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amarokczukay

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A member registered Aug 16, 2022 · View creator page →

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that's cool to read you gave it another try!! the bug you had with the tutorial is strange, i don't think anyone else got this, i'll try to see where this can come from!

oh no :(

i agree that the tutorial is not the clearest and there are much things that should be explained in another way to be more understandable!

i'll answer your questions,even if i doubt you'll try again, but maybe it can be useful for next players too:

- the overall goal is to reach the highest round possible. a round has 3 phases: 1 where you throw your die, one where you buy upgrades and one where you protect your pips.

- the bonus works on faces of your die: you put an upgrade on one of the faces and voilà ! "extra dot" gives more pips on the face, so when you roll it on a later round, you'll get more points (for example a 2 becomes a 3, etc) ; "echo face" is like a multiplier: for example if you have an echo face on a 5, you'll get another 5 points when the die falls on this face, if you have 2 echo faces on a 5, you'll get another 10 points when you roll it, etc ; "shield face" acts like armor for the 3rd phase (the minigame), reducing your damage by 25% for each upgrade on it

- the minigame (which has a rhythm issue and is too long compared to the rest of the game) is the 3rd and last phase of a round: you have 6 "battles" in it, one for each face. for each face, you control the number of pips in this face and you must avoid the red dots, because if they touch one of your yellow dots for too long, this yellow dot is destroyed and the face it was on gets -1 (for example you're on a face with 6 pips, and you lose 2 yellow dots, then this face will only give 4 points when rolled and not 6. but to be fair, it's quite rare to lose pips on the beginning, it becomes something around round 7+ so i can understand you just saw that and had no idea why it was here!

- how to throw the dice is explained in the tutorial and tbh this is maybe one of the clearest things explained there haha

i hope it's a bit more understandable now :)

happy to read that you found the tutorial intelligible because it appears to be more confusing than the game for many players haha

you're right, there is an issue of rhythm with that phase. i got some ideas to make this phase shorter, less repetitive and overall simply better, if i ever work on a postjam version of this!

thanks a lot for your feedback!

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there are also a downloadable version if you're against downloading another browser :D

oh maybe i was just too bad to properly experiment with the chains oops

the art is incredible, very well done, super polished!

at first i was a bit confused by the tutorial and decided to give it a try anyway, and playing was easier to understand (but i can't say anything, my game has that problem too haha)

i think that sometimes, having 1 central path and 1 double outer-path makes the game kinda easy since you just have to be in the middle and juste scale yourself no?

the strategy i found was taking some damage at the beginning so i can make powerful vampire cards, and then getting all my health back while smashing ennemies. i tried some rounds with thorns but i'm not a big fan of it.

oh and also, i don't know if it's supposed to do this, but almost all of the times i had to chose between cards (before a new round) i had the choice between 3x the same card so la question elle est vite répondue 

the idea is kinda interesting and i like the minimalistic art. honestly the major issue for me was the camera, i think it moves to fast when you change direction, maybe smoothing that movement could be cool!

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as a 1000+ hours slay the spire player, i can say i like this game, it has a lot of potential! some small improvments could be made (for example not having to select yourself when you're using a shield card) but for the time you had, i can't say anything else than GG!

looks like thorns only gives retaliating damage to enemies but don't shield you right?

i got to round 11, so cloooooose haha

ooooh this is so cool! polished art and sound, really good mechanic idea, puzzles are clever, really well done! difficulty quickly ramps up for me (which is a kinda good thing), great work!

a roguelike pinball??? i freaking love this game! simple UI, many different bumpers and balls, having to constantly switch between big bumpers and big flippers, honestly this is so cool! i can only wish for you to sell a post jam version of this with many more new things because honestly i think i'm not the only one that would play it a lot!

i think you should have more flexibility on the position of bumpers so they don't always end up in the same position (like having 2x more possible positions would be cool i guess)

also (but if you ever work on a post jam you'll work on that anyway) the balancing is a bit strange since it's easy to score like 100x very soon. maybe tweaking the bumpers stats, or just by making the score to beat even higher each round?

great entry, one of my favorites so far!


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a bit confusing at first because i didn't understand i had to hold left click ton check the costs, i was just single clicking the scroll and nothing really happened haha

apart from that, your game has a lot of qualities: once you understand it, the gameplay loop is simple but is becoming quite hectic with time, art is simple yet cool, i love the fact that sometimes your weights just fly away when something very heavy goes on the scale!

oh and i found the font not super readable, especially for "5" that at first made me think it was a "$"



for me it works on chrome and firefox but doesn't on opera gx, have you tried on another browser? if it doesn't fix it, i have no idea where the problem can come from sorry…

i just saw there is only a windows build available, do you plan to make a mac build too? otherwise i'll have to wait to play again haha

i loved playing it but my browser didn't share this opinion unfortunately. i'll download the game and try to beat my 5000-ish score! Great job, really fun to see those named creatures from previous runs. i find it a bit hard to attach the parts where you want, it often ends up in them being attached randomly, but apart from that, i had a lot of fun!

