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Felix DuBois

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

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Level 9 was a bit of a sticking point on my end, had trouble throwing the second mirror past the first.  Otherwise, everything here was fun and well-presented, good job!

Some of the hitboxes felt off at times and I wish there was a way to detach from the walls that you can't jump off of.  But I liked having a distinct type of wall you can jump off of, and the game was presented well in just about every other aspect.  Well done!

This game was a blast to play through.  Can definitely recommend playing on controller, the controls felt smooth even if I still swapped which character was left vs right in my brain sometimes.  About the only criticism I can think of is that I didn't feel very inclined to use the freeze ability over the fire ability since the fire seemed to kill most things immediately and the freeze wasn't super long.  But that's definitely a nitpick at most.  Great work!

I liked the atmosphere and the puzzles, even if they were mostly on the easy side.  Wish I could figure out the final door though.  I thought for sure I had it the second playthrough but no such luck.  Might give it another go later.  Good work!

I love the variety of weapons that you can get, though having the ability to select one from the menu to buy them was a bit misleading since you have access to all of them.  I had a good time despite not being particularly good at strategy games, though I had to eventually tap out when I kept getting myself killed with chain explosions on a later level (the first one where you can afford every weapon up to and including the mace).  The explosion mechanics were a bit tough to wrap my head around and detecting end of turn after a skip was sometimes a problem.  But I really liked the mechanic of killing your friend to send him to the spirit realm, and it's hard to stay mad at the kappas when their idle animation is so cute! Good job!

I wish the camera stayed in the zoomed-out state more often.  Especially on the last level I kept dying by falling onto spikes that started offscreen.  And on the second level the camera zoomout was so slow that I died before seeing that there was something to shoot my laser at to make that section passable.  I liked the feel of the game otherwise, along with the art style and music.  Well done!

Got a little frustrated on the last level when my reflections started getting desynced based on what other reflections did.  From the comments I gather that was intentional (I didn't realize a reflection reaching the end would count wonder if that solution would have been easier), I'd be interested to see if you can make a puzzle that requires it.  Otherwise, these puzzles were great and I had a good time.  Well done!

Outside of the audio being a little grating, I love everything about this.  Having the two characters be able to wall jump off of each other in particular felt satisfying.  Great work!

The presentation is great, I love the art and music.  But I had a really hard time with this one.  I eventually made it to just before the second yellow pole, but I almost threw in the towel at the first gap.  The controls felt particularly finicky any time that the player character was near the top of the screen, it felt like there just wasn't enough space to navigate, and the timing for jumping off of moving cars was very tight; I'd recommend either increasing coyote time or allowing for reflections while falling to help with the latter issue.  I think if the size of the window were expanded vertically or the character generally stayed closer to the center of the screen it would feel better, or having the reflection point track the cursor as you mention in the comments.  Still a cool concept and cool game though!


P.S. When I saw our games had the same name minus one letter I got concerned that we might have made nearly the same thing, but our games turned out quite different lol

Gamepad support, the character creator, and the philosophical musings were all appreciated.  Good work!

I liked the title artwork, and the ability to adjust how much of the top and bottom screen you can see at a time was cool.  That feature does speak to a potential issue with the current design though: the two worlds don't seem to interact at all.  It seemed like the ideal strategy was to pick one screen to focus on, get it to the end, then switch to the other one.  It would be cool to see some interaction between the two worlds in a future version.  Some additional notes:

  • The visual presentation of the tutorial was pretty good.
  • At some point the tutorial had a character say something about my having died and left a corpse behind, when I actually hadn't died yet at that point.
  • The tutorial did not seem to recognize when it was completed.  Either that or I couldn't tell where the exit zone was, but both worlds had what looked like a door that I had both characters in front of
  • The main menu is bugged.  After returning to the menu by any means (in my case after manually quitting out of the tutorial), none of the buttons worked
  • In both the tutorial and the main game, the music stopped playing after a minute or two, probably best to set to looping
  • As far as I could tell the main game (or what you call hard mode in the menu I suppose) didn't have an ending?  I couldn't get the top character to their first checkpoint, but I got the bottom character to a point where the world just abruptly ends with nowhere to go.

Definitely wish I'd read the game page first for controls.  Somehow the controls I ended up using weren't the one's listed; Q, E, R and T also worked for selecting characters and that's what I ended up using.  I enjoyed finding the combination attacks that I did, my favorite so far being splitting bullets with the sniper before and after reflecting them with the sword, but I think some in-game info on basic strategies for each character would be helpful for those who didn't see the game page.  A wave counter and visible score would also help to know that the game is in fact progressing; after a while I assumed that the bar running out was supposed to represent death and that it was just an endless game with no way to win or lose.  Also being able to quit to menu without force-closing would be good.  There's a lot of interesting ideas here though, and it was fun to play with for a while.  Well done!

