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Alambik

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A member registered Nov 05, 2021 · View creator page →

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I suppose you came from Discord, I appreciate the last minute rating... and fast, I will try do my duty too !

I hope you got the... "victory" :)

Hey, I did'nt know about "phage wars". The story is : one of the designers who participated to our brainstorming session on Figma has proposed this concept :


Due to budget cut, I took the idea and re-adapted it, by merging the "mass" idea with the population one, among other things . I was also inspired by all the fake trash mobile game ads where we can see heroes with number on top of their head, central mechanic to the fake design of those fake game, where the number act has a "all in one power value for everything". That's how the game was born. But maybe I saw a web/flash game like "phage wars" when I was younger, I dont remember, I cant tell...

Sorry for the motion sickness tho, now I also think it's a bit too much for a slow paced game like that, but I had to quickly add juice a all cost, and that's the solution I came with. Anyway thx for giving me some new ideas I can take :)

I hate the websites (and people) like "Y8" & co, who steal the [FREE] creations of Itch.io devs to make money on their back, without any consent or remuneration. The DRM try to be basically a giant middle finger to all this soulless capitalistic trashbags. But any h4ck3rman can break that in 5 min I guess...

Canabalt art direction is very similar indeed. But I think the main inspiraton beside SimTower, is Mineshift, another PROCJAM (2021) entry.

Thx for the visit citizen, and don't forget to go out with your trans-dermal ID chip up to date, or the cyber neo cartel will cause you trouble🤖

I actually played the game with no internet connection to have the full experience, and it worked great !

The pixel war : the return ,I guess

2D snakes are for kids, real Chads only play in 3D 🗿 Can't wait for the 4D non euclidean post jam update...

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Yeah, I guess that's what a second game looks like, and you played the last version of it...

BTW this was my primary inspiration in term of design during the jam : https://fourquarters.itch.io/pdta-ld (a classic)

This game is just a psychic brain f*ckery about fighting and fleeing yourself. Its all about the shadows that a man hides in the confines of his psyche, shadows that you have to discover, fight and/or accept to progress as a human being.

Hiding our demons behind anti-blast doors and endless brain conundrum is what we all do to accept the harsh reality of our lives.

Also the US dropped 2 freaking atomic bombs which vaporized 100 000 innocent souls in a snap, and everybody forgot that shit like it's nothing. Winners definitely wrote the history...

What you are fighting for, is what other people fight against. I think there are no such things as good and evil in the universe, that's what this game is about for me, and that's why there are no "true" ending.

Also "Democracy" doesn't freaking mean anythings nowadays, you can change that by whatever the hell you fight for or against.

Anyway, I really wanted you guys to feel clever AF after beating this game, sorry if you feel dumb for once !

All right, I have absolutely no idea how the Itch launcher work. I guess it's just some kind of web browser in disguise, there must be some settings you can tweak or something.

What is your browser ? 

Do you have hardware acceleration turned on ?

If you cant see the cube here : https://get.webgl.org/  you have a problem.

Thank you so much for you kind words Oliver, this mean a lot to me, you cant even imagine...

Super, j'aime beaucoup le côté "Keith haring" de la DA. 

Il aurait fallu faire une game jam "No pasaran" serieux : ) ça aurait était plus constructif qu'un clip de rap plein d'insultes.

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Ha ha ha, what a legend, and you made the "official" WR without even use the "bandage trick" I mentioned.

But THIS is what I call opening a safe like a true artist, notice that I take my time to show you the strat, but you can do it almost instant.

About he download, I invite you to consult the devlogs...

Imagine, with the perfect RNG at the start of the run : you don't need to plug in the sockets, you just have to tap 2222 and you don't even need to resolve the laser maze at all, it's already solved for you. And the game is so complex, I'm afraid there are maybe more potential glitchs and exploits in it, like the one with the bandage you probably used to get this time.

But hey, nice job for beating this speedrunner nightmare I guess.

This game is the definition of insanity, doing the same thing, over and over again, fighting yourself, expecting the result to be different each time. It's life, there is no point, no mistakes, no good or evil, no clear goal, no victory, your only escape is death, and there is nothing you can do about it.

Personally, this Ultrakill robot boss fight on the castle drove me completely mad, I ragequit and didn't touch the early access since. But yeah I agree, no game is perfect, except DUSK off course :) 

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Il va vraiment falloir rendre le nez du shopkeeper "intéragible" dans la 1.0 ! Hâte de voir la suite. Edit : Doc l'a fait ce madman !