i'll give it another try later then, i think i missed a lot of content!

loved the idea but the game is too difficult for me, i don't have the dexterity to both dash enemies bullets and scale myself at the same time, i ended up just being middle size all my runs. maybe i was killed too soon but is there a way to gain health (wether it's gaining back the hearts you lost or gaining new ones)?

this was a cool game! it only lacked a way to see the stats of the current critters we have, because i had trouble differencing the different skins, and i ended up deleting some critters that were very useful to me. but i still managed to make mother health go back to the stars hehe!

nice idea, interesting twist on the snake while not being too different than the original one. i liked the graphics and the overall presentation of the game!

i don't know if it's a good score or not but i finally got my 3 stars!

hectic and fun to play, with nice art style, good job!



Superb visuals, great twist on the snake game, it was really a good puzzle game! i wish there were more levels but i know it's a jam game haha

very well done! and again: this art is great!

please don't make games that make me want to spend MY WHOLE DAY on these instead of testing other jam games

America is now Sharkmerica!

Really cool and intersting puzzle game! i think with more time you could have added levels between the apparition of a new mechanic, so the player can be sure to really understand the previous mechanic. otherwise, the pixel art is nice, i especially love the color palette you used!

this is SO COOL!

i really love the idea and the drawing it produces! it is also a good way to realize how wrong we are when we try to guess the size of animals.

i wish there was a way to download your drawings as png

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i loved this game! it's pretty addictive and i can totally see myself play hours! it's really complete and has a lot of upgrades which is great for a jam game, very well done! the idea is very cool and the art is also nice. it seemed a little hard to apprehend at first, because the mage killed all my skeletons and i didn't see i had spikes but after that all went smoothly!

here are the only things i would like to see if ever you want to make a full game out of it: a way to keep the speed value (i was at speed x2 during all the runs but i had to select that speed again every time) and a way to have the camera centered on the hero so i can have a full playthrough of their run without having to dezoom a lot

thank you for your feedback!

you're right, if one of your yellow dots is destroyed by a red dot the face of the die gets smaller.

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fun and nice looking game! trying to recover the management errors by hiring new programmers after i was told to fire the last ones seems relatable. the art is also really cool.

it's really pleasant to see the final version of the game after playing the test version this afternoon!

oh it was not supposed to behave like that but that's ok, it adds a new strategy i'm ok with it haha! thank you for pointing out that and for your review!

nice looking top down shoter, i liked the movement mechanic, having to sometimes stop your ship to turn around and shot enemies following you. i was pleased to see that upgrading your ship gave you some life but i'm still not able to go beyond the 2nd ship so i don't even know if there is more haha

i'm amazed how smoothly the game runs despite the thousands of bees i had in my garden!
the game itself isn't very challenging or anything as it's an idle incremental game  but the ability to change the color palette adds something unique to Bloom Beyond, well done!

i really liked the art and didn't think the life of a fish was that hard! damn those sharks were almost unavoidable! fun twist, but at the end, the fish is still getting eaten haha

"One must imagine Sisyphus happy"

the gameplay  is humdrum and repetitive but fits your idea really well, so that's a good point! i love the simple yet working art, the sound is cool too. a proof that simple can be good!

i liked many things about this game: art is on point, tire stains are great, the idea is fun and honestly i love car collisions (in game of course haha). but i found the controls to be super tricky since i'm used to use arrow up to move forward and left/right to turn. apart from that, i had great fun!

i got only 140 points but let's put that on the fact i'm tired, and hope i can do better tomorrow! it was really fun to play, once you understand how to properly use powerups it gets even better! and i was surprised that snakes could attack their fellow snakes, but why not after all, i'm clearly not a snake expert!

there are many layers of cool ideas in this game! i loved the 2 phases gamestyle, i wasn't prepare to parkour over my own traps hahaha! also being able to chose the number of villagers was kinda cool! however i had a bug on my last run, which caused all the traps from levels 2 and 3 to be moved before i had to escape, and they were like in walls, so they weren't threats anymore.

first of all, i'm always really pleased to see a fellow gdevelop user :D


your game was super fun! i don't know if it's targeted to one or two players, but i've played it without friends (sad isn't it) and it was a hell of a dexterity exercice! it was really fun to play and i'm sure it's good for my brain too!

yea unfortunately it was made for mouse users, i'm sorry for that. i've tested with touch controls, it's "doable" but way harder indeed. but yea, even with a mouse it's pretty difficult hahaha

art is great, texts are too! i liked the premises and what you've done! however it felt like the money had no use? or maybe all my adventurers died before i was able to purchase anything

a bit hard to apprehend since you don't really have feedback on some actions or information on some other, but i like this idea, and the art is nice!