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Exylas

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A member registered May 13, 2021 · View creator page →

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Another very interesting take on the "platformer but small/big" idea!

Visually, the game look great! You nailed the pixel art. The sound effects work really well with the action on screen.

The gameplay is good too, the controls respond very well, so nothing to say here.

Great job! =D

Hi, I'm working for OSHA and I'm here for an audit on this factory's working conditi- GOOD LORD!

It's a really nice game! You have to take the hang of controlling two different things at once, but once you get it it works really well!

The graphics are great too, you always feel bad for trapping the little man by accident :c

Great job!  =D

Sorry to read that you got sick during the jam :/

That's really unfortunate because you had a cool concept! Even though it obviously lacks polish, the current demo is fun to play, it's a nice little puzzle game.

Good job, and get well soon! =)

What do you mean Gorilla "Max Beef" Musclemass doesn't belong in the lightweight category? He clearly only weighs 12 pounds, that poor man is anorexic!

Simple minigame, but the story around make it stand out. I liked the reverse gravity mechanic, it keeps the gameplay fresh until the 10th wrestler!

The music goes really well with the game, too.

Good job! =)

[I can't really say that this game is good...]

[BECAUSE IT IS INCREDIBLE! ⭐_⭐]

Jokes aside, I honestly don't know how to feel about it.
At first, the visuals were weird, but in the end I thought they worked really well, like this game clearly has an identity. Plus the music perfectly fits the aesthetics.
There nothing to do except build, yet it's very addicting to try to pile up the limited ressources into a nice Cult Spire tower.

It isn't my favourite game, but it certainly leaves a strong mark! Good job! =D

That was really fun! The idea of platforming but big/small was done a lot, but this one is really fast-paced and flows naturally once you get a hang of the jump distances between different sizes.

The charater design is good, he has a silly face, I love him!

I haven't used it, but the fact that you thought about a Remove Timer option is a really nice touch!

Great job! =D

Noooooooo! Please tell me I'm just terrible at the game and got the bad ending, this can't be it! TT

Not only is the game super intuitive, the story really locks you in and makes you want to continue.
The only thing I had a bit of trouble with at the beginning was the growing panels with arrows on them, but that's it.

The art style is really good, and the expressions of both the astronaut and the black dark hole are adorable! The music puts a bit of tension in the air, with a very spacey feel.

Excellent job to the team! =D

Thanks a lot! ^^

I really liked the idea too, and trust me that  given more time I would 100% have made it deeper! If only you knew how much I had to cut out to submit it in time :v
(The Old Man was supposed to be the secret real end boss, and you would have had to defeat him with a secret Size 5 Scalia, just to name one thing)

I would love to work on it after the jam, yes, but it will probably not happen very soon, sorry :/
This is the most complex program I ever made (yet), and the jam taught me that I have a lot to learn about organization and in-game systems communication. The game's code is a mess and haunts me in my nightmares!
But one day, I really want to make it something complete! =D

That was a nice game =)

Obviously, having to spam a button to move is very tiring on the long run, but I'm far from the only one who said it.
So, apart form that, I would say that my biggest complain was that it wasn't clear from the start that we could push boxes, and only the ones with the same size as you. A little tutorial room would have been perfect at the start.

The visuals are good, the game feels pretty relaxing and I liked the idea of the size limiting or opening paths!

Good job! =)

My scaler is as smooth as a crab shell, that cheap tool salesman will hear me! >:c

Besides the fact that I couldn't complete a single order, the game is pretty fun! No pressure (Exept from ungrateful customers that don't understand that my job takes time! Those tiktoks phones I tell you!), nice setting, calm music, it's a nice little experience.

Also, good play on words relating to the theme! I made a similar connection with scales in my game (but from a snake)

Great job! =)

A classic revisited, very on brand for the theme.

Unfortunately, I don't have a controller, and the game is really hard to play with a keyboard, but I can see the potential.

Good job! =)

On one hand, a beautifully crafted puzzle game with a cute little main character and an interesting mechanic that perfectly fits the theme.
On the other, endless, agonizing failure, with no glimmer of hope of a solution that would eventually come.

Jokes aside, your game is very well made!

  • Visually, nothing bad to say apart from small UI issues like the arrows being difficult to see on small blocks or the block list not having separators.
  • The main idea of expanding platforms works really well
  • As for the game design, I had a lot of fun trying to find a path to the end point, so good job here too! Sometimes, there's too much blocks than needed to reach the end point, but finding a solution is always very satifying. When you find it.
    • This is always my biggest complaint about puzzle games during jams: please please pleaaaaase give players a hint (or the answers) on how to solve the puzzles, even if it has to be after the jam in the itch page description, because it pains me to be stuck at a difficult level with no hope of seeing the rest of them! Let me play your whole game! XD

Still, excellent job for 48h! =)

(2 edits)

Thanks for the kind words and feedback!