Great game, I only played the practice though ,but the 4 players mode seems to be a good couch game experience. The music is also really solid.

11K is a true killer score ! According to the feedbacks, I poorly implemented the theme into the game, I should had tried to emphasize this charming aesthetic into my explanations to get more points...

Yeah, I clearly see your "appetite" for art in your work, specially for chara design. Relying on waifus only doesn't make a great game. 👀 Like a very popular game in this jam with more boob than fun, which doesn't even manage to appear on the judges radar like yours.

What was I said ? Congrats guys !

I'm not into the furry cinematic universe at all, but I must admit I had good time and I really find that game underrated as hell. Finally a dev who understand that juice and graphic don't make a good game, it just serve to transcend an already good base. This will surely get very high on the jam ranking, mark my words, very great work.

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Thx mate, i'm glad you like it ! RNG can be really surprising sometimes.

Lol, that's why I put the game tag : "psychological horror" at first, but I remove it.

Off course if you want to... 😈

-I hate when devs put or leave an exit button on an HTML build, resulting on a freeze when you press it, but hey, it's a jam build so maybe you didn't had time for this...

-I find your tutorial screen graphics way too clean for the rest of the game, that create a small artistic dissonance IMO (but I'm an art nazi so...)

-I don't think the police car patrol seems to be balanced at all right now, it's a super cool idea NGL, but it's catastrophic to see all your effort destroyed cause you had to close the metal blind.

-I think the small RNG on the growing phase is questionable in terms of balance in the current game state, cause player can't predict sh!t with that.

-I think the intradiegetic approach of the gameplay is both good AND bad : good cause it's enhance the immersion, and that clearly benefit your game. And bad cause that really slow down the gameplay in a game where you really need to be quick an reactive. 

I think you could enhance the object pick up, switch or drop without destroying this approach. For example : the player could put the seeds in the pipes by just dragging them on top of it, without the need to click/release each time, same for storing the scissors, you could simplify the thing and energize the gameplay.

-I find the grow speed and clover death way too quick. Maybe changing grow and decay speed according to the level and difficulty could be interesting.

-Maybe adding a little more juice and feedback when the player interact with the game could be good, don't need to go full Michael Bay mode either.

-Not a problem in your game RN, but I tell you that for your future projects : millions of people around the globe don't use QWERTY (I refer to your tutorial) . As a AZERTY user, that drove me crazy to have to change linguistic settings of my OS (even with shortcut), EACH time I want to play to a WASD based game cause the devs don't know or don't give a F about us. I think the bare minimum should be a WASD and ARROWS support for each game, cause there are way too many keyboard layouts in the world to take care of all of them : How to gone crazy as a dev

-The music is perfect for the game, but very discreet (the lamps even make more noise than this one), and it seems to completely stop after a while or not looping correctly IDK, too bad...

-Your background art on the game page is not seamless (I'm still in art nazi mode), I can't recommend you enough to directly download some BG wallpapers from popular itch games to understand how there are made and how you can use them properly with the CSS theme editor.

-Apart for this smalls criticisms : I would love to see more mechanics "transplanted" into the game loop and maybe give an extra goal and source of dopamine to the player to keep him invested.

I know how much it's hard to make a game in 72H, and you probably already know or realize a bunch of things I said here, but despite that I still think your game is a pretty solid entry in this JAM. Nice job !

Sounds like you people know a lot about hydroponics, sodium lamps and "exotic plants" culture :)

Simple, but really good crafted game, the art and ambiance are truly awesome, love the "streets" vibes too. Clearly not a novice work.  420/5

If it's not a joke, that's pretty crazy when we see certains similarities. Good game for a jam !

Do you know a game called "Metal gear solid" ? :)

I dunno why there are some random anime meme EVERYWHERE in the level X)

But I know that you seems to have a good level of self awareness, and that's a good quality when you are a dev, and accessory a human being. I don't think your game is that bad like you said, artistically speaking there is an intention and we can see all the work you put in there.

But I think you should learn and work more on what a game is, before even trying to make a pretty one.
Players don't care about 4K, particles, FX, screen-shake, and even COLORS. If you put a cherry on top of a piece of garbage, it will still a piece of garbage.

Tabletop games would be a fail otherwise and it's not the case, why ? Because there are fun, and it's what matter the most for a game. I remember in school, I was playing a turn based RTS game we had created with a friend on a god damn paper sheet to play in class. The goal was to drawing units on the sheet and then destroying them by sliding a pencil in a particular way to "shoot" from a unit to another, and that was super fun !

I think your game would had been better if you'd put the most work where it need the most : the GAME part.

