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Clem (Real)

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A member registered Dec 01, 2017 · View creator page →

Creator of

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Thank you so much!
I am thinking of remaking this game (and games similar to it) in a new engine (still in Python) with some online multiplayer. Lets play together and playtest it sometime once I get that set up :p

It is genuinely funny even when its cringe (or is it because of it?).

Its hard to explain, like I was laughing aloud at the stupid slime signpost gag. Its like when a friend tells the same terrible awful joke but you can't help but laugh affectionately.

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Played the demo.

This game is cringe, with bad jokes, awkward writing, terrible meta humor and characters have this strange an uncanny death stare...
...
...

I wishlisted it on Steam and can't wait to buy it. 5 stars.

edit: fix a grammar mistake in the first paragraph.

Hi! I will write more after I play more of it. I only finish the first boss but i really wanna play more

Is it possible to update the Credits in the page to list the specific plugins? I really like how all the mechanics work and wanna try them in my own games too. Its awesome and inspiring.

Alternate Endings: https://clemboy.itch.io/the-wallbreaker/devlog/651819/alternate-endings-spoilers

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I had a bug report about the Executioner's DarkSpace error. Will do some testing tomorrow to reproduce it and fix it with a hotfix.

Edit yea I can guess why this would break in web (relative file paths)
https://cdn.discordapp.com/attachments/1058235170412576769/1185808467924099123/image.png?ex=6590f532&is=657e8032&hm=cf69700861105fa38a50f22a58b1408b72d3d214f75a7f5c749c72d88593dac9&

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i just realized why does officer randy say the gold was stolen from the poor like if they're poor they won't have gold bars what was i thinking with that joke did it make more sense in an earlier draft or something

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I don't think I met the themes... didn't really have them in mind when writing this.

The teleportation thing could count as an 'inconvenient power' if you squint your eyes maybe... but it is very convenient.

Next week's game will be Underwater themed.

This was just part of my weekly learning games (but still fitting the Week Sauce theme with community updates there)

I like it! I manage to beat the dealer once. I just wish I could click to 'skip ahead' to the next action instead of waiting.

its neat! you should do the other LDs as well.
I do wish I could drag the windows around too.

I can fix this one in an update. Thanks for reporting it :)

its so cozy.
I was a bit surprised that I couldn't fail a backflip. It'd be fun and exciting if failing a backflip can also cause a game over...

im so excited to play the updates

There are some bugs I noticed myself:
- I think the reward for the points is somethings bugged
- There is a bugged reflection interaction if you knock onto something way head on. Not sure why... dot product equal zero moment?

Report bugs or your highest score in the comments

It actually also works well on a laptop with a touchscreen! Was pretty cool to see actually :D

This game is pretty fun genuinely. Just found it searching for good GDevelop games (and this definitely is good).

I was a bit frustrated feeling so weak at the start until I realize I can upgrade the range and speed and all... it definitely is a good hook there. Just kinda wish the first wave was a bit shorter for that.

If you ever update the game, I hope the enemies catch on fire. Now that'd look cool as heck!

omg we came up with the same concept! I made my jam game on a similar idea of flying a ball around like years ago before I went to undergrad.

I saw your game on GDevelop's site and love it. We did some things different in terms of level design and premise but i love that we both kinda found the same general vibe. I might buy it myself after I play more of the GDevelop version.

https://clemboy.itch.io/bit-adventure

I am unable to run the game properly as there are no options in settings.conf for a windowed mode or resolution setting. I think a windowed mode option can be a good way for me to be able to play it

(I have a 16:10 aspect ratio monitor so full screen ends up having parts of the screen chopped off the sides)

Once I understood the gameplay loop, it was pretty fun to just spawn stuff in order to try and eliminate the hero and that 'pull and push' tightrope where I know all enemies swarm I sent would make the hero stronger but also improve my summoning. Having to balance that dynamic of chipping away at the hero's health while not feeding them is an interesting concept. The camera being out of my control is a neat touch too.

I do think that the lack of a simple tutorial can make the concept a bit confusing. Even just having a small level where you only kill an already weakened enemy with just one attack before unlocking the rest would lead to an increased gameplay flow. There are also some behaviours that are unclear if they are bugs or lack of feedback, such as the hero character standing still or how they attack. I think having the prototype be in a single room with the hero having a very predictable gameplay loop of seeking treasure can help make the concept clearer

I do like that the scoring system is based off your time to defeat the hero and how they would run away from the enemies you summon. It can feel pretty empowering even in this stage as that summoning ability gets stronger. I'd play the next iteration of this prototype. I can see how the 'role reversal' theme comes in as this is similar to the Vampire Survivors type genre but with the player in the role of spawning enemies instead of defeating them.

