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Bruno Chiovoloni

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A member registered Dec 03, 2016 · View creator page →

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(2 edits)

Runtime: ~20 min

fun game. Solid puzzles. I got 23% success (which sounds quite low haha) after beating all the levels.

It blows my mind you even managed to make a level editor for your entry. Amazing.

Cheers

Well i suck. Only managed to survive 40 seconds.

It looks like you had fun making this. The voice-recorded moans knights made when dying where hilarious haha.

Keep it up!

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Haha. finished the tower!

This is easily a top 3 contender together with the 1-key bird game: Superb pixel art, I loved the Warrio style influence on the designs. Great music. 

Really astonishing the amount of content (and the quality of it) you managed to put into this. Congrats to the 3 of you. 10/10

Cheers!

I gave it a 3rd go just in case I really missed something obvious (like the password being in the first paper), but I wasnt able to read the paper. I didnt even noticed you could input a password in the lock block, since the only way of guessing it is by hitting random keys other than X/Z (which is the text shown: press X to exit/z to burn, nothing about a password).

But at least my feedback may help any other tester to try the rest of the game. So there's that

(1 edit)

Completed in 2:26 (i think, the screen was too tiny!)

Fun game. Simple to learn mechanics. 

Slow-motion well implemented. Maybe too forgiving being that you can hold indefinitely to aim your next target (it could be caped to X seconds) but  I feel the helping hand works for a game-jam prototype where most reviewers cant spend more than 5 mins testing each entry.

Simple but catchy music.

Cheers!

Oh sure. The progress you made looks promising. And as you put it, motivation sometimes can be one's worst enemy on these for-fun projects haha.

Good luck and keep it up

Let's be real. This will probably be the winner. I feel like a 5/5 in all the boxes.

In my first run I started so careful and slow that the first enemies felt tough to me. In my second one I rushed it and it was really easy. I'd say maybe the first enemy encounter could be a little more gradual (1 spider instead of 3). But it works fine nevertheless.

cheers!

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Loved the chiptune and it was refreshing to see some genuine 1-bit style pixel art (and not just "black and white stuff drawn on Ms Paint like many entries).

Gameplay wise, sadly the controls where a bit confusing. (like being able to move with WASD AND the arrow keys but the arrowkeys letting you open chests with down but not being able to open them with S).

My first run I burnt/exited the first paper text by missclick without being able to read it. After dying a couple of times in the first room by running out of light?, I gave up (couldnt get through the first lock symbol).

Cheers!

Edit: I gave it another go and still cant go through the first lock-block 

Loved the horror elements. I was genuinely scared after the sfx of my first encounter with an "eye" enemy.

The flashlight mechanic was really well implemented.

I cant think of anything negative that doesn't fall inside the  margin of error" of being a gamejam. 

Even not having music enhances the eeriness of the setting. Nevertheless It would probably benefit from some synth ambience background noises (that doesnt interfere with the main active sfx)

Cheers!

Nice pokemon style project. 

I only managed to find Pengos throughout my run. But that's ok, because there was no penalty for running away haha.

One little thing: I would scrap the final not-labyrinth corridor inside the tower since (I think) the game finishes in that dead-end and it serves no purpose other than wasting the player's time. Correct me if I'm wrong please!

Cheers!  

Liked the idea. Maybe a little on the side of the complex , but that can be ironed out and this servers as a good prototype.

One thing, on my end the window was particularly tiny, making it kinda difficult to see (but not impossible).

Loved the old school vibe of the chiptune and sfx!

Cheers

Floor: 4

Runtime: 12 mins


Really good top down shooter. Loved the 3D integration for the scenery. 

I would like for the map to show how many levels are there. But I understand it wasnt possible to implement within the deadline.

Maybe a button to sprint or make the player go a little faster to make traveling the levels a bit quicker at least for this prototype.

Loved the music!

Excellent entry overall!

cheers

(1 edit)

Run time: ~35mins

Well, it's definitely a good prototype for a dialog story-driven experience.

 Honest review: The writing and the story feels genuine and has heart, BUT, I have to be honest, I also feel like you made most of the project and at some point you artificially added a somewhat controversial theme over it. Unconsciously or not.

The cussing at the end with the Koala also felt a little off being the whole story was 100% wholesome at that point. And being you already subverted expectations with the plot (I wont spoil), I dont feel it was necessary to also break that line throwing a bunch of F bombs, at least by how the script was built upon that moment.

Anyway, dont take me wrong, I really feel this would be a solid entry, including the dialog, but the american politician theme whatever thrown over felt like an unnecessary addition to the real story you made.

cheers!