It was my first time making a tutorial, and I did a lot of tinkering to try to get the information to display as the player learned about it. (when I am tried for Crimes against Computer Science, the game files will be presented.)
With a bit more knowldge and organization, I would have introduced everything at a slower pace and more organically ; I'm glad people are still able to play despite the infodump of the first map. ^^

Thanks a lot!

Thanks a lot!

It was my first time making a tutorial, and I tried to make the options appear naturally one after the other (Conjure > Move > Scale > Stats), but you're right, there's a bit too much left out to figure out, and some option only appear because the game might softlock otherwise (Rest).
Also, too many textual explanations, but that is because time ran out ^^'

It's a lot harder to think like a new player when you already know how everything work yourself, I'll know it for the next time!

That game is hard, but not in an unfair way! You always feel like you'll "get it next time!".

Once you understand the red borders are timers, the rest comes naturally.

I love the infinite zoom-out effect you made, it's weird at first, but it really makes you feel that you are the both the map and the character.

It makes me think a lot of Geometry Wars, in a good way.

Excellent job! =D

The atmosphere of this game is beautiful: the music goes really well with the dystopian setting.

The mechanic a great proof of concept, there's not a lot to do here, but I can this being scaled up to a game where the number of followers opens new paths or gives you a different ending.

Good job! =)

Hello. I am writing to you as the Chief Counsel of the Astrodozer™ Company Legal Firm to inform you of your blatant infringement of our IRL licensed product. Furniture and spaceship parts will be seized.

It was really fun! You can create all sorts of conveyor belts of doom. The time limit is very large, so there's not much of a challenge, but you can set your own objectives yourself so it's fine.

In a way, it really reminds me of the space junk cleaning minigames in Mario Galaxy, and the Tetris DS' Metroid minigame too.

The music is nice, it reinforces the space vibe.

And the little characters are adorable and really well made, your nailed their design and animation!

Really great job! =D

I'm unsure, but I think I managed to pulverize a planet by crashing into it at lightspeed while carrying 8 tons of burnt tomato cheese with some dough under it.
10/10, game of the year, would be a space pizza delivering cat again!

Jokes aside, the visuals are really pretty, so nothing to say on that side! I would only advise to let the player decide when to pass to the next dialogue box instead of the auto-scroll.

The music goes well with the game too!

The gameplay... has potential? I see you wrote in the description that it is still a bit buggy, and I understand ^^
The connection to the theme is a bit loose, but I can see your reasoning.

Still, good job to the team =)

At first, I was a bit worried about the creativity aspect, since, you know, Polybridge ^^
But the scaling block really add a layer of creativity to the construction aspect!

Finding a way to make the last bridge break in order to reach the lowered flagpole was a lot of fun!

The visuals work really well too, nothing to say on that aspect.

Good job! =)

Carrots, carrots everywhere! Chain the carrots!!!

Not a lot to say honestly, the game is fun and really easy to understand.
The visuals are nice and clear to read.

The only very minor thing that bugged me is that you have to move the arrow first before selecting, even if it was already on the plant you wanted to select, but that's really nickpicking, it doesn't affect the enyoyment that much.

Really good job! =D

The game is so pretty, and it feels so good to click on stuff to make more stuff happen!

The visuals and sound design go together perfectly to create that reward satisfaction. It gets very addictive!

Although, I ran into a problem because of my colorblindness: I can't pass the 3 potions making stage, because I can't read some of the text that is on the book (it must be red or pink, I think? I have severe protanopia so red text on dark background is almost impossible for me to read) and the vials colors are really hard to tell apart, even with a filter on.
I know accessibility is difficult to take into account with the limited time in jams, so it's not really the team's fault, don't worry, I just wanted to let you know!
Especially since you took the time to write the color's initial on the cards to help differenciate them, thanks a lot for that small detail, it means a lot to people like me!

All in all, its a very good game, congrats to you all! =D

Okay, it took a lot of time, but I managed to understand how to produce stuff!

A lot of people said it, and I agree, this game really needs either a tutorial, or better icons: at first, I thought the compressor thing to make iron gears was a drill to extract metal ^^
Although, the conveyor belt and furnace were easy to read, and the color palette is nice, the game still has some good visuals here and there.

Apart from that issue, for a 48h game, it works and it is fun to try to organize everything for the growing factory, granted you really have to figure out the machinery first. ^^'

Not a bad job at all! =)

It's so cute! I love that the blob's face changes depending on its size =D

The concept of "platforming while scaling up/down" has been done a lot, unfortunately. However, your game still has its own identity, so great job, it was fun to play! ^^

The true Scaling was the luggage mountain we stacked along the way.

What an absolute waterall of bags and cases, I would not want to work at that airport!

It's fun in a chaotic way, I liked it, good job! ^^

- Ah, right, the board doesn't NEED to be a rectangle! A cross shape could be the right direction, thanks!

- That's what I had in mind too when you talked about ways to manipulate the cycles, but that seems very hard to balance! Although now that I think of it... It could look like two little spirits (think will'o'whisps), one for each type of Mischief, so it dosn't visually overload the board. They could be placed randomly on an empty space after the second or third move, and work exactly as you described: land a piece on it, you either activate the Mischief, or accelerate it by one turn, then it reapears on a another empty space.
I'm not sure if it will work, but there is definitly some idea here.

