I'm sorry, I can't launch the game… Your .exe file is asking me to open another file. I've tried the .exe file itself, as well as all the files in the folder (I extracted the .exe file to access them), without success. How do I launch your game? Have you tried launching it on another computer? Please make sure your .exe file offers a working standalone game. I'm eager to test your creation. Thank you for your prompt response (as a jury will soon be playing and live-streaming it!).
Yazorius
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Lorsque Powerpoint permet de faire un jeu d'aventure, on peut s'attendre à quelque chose d'original : avec "La Mystérieuse Résidence", on est servi ! Doté d'une ambiance entre l'escape game et les jeux à la "Rusty Lake", ce jeu offre des graphismes et interface minimalistes pour des énigmes complexes qui vont donner du fil à retordre aux amateurs. Il ne faut pas espérer boucler ce jeu rapidement : il faut s'habituer aux lieux, aux indices, noter les moindres éléments (car c'est parfois long de retourner les lire dans le jeu, vu que les portes se referment et nécessitent d'entrer leur code à chaque fois). Les indices sont nombreux, et il convient de prendre le temps de les trier pour conserver ceux qui vont aider sur le moment, pour mettre les autres de côté pour la suite. Une solution est présente pour aider les joueurs, s'ils ne tiennent plus : peut-être devrai-je y jeter un oeil si je tourne trop longtemps en rond, mais pour l'instant (énigme des notes de musique), je me contenterai de continuer à chercher par moi-même. Un jeu intéressant, donc, qui saura occuper les fans du genre. En revanche, bien penser à lire le fichier du tutoriel avant, car le confort et aisance du joueur pour ce gameplay (et donc le plaisir du jeu) en dépend !
Hello. I'm making my meager contribution. I had to learn how to use video capture software, video editing software, ... with french and english subtitles (be ready to face the "horrific english", you're warned). I should point out that since I can't make a 15-minute video showing the complete creation of my game, I just chose 3 different scene concepts present in my project to show how to obtain them. And since these new editing software are my new toys to play with, I had fun bringing back the two protagonists of my project so that they can present the tutorial themselves, in their own style ^^ Between the capture and editing, the facial animation, the voice recordings & co, I hope my delay will be forgiven ^^"
Thanks. I've downloaded this software this morning with some others, and I try to understand how to use them.
OBS seems to be the most user friendly, so I'll try with this one ^^
EDIT : I tried, but this sofware doesn't record the different menus and contect ones. So it's impossible to see on what I've clicked and what I've chosen/done when I have another window or menu. I don't know if it's possible to fix that. I've tried to configure everything in vain ^^"
Edit Edit : Oh ! I think I've found : clicking on the Fade to Dark stuff have moved the screen display to the right. And now, the context menus are recorded ^^"
First of all, thank you for playing the game. I'm glad to see that you enjoyed it ^_^ I see that you would have liked to have arrows all around the grid: it's a choice I made to make navigation easier, and therefore to move more quickly from horizontal to vertical movements, and vice versa. In the main game sheet on Itch, I explain that each version of the game allows the same arrow to "push" or "pull" depending on the gameplay: TCpad, the A and B button, NOpad, the left and right mouse click. I also allow the use of the keyboard with Shift and Control. This makes it more efficient to manipulate the tiles without having to go all the way around. So I wanted to congratulate you on two achievements: reaching the third level, and for doing it only with the "push" movement. If you want to try again to reach the end despite everything, "page-down" on the keyboard should help you ;) The goal of this game is above all to show what can be done in the same frame with the same tiles. I can't imagine your reaction to the last challenge, specially in a "push" mode only ^^ Once again, congratulations to you, and thank you for playing Rage Kweet! ^_^
English :
Personally, I had a lot of fun creating a project for this game jam. I liked the organization, the concept of integrating with third-party gameplay, the screen size restrictions, the idea of adding MFA to show our own way to use Fusion, the suggestion to make a video (not done yet, but I'm not giving up: I've always used Fraps to record my screen, but it doesn't capture Windows software like word processors, spreadsheets, or others like Fusion. I'll find a solution, I have no doubt),...
I read that many people participated even though they knew they wouldn't respond to specific requests considered mandatory... I personally have a hard time understanding the idea: if you don't like the rules, just don't participate, right? No one is forcing anyone. Also, I doubt people would go and collect MFA assets since you have to own Fusion and know how to use it. Not to mention that a screenshot tool can select any part displayed in a protected game to turn it into a GIF, and thus usable sprites (with some editing in Photoshop/Gimp).
