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Weakest Imp

A member registered Oct 28, 2018 · View creator page →

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There is some positive in the game: the graphism and atmosphere is pretty good, the tutorial written on the floor and wall is is easy on the eye and  effective (for the most part) and the setting has undeniably potential.

Unfortunatly I've had a frustrating experience because of the level design of the game... You mentioned in other comments that a lot of people die in front of the first mummy; that's because when you introduce the click to take item, the player has to move toward what seems to be the only thing they can interact with and click. So when you tell the player to press a new button right after, they are gonna do the same (get close to the sarcophagus) and then press E, only to get mauled to death instantly '~'

Also, towards the end with spiked pit, I fell for quite a stupid reason (me really). Considering what revealed the way was an eye, I considered that the way to the last artifact was merely invisible but still here, and that I could keep going without alarming the mummies much. At the bottom of the pit, I realized I was wrong. I didn't feel like doing the game again from the start so I stopped there...

All in all, I've probably had the worst possible experience I could have had with this game, no luck ^^' But aside from these two mishaps, which I'm way too salty about to be honest, that was a great work! Keep working on it and I'm sure it will turn out to be a very good game :)

The mechanic is very interesting and well-presented to the player! I was also impressed by the animations of the player and ghost, as well as the art style as a all. 

Still a higher jump for the player would have been nice. I had a lot of trouble infinite jumping at the end to get across the two last walls with the small box, until I realized I wasn't supposed to it by throwing myself in an eternal void x)

Although it was short, it was a good game, especially for a jam. ^^

Congrats! ^^
There are a total of 3 different enemies in the game. To find out what they are, you'll have to climb higher ;)   (or just check the other comments) 

The game technically has no end, so an indicator did not cross my mind, but that would be an interesting idea. I had so many ideas of effects for that speed boost but deadline o'clock came too soon and that was all I could get in. Guess I'll just keep these ideas for next time.

I'm glad you liked it ^^

What's smoothing again?

Right, I completly forgot about it while I was working on the project! At least I won't forget next time :o

Glad you enjoyed the game, that's really the whole point of making them in my opinion ^^

That was actually the first time I did any music at all, and I had to rush it in 30 minutes, so that was to be expected... Still, that is kind of my greatest master piece to this day, but I fully intend to keep trying to make better music è.é

Well, eagles don't really have any business with ghosts after all. Demons on the other end, wouldn't let you get away so easily. As for aliens... well your guess is as good as mine. ^^'

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For some reason, I emphasized with the Imp. I wonder why... 

Anyway, that was a really interesting concept. I really wanted to get the truth out of her, but right from the start I kinda knew I'd never really get a straight-forward answer from her... And then I got the most unfortunatly straight-forward answer she could have given me, ripping it of all context. We should really teach kids how to communicate better. (I'm realising as I write this how I misunderstood at first and took a wrong decision... Powerful feeling ^^)

And the way you only get one chance at it... Nasty. I love it! (Edit: cracked open a way to retry, just to confirm how much of a fool I can make myself :p)

What a touching story. The music was fitting and the character portraits were rough looking but worked well within the aesthetism.

Was the demon and the shrink sprite the same for a certain reason or simply because of lack of resources? Oh, the theory crafting just waiting to happen *o*
A bit disappointed by the lack of importance in the choices, but overall I really appreciated it ^^

Nice little concept. The art and audio is used effectively, they really get you in the mood of the game.

I was a bit frustrated when they got away from me by going everywhere on the map and all the gemps just came from one chest, I couldn't save them all from hell no matter how hard I tried :'( 

Guess that was the point ^^

A cute looking and sounding game, very soothing
Still the limitation hit the game quite hard. Just 2 buttons for a menu-based game is pretty limited

That's a good concept, and overall a pretty good game ^^
Unsurprisingly, Angron is a savage. When I don't filter there love letters, he's always the one creating wars

The puzzle's idea were pretty good, incinerating part of the world to keep balance.

However the gameplay suffered heavily from the two buttons restriction and became tedious.

Ethical choices are a complicated things, especially in games. It is therefore very interesting, but also easy to have it go wrong.

Altough I didn't want to, I happened to kill every one because there was no way to talk it out and "die" is really not an option for me. Especially if it's just for one stranger's kid to get to a good school.
You say I need help because I killed everyone, but everyone wanted to kill me so who can I ask for help? :'(

Also, according to the question, my fate is to die. Are you the one who contracted all these people to kill me? :o

Merci, content que le jeu t'ai plu ^^
Je suis assez satisfait de l'intro, et j'aurais voulu mettre un peu plus de punch à d'autres endroits, comme le game over, mais on manque toujours de temps pendant une game jam. C'est pourquoi je n'ai pas pu y mettre de musique non plus
L'histoire du score c'est juste un placeholder mal initialisé. Mais tu peux t'en débarrasser si tu dépasse 15 ;)

Argh, I didn't think this through when mapping the buttons for trying again. It's possible to do it by pressing "Enter" or "R" which will not make Youmu shoot though, if that helps ^^'
I realized towards the end that many of the design choices I took for granted for a normal danmaku simply do not work with the concept of "don't hit the boss", but it was too late in development to make any meaningful changes... So I let the player have an advantage by making the bottom and top of the screen "safe" during the first phase. Otherwise the fight was just impossible :x
Ooh, nice idea. Additional attacks to dodge instead of directly losing a life seems more interesting indeed ^^

Thanks for your comment, it gives me a lot to think about!