Nice little metroidvania. Loved the character design.

The platforming felt a little punishing because of the physics (the first ladder was a special challenge to climb without falling), which is understandable being the time constraints of a jam. Our game suffers from that too. 

I think it couldve smoothed a little with more checkpoints (now that I reflect on it, I may add some in my platformer too if I get the time!).

The light mechanic was really well implemented. And the amount of enemies you managed to add is really remarcable!

cheers!


Maybe the 1 shot kill is too punishing given (at least in my end) you dont have much room to see ahead. 

It would be nice to add a counter of the floors to measure one's progress! 

Cheers

(1 edit)

Yes, the platformer controls leave a lot to be desired. It was Sasha's first game and first approach to Godot, so he and I agreed that it'd be probably the best we would manage to get in the jam timeframe, and we needed to define the physics variables to start building the levels (if we changed the values we would've had to change the design).

As for the screenshake, I'm wondering how could be implemented to improve the difficulty curve. Can you give me a hint on that? 

Coyote time: I dindt know the term haha. You are right on that and we wanted to, but weren't able to implement it. 

cheers!

Thanks for playing! It's in there! but first you have to beat the 6 levels haha

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Congrats! You managed to put a lot of content in the short timespan of the jam and as a solo dev!

I also think the music is great given it was made by yourself in this short amount of time. It would be much easy to just use stock music and don't tell about it, as others do.

Some constructive criticism:

Mage's weapon: If you are not planning of adding more levels where combat is more actively used, I would scrap the weapon mechanic for the wizard for this prototype. It bloats the amount of already confusing controls and it really doesnt gets applied in the level design. The couple of killable enemies in the levels are easily avoided by jumping over them.
Control layout: As they are right now they are quite confusing. It's almost like a single-keyboard-2-player game (that would work great btw). I'll simplify them as making the wizard only using the arrows+space for activating the monitors. And WASD+Q,E for the bat. (and even the bat could be simplified by removing the vertical control and adjusting the levels accordingly).
Level design: In the short timespan of a jam  it gets really hard to design levels if you also do all the other work as a solo dev. That's why I think it wouldve better to scrap unused mechanics that werent quite applied into the levels. There were 2 levels that I managed to complete only using the wizard.


I really enjoyed the short experience.

Cheers!

Really original idea and a fresh twist to the classic side-scroller infinite runner platformer.

cheers

Solid shooter. Nice implementation of the 1-bit style into a 3D environment. 

Was fun shooting those cyborg bellprouts. I wasnt able to manage to understand the hacking minigame. I even failed it multiple times which prompted to spawn 10000 enemies in the next hall and I got rekt.

It seems to get softlocked if you press esc during the game over animation.

Nice visuals! I think I beaten it but not sure because it got softlocked in a black screen.

My only feedback will be that the ornamental black windows should be dithered too because they are easily mistaken with the black walls and platforms (It took me a little to realize some black rectanlges where solid because i thought they would be background details as the windows).

Cheers!

You can never go wrong with a black cat-themed game!

My only feedback would be that it wasn't that clear for me which objects were destroyable and which weren't. 

Other than that, fun little project.

Cheers!

Good looking infinite platformer. The procedural level design seems to be correctly implemented. Though the inconsistency of the platforming (walljump sometimes goes opposite to the wall and sometimes to the wall) and the big delay after the jump press and the jump action made it impossible to go farther than lvl 10 for me.

Also, remember to state the credits in the description of the members and the assets used (if any).


Keep it up!

Nice opportunity for testing platforming ideas using a prefab project as a base.

As magn said, it would be better for the player to get used to the basic movement mechanics gradually. It took me a couple of tries to go through the first platforms and get a grasp of the movement. But I managed to complete the first level. I got a chuckle at the end with the time counter stating "Time: Some time for sure".

cheers!

Nice opportunity for testing platforming ideas using a prefab project as a base.

As magn said, it would be better for the player to get used to the basic movement mechanics gradually. It took me a couple of tries to go through the first platforms and get a grasp of the movement. But I managed to complete the first level. I got a chuckle at the end with the time counter stating "Time: Some time for sure".

cheers!

Really well executed. I was amazed when I saw you have been able to add mechanics such as the targeting system for each auto-turret.

I was thankful that there were volume controls (opposite to most entries including mine) but quickly realized they are stuck in place (probably didnt have the time to implemented it), i laughed out loud when i realized it haha.

Cheers!

Simple but solid concept.

