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Felix DuBois

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A member registered Jun 11, 2020 · View creator page →

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Thank you for your words of encouragement! This was my first time programming/designing for a game jam and I definitely learned a lot!  Perhaps most importantly, don't hyperfixate on trying to make a robust implementation of a cool new system before making sure you have the fundamentals in place, or you risk that system not making sense in the final game, or just breaking on project export :/

Had a good time playing, but the game froze shortly into wave 5

Love the art and music! Frog friend moves a bit slowly though, and I had trouble building enough momentum to make jumps.  The swinging mechanic is a cool concept though.

Was about to comment the same thing, then went back and played the game again after reading that you can drop fish on the monster's path.  Took a bit to figure out how, and it's still pretty tricky, seems like the fish placement needs to be very precise

Cool concept, though I haven't heard most of the proverbs I came across in my playtime despite being a native speaker.  Could be interesting to have some way to sort the proverbs by difficulty or time of origin as a sort of difficulty curve; took me going through around ten proverbs I'd never heard to see some that I recognized

I liked the game quite a bit, though it does get quite difficult pretty early on.  didn't quite make it through the second time through the levels.  Found myself wanting a little bit more momentum/heights on the wall jumps mostly.  Still, good work!

Checked this one out for a quick rating and ended up playing it for far too long, send help

In all seriousness, great work!

Good atmosphere as others have said.  I had a little bit of success with the matches, but either they are unreliable or the timing required is really tight, went through like six matches in a row trying to light the torch and failed.  Also a little bit of signposting early on would go a long way; I saw the monster in the dark once, but otherwise my playtime was mostly rubbing my face against walls in an attempt to find where to go

Love the artwork and music! The controls are a bit unintuitive but the game handles decently when you get used to them.  Playing solo I do wish that one character falling off the stage would only reset that one character instead of both, especially if the other character already made it to the exit.  Pretty solid experience all around though

I like the concept.  The autoclicker seems underpowered for being one of the main upgrades though, since it only does anything when you're on the upgrade menu where there isn't much else to do besides clicking.  Could be interesting if it gave you pasta in combat, either contributing to your current pasta or the pasta you will have going into the next combat

I like the atmosphere of this one!