The graphics look great and the controls are responsive.  I would have liked it if there were more to the puzzles than "go as far as you can on one side, then switch" (with the exception of that one time).  I also found the end a bit abrupt, and since I retained player control for a while I tried pressing tab to switch sides again and both me and my reflection disappeared.  I think this project has good potential though, good work!

I would have like to see more complex puzzles, especially with the undo mechanic, but what's there is well-presented and I had a good time.  I appreciated the story especially.  One thing I'll note that the other comments didn't mention: in the "most important room in the temple", it's hard to tell what the object at the center is, and the player can walk under it obscuring the player from view

I enjoyed the game, but a couple quick notes:

  • as others have said, enemies seem to have a lot of health.  six hits is a lot for most of the attacks
  • I liked that all of the elemental attacks were a bit different, and if anything I think more variety could be added to make each element seem more unique.  Lightning was its own thing, but the others mostly just varied in range.  Maybe as an idea, earth could hit in all directions and fire could let you hold the button to keep doing damage? just spitballing here.
  • Might want to get rid of the stairs tile and other sprites in the treasure room.  I ended up playing through the game a second time to see if they did anything and was a bit disappointed when they didn't

Generally had a good time though, and the art was really nice in particular.  Good job!

I enjoyed the game's sense of humor and the wide variety of weapons and enemies.  The boss was tricky though, it seemed like the arena was set up to not let you use a lot of the more obvious lines of attack, which combined with the boss moving made hitting the boss hard.  I gave up on using the sniper after a while and just let the boss kill itself with its own attacks, which feels fitting in a way. Good work!

Like a lot of the other comments suggest, what we have here is a solid foundation, just could use a bit more story.  What is there is well-written and well-presented though, good work!

Good work! There's an interesting core here, and I agree with the other comments on a lot of points here.  Couple additional notes:

  • I couldn't tell what was responsible for where my shots went.  At first it seemed like they just always went to the right regardless of my ship's orientation.  Over time I started getting more projectiles but as far as I could tell the pattern was static
  • The pause menu is bugged.  Opening the pause menu using escape works fine, but if you click the mouse it will process the input on the pause menu without necessarily opening it.  If you click slightly above the ship (where the resume button is), the menu will show long enough to have a fade-out effect.  If you click on the ship (where the restart button is), the game will restart.  If you click slightly below the ship (where the quit button is) the game will quit, which for a browser build just means it will crash and require you to reload the page.

There were some genuinely tough puzzles in this one! I'm still not sure I fully get the switch puzzle, but I really liked the puzzle after that.  The interaction between multiple generations of corpses was really cool, hope you can make some more levels implementing that!

As others have said, the gradual ramp-up of mechanics was definitely appreciated, and if you want to keep adding content you have a number of players who would be interested in trying more, myself included.  Good work!

As others have said, the vibes are immaculate, with my only concern being that it's easy to get lost.  A map would be a great addition, maybe something hand-drawn by the character to also flesh out the character's thoughts as you find the sins.  Or maybe some stationary torches that you can light with your torch so you know you've been to a specific point. Had a good time with this one, good work!

I see from the comments that you're looking to make a mobile version of the game.  Honestly, even in it's current state I think it would do decently well on the app store.  It looks very professional, the core mechanics are simple to grasp but hard to master, and it's a fairly unique core idea.  It sounds like you have some ideas to further expand upon the game, but I look forward to seeing it on the app store soon!

Generally had a good time with this one.  The other comments cover most of my notes, but one thing they don't mention that I noticed is that the game seems to end rather abruptly.  I was in the middle of a fight in what I think was the last room, with enough health that death wasn't a concern, when it transitioned to a screen with the game's title.  And this was my second playthrough; on my first playthrough I ricocheted a bullet off the wall above me, and then the game ended.  My best guess is that the game end is triggered when part of the player enters the end zone, and the bullets are treated as part of the player, so by shooting too far into the last room you win?

The reflect mechanic feels good, the soundtrack is awesome, and generally I had a good time.  My only complaint would be about the massive slowdown when killing enemies.  Given that it seemed to pause significantly longer when I killed two enemies at once, and it took a long time to load off of the main menu in the first place, I'm going to venture a guess and say the slowdown wasn't intentional but instead caused by excessive particle effects, and some further optimization could be in order.  Regardless, I had a great time!

The levels are well-designed, the controls feel good and responsive (I personally had some difficulty with using F to break blocks mid-jump but that's fairly minor), the art and music are both fitting and well-done, a solid package all around.  I ended up playing twice for both endings, though I'm not sure if the choice in level 3 was responsible for which ending I got or if it was something else.  Good work!