This is really cool

This game is great. I can feel the Trackmania inspiration well before I read the description. I came across this while trying to find three.js projects. Was this made in that or exported from a different engine?

It's so much more fun and better now. I also managed to figure out what extension was causing some issues with selecting new weather. I really like the improvements and chaining together weather effects.

The graphics and concept is cute and I love the popping noises when the red souls are defeated. I do think the tutorial is too long for the simple concept (while stylish) and the water refill is a little unbalance as it fills too slow. The art and music choice is nice though :D

Perhaps in the future, tutorials can be skipped (or have the dialogue skip) if the player inputs an action.

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Graphics and concept is cute and the idea of having to memorize who goes where is challenging and fun even with only two inputs. Lack of sound and visual feedback does make the game feel a little dry but I do enjoy it. I love the artstyle too.

The game is gets really challenging but I love how it starts off and introduces the concept slowly.

The song is a bop!

The lack of visual feedback does make it hard to understand how to play but I love the cute art and the song. It's kind of a funny concept (I get the meme) but I am not sure how it relates to theme (also the enemies could have been the virgin guy instead of the skeleton to fit better).

I felt like I was clicking and sometimes I could get lighting to strike and sometimes not and I wasn't sure how to influence it. I think the idea of playing as the weather is really novel though.

Yea I agree! I think the game would benefit from more variety in terms of aesthetic and enemy types. We managed to make do with the time we had so I am glad for that. Thanks for the feedback! I am glad the overall gameplay loop is solid.

I think the metaphorical concept of being literally consumed by thoughts being manifest as this huge ball of stuff is pretty neat. I was able to recognize the influence of CBT even before reading the description so it's conveyed well in the game. I do think the execution of the concept does make it a bit more sappy than it has to be.

The raw gameplay itself is pretty dry as all you do is move left and move right but I do like how at the start the glasses are just within reach so the player knows where to go. It was also pretty cool to walk back to where you once were storywise now that the character is bigger. The visuals are pretty neat too. I do think the writing feels a bit sappy though.

In terms of the limitation, the game does remind me of like a reverse katamari damacy where the ball gets smaller and smaller, so it's clear an inanimate object is a huge influence on the game but I do feel like I was playing as the human character.

I really like that you listed the estimated time to complete the game as ten minutes. I think that's a pretty good thing to include.

Thanks for making this game

The D key isn't binded for moving right but the arrow key button is. The game runs a little slow on integrated graphics.

I think the concept could be fun though. Playing as a cube in isometric is a standard gameplay concept but I always find it charming and it fits the theme. I do wish you could move faster as it's a little bit slow. I didn't manage to get past the first level as I died near the end.

Being able to shoot in all directions and an upgrade system seems interesting but it might have been better to focus on tailoring one set of values of movement and combat for the jam.  I'll try playing more of this game later.

I really like the graphics and the animations it's so cute. The movement is also alright and the game communicates how to play clearly. I had major trouble getting past the level that introduces the dashes though and the level design is a little confusing because the golden pillars are hard to see as solid.

I'll try again to get past the Dash level later and see more of the game but for now I am stuck (perhaps in the future there can be a button introduced to skip levels)


But for real it's a nice aesthetic and fun to play. Sound effects would've helped a lot to add bounciness to the ring but the animations convey it visually well too

It's fun. I got stuck on the first level though. It's quite difficult.

It was fun! Watched my friend play it :D

the bunnies look like they died when the photo is taken :(

Yeah! Teleporter was designed as an optional assist. You can even get Hard Mode without it :D

yeah some web versions have this bug I would recommend using the build download in this event

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This game is great. The music is relaxing and chill and everything is visually laid out. The graphics are a bit blend but they get the job done. I only played up to level 6 but I am already digging it. I do think that it might be better if each level has its own unique color rather than randomized but I do like the randomized as an experiment. The palettes the game chooses do look really nice especially the darker ones.

I think giving levels specific names and hence their own palettes could add more personality to the game than simply 'Level N' onwards.

The puzzle idea is neat. I will play the rest of the levels later but I do like the concept. The sound effects are nice too. The game does a good job teaching u the WASD controls and Restarting too. I was able to understand the concept of the puzzle properly by just the level design.

One thing I think the game could benefit from is having an Undo button as I found myself having to restart the whole level when I make a mistake and I find that a bit annoying. I am really glad Level Select has all levels unlocked from the start. I think that was the right approach for the jam

Edit: Played even more levels. Love it. It is pretty fun to see the game randomly choose a color palette I like more than the previous during retries.

It does feel like knocking onto people is inevitable but I do like the hectic nature of the airport.