In my opinion, only one thing surprises me: the jam is over, it was stipulated that there would be votes based on specific criteria, but Itch is already announcing the results (for votes over a single day): 0 votes, and therefore 0 winners. Is this normal? Did I miss something? ^^" But apart from this anecdotal detail, the jam was well organized and moderated, and the ideas for themes and restrictions were pleasant and original. Next time, a jam in the same spirit would be no problem for me. Even a month-long seemed like a pretty good compromise (too long and you procrastinate, not long enough and you rush to screw everything up).
Just a simple thank you for this fun jam, which personally allowed me to revisit an idea I had tried to do in vain (I even have asked for help from another participant in this jam at this time, again in vain ^^), and which worked perfectly this time ^_^ A victory by my own, that's my greatest reward!
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Français :
Personnellement, je me suis bien amusé à créer un projet pour cette game jam. J'ai apprécié l'organisation, le concept d'intégration avec un gameplay tiers, les restrictions de dimension d'écran, l'idée d'ajouter son MFA pour faire découvrir d'autres façons de se servir de Fusion, la proposition de faire une vidéo (pas encore faite, mais je n'abandonne pas : j'ai toujours utilisé Fraps pour enregistrer mon écran, mais ce logiciel ne sait pas capturer les logiciels Windows comme les traitements de texte, tableurs, ou autres comme Fusion. Je trouverai une solution, je n'en doute pas), ...
Je lis que beaucoup de personnes ont participé tout en sachant qu'ils ne répondraient pas aux demandes spécifiques considérées comme obligatoires ... J'ai du mal à comprendre l'idée, personnellement : si les règles ne plaisent pas, il suffit de ne pas participer, non ? Personne ne force quiconque. De plus, je doute que des gens iraient récupérer des assets de MFAs vu qu'il faut posséder Fusion et savoir s'en servir. Sans oublier qu'un outil de capture d'écran peut sélectionner toute partie affichée dans un jeu protégé pour en faire un gif, et donc des sprites utilisables (moyennant retouches propres sous Photoshop/Gimp).
A mon sens, un seul truc m'étonne : la jam est finie, il est stipulé qu'il y aurait des votes selon des critères spécifiques, mais Itch annonce déjà les résultats (pour des votes sur une seule journée) : 0 vote, et donc 0 palmarès. Normal ? J'ai loupé un truc ? ^^" Mais si ce n'est ce détail anecdotiques, la jam était bien suivie dans son organisation et sa modération, les idées des thèmes et restrictions sympathiques et originales. La prochaine fois, une jam dans le même esprit, c'est sans problème pour moi. Même la durée d'un mois m'a paru un assez bon compromis (trop et on procrastine, pas assez et on rush à tout foirer).
Un simple merci pour cette jam amusante qui m'a personnellement permis de reprendre une idée que j'avais tentée de faire en vain (j'avais même demandé un coup de main d'un autre participant à cette jam, toujours en vain ^^), et qui a parfaitement fonctionné cette fois-ci ^_^Une victoire sur moi-même, c'est ma plus belle récompense !
Well. I had seen the video before even testing the game. I could only expect something heavy, given the creator of the title. Beyond the very well-designed visual aspect and the level design with its challenges, it is above all (as always) the technical side which is completely impressive. How, with such restrictions, were you able to make a game in such "simili-3D"? It's dynamic (nervous), fast, fluid, full of animations, the handling is immediate, all in a very small screen ^^ Once again, the "cliteam-wizzard" has worked, and the result dazzles everyone! (*_*)'
A title that reminded me of the first Zelda games. A fluid game, with a multitude of dungeons, enemies, timed challenges, keys to find, ... The graphics are particularly neat, the game engine clean, and all this contributes to having a great time trying (because I didn't see the end, if there is one) to find a way out somewhere. Congratulations to you
I had a lot of fun with your game. I really like Tower Defense, and didn't imagine for a second that it would be possible to make one in such a short time and with so many technical restrictions. However, yours works very well. I appreciated that the flowers are destroyed depending on their use: it brought a little more strategic to their placement on the field. Musically, it's the bomb, especially with the launch of the new wave. Absolutely nothing to complain about, the result is great!