The artwork and sound are great, and I like the general vibe and presentation of the game.  Couple notes though (for context I played the Windows download version)

  • The main menu is a bit buggy.  As the game page advised, I clicked the tutorial first, but after returning to the menu, none of the buttons worked.  I closed and reloaded the game, clicked on "meditate" because I was curious, played with the minigame for a bit, quit out and tried to start the game, but none of the buttons on the menu worked.  Closed and reloaded the game, beat it on serenity, watched the credits until returning to the main menu, tried to start another run on serenity, none of the buttons worked. Closed and reloaded, died very quickly on anxiety, quit out to menu, etc.
  • As other players mentioned, the effect of the thoughts in the meditation minigame were unclear, though I noticed they generally filled my bars slightly, in addition to a medallion in the top right.  But except for health, I also didn't know what my bars or the medallion represented, other than that they also went down when I got hit.
  • After the first couple levels I stopped engaging with the fighting aspect of the game, choosing to run past most enemies.  Early on it felt like enemies took a lot of hits to kill, and when I later saw levels with what looked to be hundreds of foes I figured trying to fight was futile.  I'm not sure if this was a deliberate design choice though (if it was, good job)
  • The player retains control of the character during the credits, meaning any attempts to skip the credits instead make the character make fighting sounds.
  • Less of a note and more brainstorming about the meditation minigame: it would be interesting if the thoughts also had an effect, both positive and negative, when they are in your mind before you consume them in the minigame.  For example, maybe there could be a debuff for having too many thoughts since to my understanding meditation is about learning to acknowledge and let go of thoughts rather than holding on to every thought like it's our 99th health potion in a jrpg.

I apologize if the notes came across too negative, but I wanted to share my thoughts because, in my opinion, you've made something worth thinking about, which is great!

The artwork is beautiful and the music fits well.  I love the aspect of being able to click the screen to show obstacles you otherwise could only see in the reflection.  I think the controls are fine IF - and I think the IF is important - your keyboard has a numpad, since then it's just one row of 3 buttons for speed and one row of 3 buttons for actions.  If I were to change one thing, I'd add checkpoints to the tutorial; I died to the reaper in the tutorial instead of stopping before him as I was told, and I couldn't be bothered to rerun the whole tutorial, so I don't know if there was a way to avoid it.  I see you're targeting a mobile release for the game, and I look forward to seeing it on the app store :)

Reading through the store page and the comments, it sounds like you made this in about 6 hours (3 days, 2 hours per day between high school classes)?  If so, that's genuinely impressive! Keep going!

This is a cool concept, and I hope you're able to come back to this and add more levels.  In case you do, I should also mention that on my first play I ran into a bug where the 'real' version of me was stuck to the ground and couldn't move, even when my reflection was dead.  I wasn't able to replicate it after refreshing the page though, and otherwise everything felt pretty solid.  Good work, and I hope to see more in the future!

The controls took some getting used to (and when I read "q:down e:up" my first thought was that was the control for movement and not freezing), but the splitting mechanic was cool to mess with

Great concept! I had a nice chill time until it started to get closer to sunrise and I realized I had no clue where the cave was.  Being a bat is hard, but I had a good time, and I appreciated the framing at the start of the game too.

I found a few items that sounded like they would be useful (most notably a light source) but couldn't figure out how to actually use them.  The writing, art, and environment design were all very compelling though!

Despite having only a day to work on this, what was there was compelling enough for me to play through a few times looking for different endings.  I found 3, curious to know if there are more. 

I had a great time with this, and I hope you make more levels because this is a cool concept that I really haven't seen done before.  If you do work more on this, a button to undo steps would be nice; there were some levels towards the end where I knew how to start but couldn't figure out steps at the end, and having the undo feature would have saved me a lot of time retreading the start after messing up.  But overall  this is a strong submission, good work!

3D and being able to start/stop the reflection at will from your current position were both nice touches.  A little sound design would go a long way though for indicating both what the player should do and indicating when the player has made progress.  I admittedly got a bit lost on one of the puzzles towards the end; I got through it, but I don't know what exactly I did that allowed me to progress.  I enjoyed it though, good job!

I enjoyed it!  It took me a bit to get used to the controls, but controller support was appreciated and the chosen controls seem intuitive if I stop switching which one I want to move/freeze mentally.  The choice of background seemed a little odd, it was blurry and didn't really match the art style in my opinion. But overall, good work!

I love the concept, and the controls felt responsive, although I had trouble hitting things with the right click attack.  It did seem to ramp up pretty quickly though, and even before the giant wave I was being bombarded by enemies that were off-screen and out of reach.  Except for that aspect, I had a good time!

It would be nice if the undo button undid your last move instead of just undoing box pushes.  And I couldn't quite figure out how to do level 6 in the turn limit, kept needing 6 more steps.  But the turn limit puts a cool twist on this concept that I really liked, and the puzzles were more difficult and satisfying to figure out as a result.  Good work!

It's not just Chrome, I had a similar issue in Opera GX.  Once I zoomed out the page enough I could see everything though.  My experience was pretty similar to yours though, I assume the button would open the door on the right in future.  I agree that the art looks very nice though!