I can't recommend you enough to read this (if you want to OFC) :
https://www.develop.games/#nav-skills

One of the most criminally underrated game of the jam

Jeez, I really need to give a try at those softwares, I absolutely need a tilesets maker BTW. Maybe it's time to upgrade ?

We never know what the future holds for us. Your game is in my "spotlight" collection, hoping to see this baby grow up one day or another !

You're welcome, I like the new guitar x )

You mean Little Fat Boy 2 ? I can guaranty you that the jam version was less cooler than the one you played. Cause I also continue to work on the games after jams ends when they deserve it. 72H is really super short for complex games like that.

I don't know, I never collaborated with anybody, and I really tried (to try at least). But I just can't, too solitary I guess, and having total control of every aspects of a game is mandatory for me. I love too much making art, then 5 minutes later coding, then making music, then adding my own bugs, etc... And that's precisely why I loves making games, they just calm my ADHD.

There are a lot of games here (I won't give any names), which were made by 1, 2, 3 or even more people, even talented ones, but the result looks like a complete waste of talent. Due to all the artistic, design or thinking divergence the devs had, especially when you make a team on the fly for a jam.

The judge are basically geeks level max, they would have seen it at the first glance, hope they did'nt see it already ! Yeah there are so many rules, maybe the jam with the most rules I ever seen I think, because there are prizes.

Like Antoine Lavoisier (one of the father of the modern chemistry) said : "Nothing is lost, nothing is created, everything is transformed ". And I agree, you can't escape all the obvious plagiarisms, inspirations and references that are absolutely everywhere, and as a dev you even try to dodge this too obvious things you can put on your game ! I wonder what the creator of the original Snake would think of that : https://itch.io/games/tag-snake .You can't even reach the bottom of the page, and I suppose someone has already made what we had made here, in a way or another, and that's pretty terrifying...

I never heard about Pixaki before, so you making art on a Ipad ? Crazy. Aseprite seems also very loved by the indies here.

An untitled charming game would be awesome for sure, seriously imagine a magnetic field snake, just with that the possibilities are endless, that would make a good crossover, and I will buy it ! I don't know if you guys realize the marketing potential of what you have here ? Some people would spend money on that if it's cool and completed, I'm pretty sure...

SSB is like the Marvel Avengers of video games to me, and I can't stop seeing this game as gigantic fan service bait sadly, some kind of playable ad and a box that Nintendo had to check to say : hey we have a versus fighter game too ! But I'm maybe wrong. And neither the fan service or gameplay worked on me, even if the design is very well made, for sure.

I love the art, your game is the proof you don't need to be Da Vinci to make a strong and unique visual identity, that is a truly inspiring work to me.

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As creators we are ALL inspired by what is around us, consciously or subconsciously. If I tell you to create an original fantastic creature from scratch that doesn't exist anywhere, I think you simply can't, your brain will pick body parts, colors and basic shapes it has already seen somewhere. Cthulhu is just an octopus and centaurs some man-horse, pegasus = birdhorse etc...   

You were certainly influenced by Mark's videos, above all if you like the guy and his content, like I was influenced by the mario 64 eel , In fact my game will probably never exist if mario 64 wasn't.


I literally hate Photoshop, I think it's way too overkill for making pixel art and indie stuff, my digital art professor in school also traumatized us with what is supposed to be a good workflow on this piece of alien tech. The reality is you don't need Adobe for making gorgeous art : MS paint can be enough. 

I prefer using the built in editor of my engine, for the more sophisticated stuff I use Paint.net and GIMP in the last resort. The side by side montage literally took me, I think, less than 1 or 2 min to make with Paint.net.

Import magnet level > import charms level on a new layer > scale the smallest layer to match the edges of the biggest one > erase the top layer at ~50% to give that smooth transition effect. > FINISH

Your cover image suspiciously looks like something an AI would do. And based on what I saw on the game and after a quick analysis, there are a bunch of obvious red flag which looks like typical AI bias if you look closely.

In fact some AI detection tools flag this picture at more than 75%.

So my question is : do you made that yourself ?

6K ? Well done. Yeah the game looks easy at first but the difficulty is incremental and everything become worse the further you score.

I hope you now understand why I had so high expectation about your project. And If the judges have good taste, you guys will surely be very high on the jam leader-board...

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I don't know I find some similarities in the way you use color, shapes, pattern, in the minimalism perhaps. Maybe it's that green checkerboard, the "Portal" empty test chamber vibes, or maybe I seeing things X ) , the old magnet game version was maybe more speaking also.