A very special atmosphere for this reverse Pac-Man ^^ The graphics are really successful, the gameplay is very pleasant, and completing a level is rewarding with these strange texts on screen. A very nice entry for this game jam, which shows how much the attention to detail considerably improves the pleasure of the game. Bravo ^_^
Not easy, but very well done. The native keys are not practical (AZERTY keyboard here), but since MFA is provided (which is not the case for all the games submitted), I was able to change them myself in the program to be able to play properly. The graphics are very pleasant and detailed, animations everywhere. I liked holding on as long as possible to eat the food before the other fish ^^
I think the idea of this video is excellent (without wanting to come back to the unpleasant subject), but I'm already struggling to finish my project: making the video on time will certainly be impossible for me, especially since I'm not very good at it. So is it allowed to upload the said video some time after the end of the game jam, in order to allow me to learn and do the editing, add an audio commentary (in French), and subtitle everything if I'm able to ? Even if my way of using Fusion is surely deeply chaotic (it must be said that it will be seen immediately by looking at the "mfa" of my project ^^), it is in my opinion a chance that everyone can show their way of doing things, especially here for French-speaking users. So will it be possible to send the video to the address provided, but when the game jam is already over? Thank you.
The date and duration of the YAZJams vary from year to year. For 2025, the jam was planned to last three months, starting on August 15th. This allows, after the jury votes, to send out the awards during the Christmas period. This is new, and next year it will probably be different. These YAZJams are a real mystery! But nothing has changed since the jam page was first published. So, no dates have changed.
I just finished the adventure and I still can't believe that such a two persons project could have seen the light of day in such a short time. Here we have a magnificent game rich in gameplay variety: adventure, platform, narrative, everything is there to make this story come to life in the most beautiful way. The pixel-art graphics are splendid and teeming with animations. The music is very successful. The levels are very well designed. This game runs smoothly for the greatest pleasure of the player. A very beautiful story that knew how to take advantage of the imposed themes, while offering something unique. I loved it. Thank you for this gift that you are offering here.
Very hard to figure out what to do and how. So, for example, we need to go on walking on the moving platforms, or jump while running (shift) to fly between cubes in space. Very interesting gravity game, but very frustrating to gamers who want to succeed : it's too frequent to go quite far and fall to the beginning with a bad jump/fall ^^" A better collision gameplay/visual would help to make a better experience. It remains very poetic with this minimalist graphics.
Francium is a series of short adventure games featuring a small robot, Roboto, in a world where a megalomaniac king wants to be the last of humans. Each opus presents this original and wacky universe in a different way, both in an independent scenario and in a different graphic treatment. If some episodes follow one another, some others (like this one) can be enjoyed without having played the other games. Probably because this is an "origin" Francium that would serve as one of the first episodes to do if all the episodes were brought together.
Indeed, this Francium 0.5 is above all there to present some robots that the player will find in other episodes. The restricted places confine the hero to a landfill, for the sole purpose of being able to meet his creator, while a war rages. In this polluted environment where overproduction for the sole purpose of throwing away is the ultimate goal, humanity has little future, and Roboto will only meet robots in this adventure, whether they are prison guards, prisoners or simple robots abandoned in the dump.
This Francium is entirely in 3D, in a very successful graphic rendering. Colors, models, textures, lighting, ... the whole is neat, and helps to dive into the stifling atmosphere of this world in agony. The game is fluid, pleasant, and its gameplay is deeply intuitive (keyboard arrows to move Roboto, the mouse to interact on the elements and characters near the robot). Like any great Point & Click classic, this game offers an adventure focused on exploration, dialogues, collecting objects and using an inventory.
A few mini-games are offered, which varies the pleasures. As for the adventure, it is as always original, adorable and very interesting. Always logical and motivating, this game constantly makes you want to know more, and to advance in Roboto's quest. The integration of a game jam requirement (3 rules) is so successful that it seems impossible to design this game without it. And even if this game is the result of a game jam, it remains nonetheless a real little adventure game that is enjoyable for what it is. Here we see how much the developer knows what he is doing and how to do it best.
Remarkably, a French version is even implemented, which makes the game much more intuitive for French-speaking players. This game is therefore an excellent surprise, and offers high-quality entertainment that is worth a look. Any adventurer in need of a nice Point & Click will find in this game all the answers to their requirements. It is beautiful, original, accessible, varied, very well designed: we feel the love of things well done. Essential, therefore.
