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Douckdouck

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A member registered Jun 15, 2020 · View creator page →

Creator of

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37 ! The game was difficult, but at the same time I had a lot of fun improving! Well done :)

Yes, the controls aren't the simplest, that's true. To tell the truth, I thought it would be easier to switch between the vampire's different modes of movement, but it was actually more subtle than it sounds.

And it's true that cinematics can clearly add charm to a game. But then again, it takes a long time to do. All the way through creation, I was thinking: “That's cool, I've got a great cinematic, but I still don't have a game! xD” 

Anyway, thanks again for your comment :D

Thank you very much!

Thank you very much! Yes, I was wondering why this vampire had so many things dangerous to him in his own home. So I put up the “Don't disturb” sign, imagining he was a lonely vampire who really didn't want to be disturbed!

If you ever manage to finish the game, you'll see that on top of that, the delivery man is the delivery! In short, imagining this game made us laugh a lot :D

Thank's a lot !

Ahah! Yes, the cinematic clearly contributed to exceeding the 3h xD But hey, it's also all part of the game's charm :D

Thank you very much for your comment^^

Wow! The concept is great and very well executed :D

The game is very well balanced. I had to start over four or five times before I managed to eliminate all the vampires.

Well done to the whole team! It's a superb game!

Ahah! I don't know when the 2025 jam will take place, but here's the 2024 jam page: https://itch.io/jam/20-second-game-jam-2024

Well done for this first submission, I had a lot of fun :D

I've reached lvl 2, with 749 points. But the game often speeds up very quickly at the end and I really can't beat it xD

Anyway, it's a great adaptation of a classic!

I really enjoyed this game :D Simple and effective!

Could have been a game for the 20s game jam xD

Thanks a lot ^^

I tried to make a difficult but not impossible game, but it is true that it still requires a minimum of dexterity in platform games :D

The atmosphere is great and very immersive! My best score so far is 28.

Well done for this game :D

Thanks a lot :D

If only! Unfortunately, we went way beyond the 3-hour time limit xD

Honestly, I love Trijam because it sets a real framework while tolerating that we can exceed the limits imposed. When I feel that the game can't be created in 3 hours, I don't feel too guilty about exceeding the time limit. Above all, it's an incentive to create games quickly without losing too much sanity :D

Thanks ^^ it's weird to redo a game in a few hours after having done the boss rush jam which lasted a month (besides we didn't really manage to respect the 3 hours... xD )

Thanks a lot ^^!

Thank you so much for your comment! I'm glad it made you forget about the rating, that's a pretty good sign ^^

It's true that the face is difficult! But personally, fish is my pet peeve!

Thank you very much :D

Thank you very much ^^

Thank you very much for your comment :D I'm glad you liked the game :)

Thanks a lot :D Simple controls were almost a given for me. I think that one of the things that stops many players when faced with difficult and demanding games is the profusion of keys to know. For some people, it's impossible to process all the information on the screen when you also have to know that you have to use “w” to jump, “x” to dasher, “c” to parry, “q” for a special attack, “r” to reload your weapon and “e” to interact! A good old-fashioned mouse click is still the most intuitive for everyone.

The best game of this jam! Wow! Thanks for the compliment, it makes me so happy ^^

I'm glad you liked it :D

Thanks a lot :D

Yes, the game's graphics are rather minimalist, but the game itself is far from simple ^^.

I'm glad you liked it!

The game is sublime and very polished! The visual and sound ambience had an incredible effect on me :) And the gameplay is very innovative :D

But I was a bit frustrated by the difficulty. There were far too many projectiles all the time. And it was hard to know which projectiles I could pick up once I'd charged my cyclone, since they looked so much alike. I was also frustrated that the cyclone charge was reduced every time I collided with a projectile, since I was constantly colliding. In short, I found the game too punishing. Maybe some people enjoyed this difficulty, but for me the game deserves a slight rebalancing to make it truly incredible!

I also really appreciated the “continue” option when you die once. I had the impression that you could only stock this option once. However, I think that not limiting it would be an incredible option for the accessibility of your game.

I know I've said a lot of critical things, but it's really because I think this game has enormous potential!

Well done for all your hard work :)

A very interesting game! It could do with a few improvements here and there, however, to bring out its full potential. But I really enjoyed playing it :)

I'm taking the liberty of giving you some very detailed feedback, since you invited me to do so in a comment on my game ^^.