Thanks for your comment. I didn't realize this was an issue since I retried with "Enter" or R during playtesting, but I see the problem.

That requires some precise resource management (or dumb luck) to get, but yeah It is somehow possible to win and lose at the same time x)

I sure did, that was a very good game. I mean I actually went back to it when I realized I missed stuff after all ^^

I am all too familiar with the "stuff that could be put in the game with just one more hour", it's something we have to live with in a Jam. But what's really important is that what IS in the game is cool :)

A very good game overall. The writing is funny and well-thougt. The Visuals are very good, especially the 2D portaits. Although no walk animation is a bit off putting at first.

The use of the "Identity" theme was very creative as well!

Only small problem I encountered: I was able to "solve" the case without once going to see Remilia. Was a bit weird to be honest.

Thanks for your comment, glad you liked the game ^^

At first I made it so you couldn't so easily avoid Yuyuko just by staying at the edge of the screen. Then I realized close to the end that the game required players to predict Yuyuko's movements, and then I made the movements random... Oops! So to make the fight at least manageable, I made it how it is now.

Of course there is always things to add after just 3 days, but I'm happy that what's in there is satisfying ^^

The dreaded angle collision bug...

I knew about it, but left it there because it was funny (and I lacked time)

Daaaaaamn is that title screen gorgeous! O.o
Most of the rest of the art looks like rough unfinished sketchs, but these are sketchs I'd absolutely love to see finished! The characters were also pretty cute, the puzzles actually required a bit of thought to solve (I wonder if "ice" will be relevant later?) and the setup makes the plot seem interesting to unfold. 

Very good work on this, I'm eager to see more of it!

That was a pretty nice first chapter. All the while I was thinking about "Crusoe had it easy" in the back of my head. The credits confirmed it wasn't just me x)
Although starting off as the rapist right from the very beginning had me take the decision while thinking "do whatever you can to make it up to her, and if you die, you deserved it", which is quite a rare thought to have right from the start (I'd have probably taken the same choices anyway, but oh well) I couldn't resist when I saw the "we're in the same boat"...
The art is very good, but the lack of music makes it harder to get into the game. 

Overall it was really nice, I'll probably play the rest when you're done with it. :)

Very good game, both interesting puzzle-wise and funny with the dialogs and overall physics. I had a good time despite getting blocked at the start of stage 3 ^^

I've got a couple questions. First: What?
Second: The F*ck?
Third: Doesn't the final ending causes the same paradox as killing baby Hitler, since your preventing Hitler from rising to power either way?
Finally, I won't kill Baby Hitler, because I'd rather use time travel to erase some of my akward moments in life than right the wrongs of history. Probably safer for the whole time-space thing. Or not? Good thing I can't time travel I guess.

Anyway, that was fun, and these graphical limitations made the work quite impressive :)
(I'm not sure why, but I left the ending theme play in the background while writing that. Might explain some of the things I said)

Very good and cute game. The main mechanic takes some getting used to, but is quite fun. Though the moving platform didn't seem to work properly, and I got stuck in a level because of this...
The art style is absolutly adorable. Probably one of the best looking in the jam (as far as I've seen)

The art was really nice for everything that wasn't a monster. For what was a monster, the art was... original? At least it was memorable.

Gameplay-wise, it's really interesting, but let down by the level design. Having many spells and a huge mobility (multiple jumps and dashs as far as I've seen) makes a character with a lot of potential, but the screen is just too small so you don't know where you're charging, and that lets the enemies zoom in on you as soon as they get into the screen. Especially when in front of a pit full of enemies, I just kept firing into it until I hoped that everything was dead because I couldn't see them.

In the end, it's quite a good game overall with a lot of potential :) 

A really simple game, in the best sense of the word. It's very easy to just start and enjoy, thanks to the simplicity. And, although simple as well, the art style, animations, feedbacks... just work well together and make it a pleasant game. Good Job!
That change in tone at the intro also took a good chuckle out of me.

The game is now finished and available. :)

Anyone can try to take on the mighty DraGun!

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I had my own goal of finally finishing a game, unfortunately I aimed to finish it before the new year... Fortunately I wasn't able to, as I still miss a few tweaks (and all the sound) and therefore I can  put it in this jam :D

It's a simple shooter where you go straight for the boss. A big dragon with big guns: the Dragun! 

I really wanted to finish this one as it was the first time I made any graphics for a game myself and most of them were already there to use after I couldn't make it in time for the Jam that it was for.  Despite the small numbers of pixel I used for my sprites, I'm pretty happy with how it turned out ^^