I am very much a fan of).

The Inventory menu can be a bit buggy, I managed to get it stuck in its closed state at one point, forcing me to restart. It would be nice if the menu was always open and if I could select and switch between plants using hotkeys instead of my mouse.

The dialogue text can be hard to read sometime, due to the font changing letter sizes frequently.

I also found this funny bug after dying, where my player was stuck in the tilted forward position for the rest of the game.

I could look at the art of this game for hours and not get bored. The dog is too cute for me, now I want it as a real pet.

Solid and fun mechanic, really well executed. 5/5 from me.

I think this is the most interesting use of the theme I have found so far. Would definitely play this if it was an even longer game.

Very fun and interesting puzzle game mechanic, which could probably translate into a lot of very unique levels if you’re ever interested in making it a full game.

I like the premise of the game, but sadly the level design felt really unfair (and thus not fun). I’m not a big platformer guy, but I expected to at least be able to beat the first level. It turned out that it is just filled with very hard platforming challenges, which I think are more fit for a level where the player has familiarized themselves with the mechanics a bit more.

Also, dying when hitting the top of the level was really annoying, as it just punishes you for no visible reason. The first 3 times I didn’t even recognize it happened because I jumped against the “ceiling”, I just thought I accidentally hit a spike or something.

TL:DR; Fun game idea, next time please make it easier / more accessible.

Very cool aesthetic and fun gameplay! Sadly the servers were not working for me (or just empty).

A Fun mechanic idea, but could really have benefitted from some more diverse/interesting levels. Right now it just feels like we have a duplicate player, instead of controlling two separate slimes. By creating two different layouts in each level you could create some interesting puzzles, instead of just having one puzzle which is duplicated.

The game’s levels currently feel like the introductory levels of a puzzle game, which introduce the mechanics but then after 3 levels it already ends.

I liked the art and feel of the game, as well as the unique mechanic.

Definitely feels like it could be a “real” game with some more difficulty, polish and maybe reduced effectiveness of the sucking ability, since it just instakills enemies right now.

I love your art style, it looks very pretty and aestheticly pleasing. The music is very nice and calm, which fits well. The game is a bit too hard in my opinion, mostly because the early part of the level already spawns a lot of lanterns. Maybe this can be a gradual increase instead?

I don’t really see how the game fits the “Stronger Together” theme however, and your explanation of “Adventure” did not help with that.

Very fun game, with an interesting mechanic.

I don’t know if it is intended or a bug, but the health bars of both opponents did not seem to go down until I pressed quit, it would be nice to have some more feedback during the game.

I am curious how you created the art, did you draw it by hand and then scan it?

I really liked the visuals and aesthetic of the game, from the art to the sound.

It would be nice if the fish in your school turned into a slightly different colour to differentiate them when trying to “recruit” new fish.

I also think the message “Some things need more than strength alone” is a bit misleading, as it just means you need more fish, but the text suggests that you should look for a different solution. Maybe something like “Some things can’t be achieved by few” would still fit the tone of the game, but make it clearer that you need more fish.

Currently the game is lacking a lot of “game juice”, sounds, music, effects, etc.

Combined with the lack of content, it creates a game that didn’t manage to capture my attention for longer than a minute or two.

I think you’re on the right track, but the game needs some more polish to be fun for a longer amount of time.

The core game mechanic is entertaining, simple and addictive, ideal for a game jam game.

My only feedback would be to add some variation to the tileset, as the current one with only one tile can be a bit disorienting.

I enjoyed playing this a lot, from the fun gameplay to the cute visuals. Didn’t get to finish it, as I got stuck at the level with the big gap (6 I think).

The controls can be a bit finicky at times, especially when trying to climb up a vertical surface.

Really cool main mechanic, although it could benefit from some colour coding. Maybe make the end platforms red and static? It can be quite a nuisance if one of them accidentally gets out of place and you cannot get it back because of the walls.

Very fun game, enjoyed playing it a lot.

I think it is one of the more interesting ideas for the theme. Add a story, more cards, more enemies and an in-depth combat system and you can definitely turn this into a full game.

Very nice peaceful game, although the connection to the theme is pretty weak.

I would personally prefer a bit more of a directed approach, as the game can be quite unclear at times.

I love the art, sound and aesthetic of this game. The gameplay and mechanics are unique and interesting (at least to me).

I played the web version, so I don’t know if the desktop version has the same problems but this is what I found:

  • Text can be hard to read because of the slight shading/aliasing effect, which causes it to seem blurred
  • Gameplay ideas aren’t always clearly explained, adding tooltips to certain features could give some information. For example, I didn’t know that migration would impact my expeditions.
  • Sometimes the same follower is generated twice

I liked your music and your idea, but sadly the execution was lacking.

It’s almost impossible to get past the first wave, because you don’t have enough money to buy more than 1 tower. The first wave is too large for only one tower, causing you to let every single enemy through, barring some luck with double hits.

I liked the art and sound, but I feel the controls are a bit lacking. The player control is slow and floaty, without a lot of feedback from the environment or the UI. It would also be nice if the full version was available as WebGL instead of only one level.

I liked the art and sound, but I feel the controls are a bit lacking. The player control is slow and floaty, without a lot of feedback from the environment or the UI. It would also be nice if the full version was available as WebGL instead of only one level.

I think I just fell in love with your art. It’s really nice and well done.

Sadly the gameplay itself is a bit lacking, both in terms of content and polish. Hit registration is off, enemies don’t do anything, weird bugs happen (I died instantly as soon as I got out of the intro, before I even moved). Fun idea, but could definetly use some more interesting gameplay.

Nice aesthetic and art, very fun gameplay idea. Would have been nice to see an explanation of the mechanic in the game itself, so it could be seen as standalone from the itch.io page. Also an AI would be nice to add some challenge.

Really solid game, really cool aesthetic.

Sadly I personally don’t think that it really fits the theme very well, as except for the story it isn’t really applicable.

I really enjoyed playing the game. The movements feels fluid and the mechanic is fun.

My points of critique:

  • The font for the person talking is a tad too small, which makes it difficult to distinguish between a lot of letters.
  • The intro dialogue is cut up in really small sentences, sometimes cutting a sentence half-way. It would be nice if there was more dialogue on the screen per box, as it is easier to read that way.
  • There are some typos in the dialogue
  • There is little to no instruction on how to control your character, what the milk does and that the effect gets stronger with more milk. A basic tutorial for new players never hurts.
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Cool concept, would be nice if there were some more indicators when the lights are too far away from each other. Missing some “game juice”, which is basically effects, feedback, etc to make the player “feel” their actions.

The first levels could function as a tutorial by showing instructions on screen, the game is basically unplayable without reading the description first, as no controls or gameplay is explained.

Also worth thinking about making a 1 player version where you can switch between the lights, as not everyone has a buddy to play with.