I wasnt able to add more than 1 turret though.

cheers!

Simple but solid concept.

I wasnt able to add more than 1 turret though.

cheers!

Definitely there're some original ideas there. I felt a little confused as for the movements of some enemy pieces. Nice concept!

cheers

Good looking tech demo and great implementation of the 1bit style into a 3D engine.

Opposite to the previous poster, I dont have problems with the prefabs. I'm glad you correctly credited them. What's a pity is that, as you put it, you ran out of time to flesh out the prototype. We can relate as many of us were in projects that lost ourselves in the details and got out of track of the main objective haha.

Cheers

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Really interesting style and as you put it, it seems an ambitious project indeed.

The shader could be dialed back a little maybe to leave more surfaces (the nearer ones) in plain orange color to give them better contrast to stuff farther away.

You managed to implement a lot of interesting mechanics and one can see a glimpse of a broader open-word adventure game in this prototype.

And also I have a particular level of respect to anyone that manages to pull off a submission as a solo dev. Congrats

Cheers!

Edit: Also please add the corresponding credits to the description page. I wouldnt have known a lot of assets where from somewhere else if it wasnt for the ending credits.

At first I was bogged as to why I couldnt go diagonally. Then quickly realized I was a rook and I chuckled a little.

Remember always to state the credits of each category even if you made them yourself (programming, art, music, sfx).

Cheers!

At first I was bogged as to why I couldnt go diagonally. Then quickly realized I was a rook and I chuckled a little.

Remember always to state the credits of each category even if you made them yourself (programming, art, music, sfx).

Cheers!

Really ambitious project for a 1 person team! congratulations on how it turned out. Obviously, there're a lot of rough edges, as in any game jam entry, but you managed to convey the basic concept that can be built upon later.

I was really surprised reading that you also made the music! You should state all that in the description as credits, because I was hesitant to rate the music because I thought you got it from elsewhere and forgot to give credit.

Again, congrats! cheers 

Gamplay: I won. Though I dont quite understood how or why. I think it's not really clear and not being able to go back to the text-tutorial at the start (no menu, no reset, no quit button-had to kill the process through task manager) left me on my own to try to guess.

Art: outstanding!

Music: Great!

cheers!

Checks all the boxes. It's a good example of how minimalism is still capable of entertain us. 

It's a good minigame that could be expanded or added with similar concepts on a broader project.

Remember to state the credits for each category (even for yourself) in the description! So people can know who contributed to your project.


Interesting and refreshing seeing a 3D take on the 1bit theme given that 90% of the games are pixel art based.

Constructive criticism: 

Obstacles where well implemented: Food system and health. Enemies, while simple, populated the tower and added live to it.
Goal: There was none. The simplest way to add a goal to an infinite survival would track some variable to compare each run. The most basic would be time alive and amount of food collected.
Tech aspects: The only one I will mention which is above nit-pick level is the high contrast (understandable for 1bit style) together with the circular motion of the helicoidal movement of climbing the tower. After some minutes of playing it starts being hard to the eyes. Lowering the quantity of white lines, although making it more difficult to make out the differences of surfaces (which are wall and which floor), would make it easier to track the 3D POV.

Cheers!

Great 1-dev entry. 

Here's some constructive feedback (as the one I'd like to receive myself). Bear in mind that these are totally expected for a gamejam and even more so with the shortcomings of being a 1 man team.

-Audio levels: Music is really quiet. SFX goes up to 0dBFS (clipping). I turned the volume up to listen to the music and as soon as I lost the sfx woke up the person in 1 room away. 
-The tower-rotation effect would benefit from 2D cylinder warp effect (time consuming. totally understandable it wasn't a priority).
-It could be smoother for the gameplay if losing wont send you back to the title screen. Also reducing the 3,2,1, timer would make insta-retrying multiple times smoother and encourage replayability.

Cheers!

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I dig it.

The platforming feels responsive. The puzzles are fun.

The hitbox is kinda janky at times, which lead to some frustrating moments where I collided with a wall when I shouldnt had to or died to a projectile when I was on what it seemed safe ground. But that's totally forgiven for a gamejam. 

I would make the scaling less granular and make the size levels fewer but more unique in order to be more clear what size I should have for resolving the puzzles, aka how big for going through this corridor/successfully jumping a trampoline.

Anyways, great entry.

I feel that being overly critic over a game from a game jam is always kinda uncalled for. But I feel why you would feel this way since I do too fail to see the relation with the theme, which leads the cynic in me to think as you said, this was mostly premade. 

Cheers