Essentially, I found that you didn't communicate enough with us about how the game works. For example, it took me a long time to understand how teleportation worked. I'd press space, and I'd see that I could teleport somewhere, but I couldn't figure out how to choose where I teleported to. So I clicked and teleported by default wherever I could. It was only later that I realized that by moving my mouse cursor, I could influence my teleport destination (it took me a while to figure this out, as my mouse was always positioned on the planet I was aiming for). Then it took me a while to figure out that my teleportation distance was linked to the second gauge on the left of the screen. In short, all this would have deserved a little explanation, whether on the game page, in a “How to play” screen in your game, or even, ideally, via a little interactive tutorial (but this often takes time to do).

Once I understood how teleportation worked, I suddenly became a much better player, was able to strategize, and enjoyed the game a lot more.

Then, despite your little explanation on the page about how our orbit around the planet works, I found it difficult to get to grips with this game mechanic. I used it, a little. But often I'd end up with a gigantic or very small orbit, and I couldn't really go back. In short, I'd say it wasn't very intuitive (at least for me). But I do applaud the idea, which is very interesting, and I can imagine that implementing such a game mechanic can't be easy at all!

(I also had the impression that the orbit broke when I collided with the two “pillars” of the ice planet).

Oh by the way, I loved the atmosphere of the ice planet, both the music and the design!

Finally, and especially for a game jam, it's particularly frustrating to make the player restart the game from the beginning when they've lost. Sometimes this choice is justified: for example, if the games are procedurally generated and don't resemble each other, or if the player obtains malus and bonuses along the way and it's essential to the gameplay to start again from the beginning. But in your case, you start a boss fight with all your life back. So it's a bit frustrating to die facing the Sun and have to start all over again from the beginning to defeat that one boss. Also, when you're making a game for a game jam, you have to think about the fact that not everyone is necessarily super-strong in the style of game you've created, and that not everyone tries out a lot of games and will necessarily have the patience to work hard on yours. In your case, it would have been possible to make the player start again from the last boss he lost to, or even to suggest in the menu to start from such and such a boss.

In short, all my feedback is in fact small but important details. Your game is really good! It's just missing a few things for us to fully enjoy it :D

Anyway, congratulations on creating such a lovely game, and on reaching the end of this game jam!

I wish you all the best for the future :D

Thank you very much for your comment :D

I don't know if it's love, or at least I had a lot of fun creating this game ^^ And as I created the game live on Twitch, it was also a great time with the chat :)

Honestly, apart from a post-game update, I don't know if I can imagine much additional content for this game (although, during one feverish night, I did imagine an egg boss that moved not in a circle-shaped arena, but in the shape of donuts! Ahah! so there's still a lot of innovative ideas possible for this game). But anyway, I'm not thinking of making a Steam version, and I'm going to take some time off to focus on my other game projects. I'll leave this one free and open access on itch.

I'm off to check out your game :D

Thanks again for your comment ♥

Thank you very much :D I'm glad you like the game so much ^^

Exceptional!? Wow! Thank you so much ♥

Thanks a lot :D

Great game! I had a lot of fun :)

Here's my time (I can clearly improve)


Thanks a lot :D

I'm glad you enjoyed the tutorial, it means a lot :D

Thank you very much :)

One of your favorite game of the jam! Wouah! Merci^^

Your comment makes me really happy :D

Wow! Thanks^^

Oh dear! I've had this bug before, and I thought I'd fixed it and set up a workaround in case it happened anyway. Thanks for pointing it out :D

I'm glad you enjoyed the game :)

And I understand that a face that throws its teeth at you doesn't make you feel very confident! That face is annoying :D

It's super fun to attack the bosses in this game :D

And there are effects everywhere!!!!

Bravo !

The rotation is very well executed, and it's great to make our adorable little cat run and jump :D But I was a bit confused about how to face the boss.

Anyway, well done for everything you've created :D

I loved the gameplay! It was great fun and interesting to fight these bosses. It took me a while to get the hang of controlling my ship, but once you've mastered the controls, it's a great game to play.

Well done!

Visually, the game is incredible! And the combat mechanics are very interesting. But it was a little too difficult for me. I couldn't concentrate on the wheel, on moving my character to avoid the boss and all the projectiles, and on getting the cursor to turn around my character. I also found it very punishing, when you get hurt, to have to cancel skills that you have to charge before using.

But I think that by reducing the number of projectiles, the game would already be much more balanced.

In short, a great game that doesn't need much to be a delight to play :D