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Yloon

18
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8
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6
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A member registered Mar 28, 2018 · View creator page →

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So dark . . . So cute . . . Love the little walk animations. Cool intro too. It's not easy to make a stealth focused gamejam game, but you did it! I would change the hit boxes so they are a little more forgiving. They seem to be bigger than the sprites themselves, making it hard to avoid. It may be because you used box colliders to surround the enemies. You could just shrink the colliders or make a poly collider that follows the shape of the sprite. You could also shrink the player's collider! Good job everyone, nice to see a photo of the whole team.

Soap? Souls? Soapsoul? I have no idea what is happening, but watching that thing break apart is satisfying. I wish the cursor would follow my mouse rather than jump twitch around the way it does. As for the ASMR part, the audio did not really sync up with the carving and I was hoping it did. I could imagine a version of this for the phone where you just scrub and break something to pieces as a form of anxiety-relief like a digital fidget spinner! 

I want moooore. I wish there was more to do in the waiting period. I also want to see the gusts be more threatening (more game balance). The concept is great and the execution is good. I would love to add more pieces and see objects get destroyed when I hammer them. One of the coolest things is hammering and placing objects while the wind is blowing! Maybe the hurricanes can last longer and you can have some sort of visual to identify the wind speeds. The speeds could fluctuate even during a single event, giving you time to react live! Good job, I hope you take this further. 

Inspired visuals! Great execution. The whole experience takes place in only one environment, yet it still evokes a sense of horror and suspense. The creepy audio and lighting does a lot to create this feeling. I appreciate how the static left me disoriented, unsure of what was a wall or more ground to walk on. It felt as though that was the intention and it succeeded as such. I'm not sure how this relates to the repair theme, but its still a cool entry nonetheless.

We really had a good time playing this! I do appreciate your gameplay-first approach. This is quality stuff for such a short jam. At first we felt it a little punishing, but as we got better and understood how things worked it felt more fair. I think the balance between strength and width of your hit is interesting. The precentage at the bottom was confusing. I'd like to see some immediate feedback when the nail is ready to go in. Sometimes the nail would be "good enough," but we wouldn't realize and then accidentally ruined it, this felt a bit strange. 

Hey there, 

1- You can use any version of Bolt

2- You may combine C# and Bolt, as long a sa significant portion of your game is made with Bolt


Good luck!

That frog is so damn cute. I want more of him and his little animations. The sense of humor and overall tone of this game is what really makes it for me. 

I really enjoyed this game until my dog ate my computer.

It's pinball! I never got to the meteor unfortunately, as soon as I hit the build button, the whole game restarted (bug?). Overall pretty cool, but the game could definitely use sound and more feedback. I think pinball games are basically all satisfying feedback!

I'm impressed that you decided to tackle such a heavy topic in a game jam. I think you pulled it off respectfully. The arts style was well done and suited the themes. You could probably use more voice lines so that it does not start to get repetitive too early on. The game play was fairly straight forward with an effective risk/reward mechanic.

The reasoning behind this game is incredibly touching. I can see how much it meant to you from the detail and polish you put into it. We were shocked by the amount of detail you put into this game! The sounds effects, visuals and game feel are all great! The balloons sounded amazing. The snake itself is so well made, I love how the snake visuals change when you eat an egg. I was pleased that you made so many levels and kept adding new mechanics and obstacles. 

Here is a suggestion: If you were to separate the balloon creation to another button, then you can have balloons work on things other than the snake and this can be very interesting as a game mechanic for more elaborate level design. Something like this: https://www.youtube.com/watch?v=fGHlFZUOb78

Cool ball design and incredibly satisfying destructible boxes. The boost mechanic was more of a flying mechanic and you can manage to get through the whole game without rolling much. This is a little strange for a rolling game. I think the gravity was too low, making it really difficult to control and get to the next platform. I would disconnect the camera from the rotation, as this can be a very confusing control scheme. Really surprising that this is your first game! I hope you keep making prototypes and joining our jams. I see a lot of potential in your ability to pull things together! 

Crazy obstacle course toward the end btw.

Great art, great audio and great atmosphere. The loop is quite simple and always seems to get a little impossible at around the same point level. I wonder how you can take the idea further so it is worth playing again and again, aiming for a higher score. Some balance is required here. 

The heart at the top was not clear, it was both filling up and moving to the left. Not sure what it represented.

Very very very impressive character design and animations! Almost too polished for a game jam. Great job! The overall progression was quite simple and perhaps this was because of the time put into the art. I would take the game further by exploring what else you can do with your minions.

Nice little touch at the end.

(2 edits)

I am so impressed with the fact that this is your first game. Great job on the stacking mechanics. I would reconsider locking the characters movement to a grid, especially since the grid movement is not always consistent (when already moving the character turns around, but tends to lock back to the grid). 

Consider taking the game further by adding a tighter gameplay loop and more reason to keep playing. Add more interesting goals, more obstacles, etc...

Nice touch with the disappearing walls!

Very relaxing! I could definitely see people playing this on their morning commutes to pass the time. Nice relaxing replacement for a fidget spinner or some other distraction like that. Really enjoyed the VFX. Consider giving the different bubbles radically different effects!

This was a really surprising entry! I loved the fact that you zoom in when the ship get so close to a planet. The best part was how the game is both stressful yet relaxing at the same time. 

Shift (boosting the speed) was a an amazing touch, allowing you to set your own pace! The visuals of the boost bar and the radar were really cool as well. 

Finally, great job on the trajectory visuals. I would not be surprised if you chose to keep working on this project to take it even further. 

Thanks for looking into this Stefan! We will definitely make sure this is addressed for the next game jam. We may take it upon ourselves as the judges to break ties, or something of that nature.

Hey Stefan, Prizes only went out to the top 6 places (acoording to itch.io's placement)