Il était plus que justifié de se demander qui tu étais, vu que tu as un pseudo différent de celui sur PA, et qu'aucune annonce a été faite sur PA pour préciser l'intérêt de francisation. Quoi qu'il en soit, avec cette histoire je découvre un développeur de grand talent. Et français de surcroit (perso, je l'ai su en 4 clic, en lisant le "About" de son site perso). Sinon, tu as bien raison, ces jeux ont tout pour plaire à la communauté de PA. Je me délecte avec Slipman, et il me tarde de découvrir les autres productions ^_^
Le plus amusant est de proposer à un développeur français de franciser son jeu ... Mais bon, sachez que notre site Planete-Aventure est un endroit sérieux où chacun oeuvre par passion et partage. J'ai donc été surpris que les travaux réalisés par l'équipe des patcheurs soient appropriés par une personne qui n'est très probablement pas de l'équipe. Tout cela m'aura au moins permis de découvrir votre jeu ^_^
How can so much genius, original ideas, various puzzles, lowpoly 3D worlds and everything else this incredible game has to offer fit into 62 MB! o_o It's incomprehensible to see that. It reminds me of the endless games of the 90s on console cartridges that only took up a few KB. I would like to make the same menu, I would already have reached 60 MB. At this level, it is no longer Art, it is pure Magic! As for the game itself, it is a real feat. Fluid, beautiful, it offers a very pleasant moment of reflection with the pillars, but knows how to introduce this universe through a few more accessible puzzles. It would have been unfortunate to miss out on these ideas, and it is with pleasure that Simon leads the player into his irrefutable logic. Top! For that, just count to 3 ... 1, 2 , 10 ! o_o
A good variety of settings, enemies as numerous as ever, in a high-octane game that will remind you of a Serious Sam, with old-school graphics, in a game engine that rocks by its visual dynamism. It was hard for me to stay alive for long, but I was able to explore a good part of the places and find some nice hidden bonuses. A game in the author's style, and aimed at trigger-happy people.
What I like the most:
- the colors
- the graphic simplicity that does not take away from the visual richness
- the level design
- the general dynamism
What I liked less:
- the multitude of enemies
- their resistance to blows
- my ineptitude in this kind of games
Certainly, LILA is a difficult title, at least for players like me. But that does not spoil the pleasure of having tried, and of having tried to go as far as possible. An LSD version of the Wolfenstein classics. The pixel/voxel/3D mix works very well and brings a very original general aesthetic.
A lot of sweetness in this music. Calm and simplicity. Time seems to stop while the melody is played, with a nasal timbre on discreet pads. All in the intimacy of a stolen moment, like a meditative introspection. I don't know the soundfonts of "The Legend of Zelda: Twilight Princess", but it remains to be noted that the music takes advantage of these sounds to deepen the atmosphere of old-school RPGs.
Indeed, it is a Rhodes, used as a vibraphone/bell ^_^ My music has indeed a slightly tense side, a little dark, inspired by the intense vegetation and the solitude of the human being at the center. I did my best not to fall into the marked sad, but I am not sure I managed to avoid the pitfall. Thanks anyway for your comment ^_^ PS: I like your funny nickname/avatar ^^
Sweetness and nostalgia. A meditative moment, with trip-hop percussion. Pleasant, full of poetry, beautifully orchestrated with a piano melody that stands out perfectly to make the whole thing airy. The breaks are well mastered, and highlight the piano which nevertheless loops in a minimalist way: wonderful to then find the layers of strings on which the melody comes to rest. Like a dream, a cloud of notes. Perfectly in the spirit of the photo. Bravo!
Cute, simple but offering a good sound rendering with various instruments highlighting Asian sounds. A bit of a shame that the accompaniment is so present and so little varied : some other chords would have considerably enriched the final result, offering a renewed attention. Still, what is offered here does the job.
It's hard not to think "epic" when hearing this music: the instruments, the rhythm, the melodies, everything is there to echo the great video game quests, in the medieval/Asian universe. The melodic layering is very successful and captivates the listener until the end. The woodwinds, percussion and brass represent the picture very well. One of the rare music to exceed 4 minutes, with a coherent speech that makes the time pass at full speed. Very successful
What a pleasure to hear music that reconnects with my meditative impressions of the photo: I ended up believing that I had gone off-topic. But here, you chose to stay in major, which brings an even stronger sweetness. The flute of the melody is perfect, the koto of the central variation is wonderfully used, and the musical choices inherited from the West and the East are absolutely mastered. The melody played without accompaniment at several moments of the work accentuates the meditative side, and the guitar considerably rounds off the accompaniment, like a pause where a whole group meets after a difficult quest, to regain strength. Excellent
An anguished, threatening atmosphere in each of the sounds and melodies. The imperturbable cyclical percussive side creates a hypnotic effect, and even if the whole thing remains very simple, until the end where the grave melody finally breaks free from its straitjacket before the rhythm fades out, the music remains effective and perfectly pays homage to the metroidvania genre.
An original way to appropriate the sounds of an old RPG game to make another so different : the result is surprising, but works super well. The timbres are very well chosen, the melody is catchy and very well constructed. All this music is the work of a good understanding of what is done, and a mastered taste for music between classic Japanese RPG and more recent and independent games (like Undertale). A success.



















