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Leonardo

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A member registered Apr 13, 2023 · View creator page →

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1230! I don't know if it's high or not, either way it was very fun. I loved the feedbacks, the squashing of the ball, the splattering when there are no bounces left...Also, the audio fits in really nicely.

Well done, cool little idea <3

The core of the game is good, tutorial was basic but taught you everything you had to know. After playing a couple rounds, I have one main feedback:

- Echolocalization should be give different feedbacks based on what it hits. Maybe enemies = red dots, platforms = blue dots. This was the main reason the player can't avoid enemies, because they think it's a platform an in a split second you're dead;

A plus would have been a walking animation for the bat when sliding on a surface. Would've been hilarious!

Interesting, just one question out of curiosity: did you prototype all the phases that you described here? Like, did you actually implement the character moving or was it just a document/mental idea/etc?

Aside from a few annoying bugs it's a pretty cool game. The most satisfying thing is, like others mentioned, getting all your hard work pay off a the end with all the echoes collaborating together. Of course the art and the UX could be improved but I particularly liked the guards approaching with the high pitched sfx and the exclamation point!

Appreciate the unique take on the theme as others have mentioned, but game design is super boring for me, sorry. Had to leave the game after two inputs.

Awesome work with the gameplay design: this is one of those game I myself would never be able to make because I lack the skills to think about a small, compact working system like this one. Tutorials were there, feedbacks are basic put present, graphics are essential. Could be a great demo for something more!

Thank you for the comment, the gameplay design is definitely one of our weaknesses. Mmmh, maybe we can bring a friend or two next time...

The game presents itself very well and is quite polished. Throwing and hitting the opponent while getting it ourselves is pretty satisfying. Art is nice and as others said, great work on including local co-op and competitive modes, that was insane.

The only downside is also the main twist of the game: I didn't really understand how the echo mechanic worked. If you walk onto a "3-amplifying-bars" icon it doesn't stop your movement :\

Pretty small, rough project. Main areas I would try to improve:

  1. Character controller: it has the basic problems of a common 2D controller (if you keep pressing holding a movement input down while in mid-air against a wall it will keep you pinned).
  2. Feedbacks: signal to the player *everything*: enemy health, how much damage you take, how much damage you do etc.
  3. Onboarding: tutorials everywhere. Teach the player what the main attack does (I discovered the waves deflected the projectiles but it would be cooler if the game told you that and ideally let you try on a test enemy!)

I mean, it's a very simple game. I would work a lot on the feedbacks for the player (not having any audio didn't help) and pacing the gameplay well. Like, give a minigame the time to settle in then transition to another (maybe while explaining it a sentence; the lack of a tutorial really hurt imho)

Great work guys! I could tell you have a great sense of feedbacks and the controls feel like smooth butter. The game is dope to play and actually quite addictive. Perfect scope for a jam too. I bet this would be pretty popular on mobile.

The only missing feature I would add is an indicator of where enemies are coming from. This way the player can prepare if they are playing near a border and not lose due to an enemy spawning nearby. 

Don't want to be harsh, but I had quite a few problems with this. 

  1. I didn't understand what the game was about exactly or what the objective was;
  2. I tried a couple times the first level and always lost because...The tornando kept messing up all the balls?

I don't know, overall pretty poor experience :(

Hey, thanks a lot for the kind words. I played your game too and I liked it a lot as well! We'll improved the interactions and clarity of gameplay next time :P

Hello, glad you enjoyed the game, sorry about it not having a pause, we were in a hurry to finish everything and couldn't add it. Thank you for the tip on the files in the folder ;)

Hey, thanks for the comment. Yeah we saw that but didn't have time to improve it because there was an easy workaround: keep the left mouse button clicked while aiming for the center of the crank and it won't lose focus!

I'm particularly pleased to hear the narration is well done, it was our very first attempt and we aren't writers in the slightest!

As a programmer myself, good work on those systems in such short time. I liked a lot the fact that this came out bugfree. It represents a solid base for a bigger and more complex system.

I think the work put into this was crazy. Being a first jam, I think you guys overscoped just a little bit lol. 

As for constructive criticism: think about animation canceling. After getting comfortable with the abilities and controls, I immediately started switching rapidly between them to combo the effects (stun enemy -> damage) only to find that the animation didn't respond properly and there was an annoying internal cooldown on the basic attack. If I could switch freely it would have been more satisfying (but then the player's power grows and the game has to adjust accordingly)

Thank you so much for your kind comment. Yes, we knew the second minigame would not come out like wanted it to but there wasn't enough time to fix the core design so we simply fixed the bugs and that was it. I'm happy that didn't prevent you from enjoying the story, which was the true focus of the experience.

Thank you!

Thank you! Ah, if only you knew what happened with the second minigame

It's incredible how a well animated sprite and some fitting music can create atmosphere. It reminded me a bit of Hollow Knight lol. Aside from that, good work on those puzzles, simple but fun to play. I also enjoyed the tiny details like having a bark for when the player clearly made a mistake and encouraging them to retry. Good job!

I liked the effort put in the environment, the tiny bits of narrative here and there and the clap mechanic. I'm not a fan of horror games like this because at this point they're a bit stale, but good job overall!

This is actually pretty fun! We had a blast playing it. My favourite aspect from a game dev perspective is definitely the feedbacks - you clearly know how to make good visual/audio responses to what happens on screen (bullet impacts, enemy destroyed, player hit etc). Bravo!

Please improve the gameplay

This game made playing Devil May Cry 3 on the original PS2 a breeze in the morning sunshine of a sunny japanese mountain happy village with a freshly brewed beer and festive goats.

It's a disgrace that is game has no comments. This feels like a hidden gem. We had a blast playing it, we would personally thank you guys one by one if we could.

COO
-Our lead combat designer

Our Art Director said your art looks fire. The concept is great as well, was tons of fun to be cut up and cry over <60 seconds results. Thank you for this game.


P.S: nice gameplay music 10/10 would steal.

Good damage balance. For being a student project engagement is pretty high as well as a good dose of polish throughout the game. Also, holy shit, it is dubbed. Awesome job guys and girls!

10/10. Combat system is absolutely insane. Who would've thought that Getting Over It meets Smash would be so fun. Great job guys, keep it up!

I don't know who made this game but it's very well done guys. For being a simple prototype idea the core gameplay is actually surprisingly polished and fun. The penguins are hilarious (especially the crouch sprite lol) and we found no major bugs at all. Very good, keep it up!