- I wanted to do something similar by decreasing the range for the first cycle (like 2~4 for D/N and 5~6 for reversal). Fixed values can also work, but you lose the random side of the mischief, so I'll have to test around with different solution to see what works best.

Thanks for the feedback!

- Yes, that was something that bugged me out too! All pieces should be able to make the opening move, but I didn't see how to make it well because of the short time limit. I thought about a 4x4 board, but then the Sun/Moon wouldn't be centered, a 4x5 or 5x5 would leave too much empty space so it'd need a few more pieces, but that would require balancing, and so on... But now that the jam is over, I'll try to think about it more in depth!

- I'm not sure how that could be done... Still I kinda like the idea

- Day/Nights are on a 4~6 turns timer, and Reversals on a 5~7, so they tend to space out only after some time, and in fact I found this problem while playtesting myself too! Only problem is that I saw it too late and couldn't add a wider spacing for the first iteration, but I'm glad someone else is pointing it out!

Thanks!

Yeah, the AI really need some work, because without a good opponent, the game is way too easy :/ (butterfly rush OP nerf plz)

It's a bit difficult to play since it lacks some UI elements, and something like a "Restart level" option, but I liked it as a concept: building the stage while the player is progressing.

The pathfinding is not bad at all for only 48h!

Visually, it's not the best, but you can understand what's on screen, so that's what counts.

Good job! =)

I loved it! Really makes you want to catch those thieves as quickly as possible!

The visual design is pretty good, I really like the little robots! Audio effects and music also work wonders.

Great job! =)

It was a bit confusing at first, since there are a lot of different buttons and items on screen, but when you figure it out it becomes a very challenging puzzle game!

The last two levels were really difficult! But the curve was just enough to keep you both interested and not frustrated.

Visually, the style is good, but can be a bit too much for the eye and the platforms could use a shodow or borders to detach themselves from the bookshelves.

Still, great job, loved the concept! =)

Wooooaah, I love it!

Everything, from the visuals, the music, how the controls feel, the jump physics, the level design... The overall quality is astounding!

The only thing I can complain about is the fact that the text at the beginning fades away too fast, it's difficult to read it all. But apart from that, it is an excellent game!

Although, I have to ask: is the skip in level 15 intentionnal? Because if so, that's a clever shortcut! ^^
If not... You read nothing, I used 100% pure skill to pass it, nothing to see here!

Excellent job to the team! =D

Oh it's already over? I want more! D:

The concept is so stupid, but it works so well! The throwing physics work very well and make it fun to play. Would love to see more!

Good job! =)

I have to say, mark my words, that of all the different experiences I played and rated this far, this is definitely one of the game of all jams.

But jokes aside, for a  1 hour game, that's still something! I would have loved to see what a complete game with this concept would look like. ^^

I fell like after playing this, I could go join a medical school, spe. surgery, I earned it.

It is very hard to get to the end, but the concept is pretty interesting! The relaxing music help concentrate. But man, that ocean is trashy, poor fish would have died without our intervention :c

Good job! =)

I love the concept! The game is a bit hard to read sometimes because of the very blocky art style, but it's still a lot of fun!

The upgrades really feel like progress is being made, and I love the fact that one of them is just "Your bullet fires mini-bullets"!
They really make a difference on the battlefield... I mean, they would, if only the blue guy would shoot so I could see them in action, but that's too much to ask isn't it?! You're dying sir, SHOOT!!! D:

Great job! =D

The start is a bit confusing since nothing is telling you what to press, but after that little flaw, the game itself is very creative and fun to play!

I think the phe platforms would control better with the mouse rather than keys, but apart form that the game feels great to play, love the little comments from the knight ^^

Great job! =)

Man, that lack of tutorial really is brought up a lot, that'll teach me for the next jam XD

I planned one, but couldn't make it in time unfortunately... I'll add it after the jam, and be more careful about that, since it is very important that players are not confused about what to do to play.

Indeed, when the theme was announced, all the examples showed in the video were around the idea of "Existing concept but the bad guys instead", but that did note resonate with me: I wanted the reversal to be part of the gameplay, something that actively reverses during the game to challenge what the player took for granted.

Don't worry, you're not the only one complaining about the tutorial... (myself being the first :c)
It was planned to be interactive and the code was made for this in mind, but I couldn't make it in time... It will be added after the jam though!

Thanks a lot for the feedback! =)

Thanks, glad you liked it!

When the theme was announced, some examples were given that were more or less all "Existing concept, but you play the bad guys". To me, that would not have been very creative, and I really wanted to make something unique where the "reversing roles" part was part of the gameplay, an action happening during the game that challenges something that the player took for granted.

I mean, technically, you could be playing against the best player in the world! =D

But yeah, I wish I had time to code some basic strategies into it, like at least a way to avoid moving its Sun/Moon into a danger tile ^^'