Still gameplay wise it does feel a bit dry. I do like the idea of a runner game where knocking onto someone isn't a game over but rather slows you down while reaching the time limit but in practice I felt like I didn't have a lot of control for skillful play. I also didn't really care much about collecting the coins or anything.

I noticed that I still made my connecting flight even when the timer reached 0. Perhaps it's a bug or maybe a social statement about how we end to rush at an airport but airlines tend to be more lenient than we think.


I wish I had more control over the obstacles (let me shove an elderly old woman at the cost of my morality or something) but for the scope of the jam it works.

The art and animations are pretty nice and cute and I think the music served its purpose well of having that tension, especially when the timer went to 15 seconds. The art does remind me of a game like Citizens of Earth. I would love to see the style in an RPG or story-driven game. Kinda like Earthbound's aesthetic but without pixel art. I like it.

Overall I am not really sure what I'd do with the gameplay in particular but I think the aesthetic looks great. I enjoyed playing it for that. The controls are good for the gameplay too and I never felt frustrated by them

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 This game is pretty solid and fits the theme and the wildcards used (It fits the conditions for all three). I think the concept might get old beyond the levels that are there but because of the game's length it doesn't overstay its welcome.

I do like that the game encourages you to get the medals at your own pace and preference rather than punishing you for bad play. 

I think I would argue adding a simple timer that increments per successive connection might be worth experimenting with in order to add tension for the casual player. Right now there's no penalty for playing slow but I do like the current build that lets you play it without penalty. I suppose this current mode would work well as a cheat mode?

I really like that all the levels are unlocked from the beginning for the jam build. My favorite level is Level #4. I do think giving the levels names beyond just Level numbers would add more to the personality and give each level a character but that's a minor thing. Level 4 is my favorite because of how every tile only needs one rotation to snap, so it's possible to chain up a lot of tiles using only one click. I then went back and noticed that nearly all levels could be completed with each tile being rotated only once.

Perhaps a possible fail condition if the idea is expanded is rotating it the wrong way would lead to losing a life or ending the level.

The UI is sleek with the animations and I like the level selection screen. I think that's well done. The music mixing is a bit loud however. The credits screen is also pretty neat. I do wish there was a way to view the controls again after you see it for the first time. I currently use the mouse to play and now I am unsure if there's another input method.

Arguably due to the fixed levels, it's entirely possible if speedrunning this game to simply memorize button inputs once a level is 'solved' and solve it that way. I don't know if this would be considered a flaw in its design or entirely intentional and it's not a clear cut matter. I would argue that this game has a very low skill ceiling because of it. If the game were to be expanded into a mobile release, I think an Endless Mode w/ randomly generated tiles would probably be the way to go to keep a consistent, unpredictable challenge. Regardless, it is fun to try and get faster at the levels though and for the scope of the jam the current design works well

The juice is great. It's not overwhelming that it overtakes the clarity of what is going on but hearing the tiles connect together is pretty satisfying. The voice acting is good too and I like the medal system.


I read an earlier comment that talked about a possible tutorial but I think the game's concept is simple enough that I think it doesn't need one. The current levels all serve a good introduction to the concept.

yeah. I managed to fix the bug on my private build after. I do agree that more opportunities for puzzles and planning out your route might be more interesting.

In the prototype I experimented with breakable walls like in my last game but didn't keep it because they felt buggy and unfun. Another game I saw experimented with sticky walls too. Perhaps if I were to expand the game mechanically i could add a zone where your slingshot ability is inactive.

The 2nd hard level happened to be the last one so you're good there. There is a cheat button that lets you skip levels too in this build too.


The hard mode levels do have a higher skill floor and definitely could benefit from more playtesting. It does have a very different playstyle from the normal levels too w/ what you said regarding the small launches and balancing slowmo. I did consider cheesing the slowmo to be balanced because the timer is still in real time.

Thanks for the feedback. Glad you enjoyed the game enough to play until the last level :D

The music is great! If you made it good job :D. if you didn't please credit it >:(

The music does feel like it could benefit from more time mixing the audio channels. There's sections where it feels like a lot of instruments are competing for dominance and it's noisy but the overall melody and instrument choice used is great and the music shines a lot at quieter moments.

I love the way the Witch animates its really cute. I do think having some kind of visual indication that the Familiar is out of range would help avoid confusing. The gimmick and controls are a bit frustrating though and not really my thing.

The lack of sound effects are quite noticeable. It does make the game feel a bit less responsive but I think it has a certain charm due having more focus for the music.

This is a great attempt and the art is just so cute especially the way the witch hops as they move around. Gameplay does need a lot of work for me to enjoy it more though but I think with practice and playtesting you'd definitely improve!