On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Keitjah

35
Posts
6
Followers
11
Following
A member registered Mar 28, 2016 · View creator page →

Creator of

Recent community posts

Ok, now I realize the exact meaning of "Noir" in english. I knew we were deviating a bit from it with the black hole idea, but now I realize we completely missed the purpose :')

Thanks a lot for your feedback ! It should have been possible to lose during the second level. My idea was that you needed to absorb the ships from the back, as facing them would drain some mass from you until you eventually lose, but I couldn't implement the enemy behavior in time.

Oh, thanks :)

Both solutions seem quite clever indeed !

I really love the atmosphere !

Took me some time to understand exactly the mechanics, but it's very satisfying to play once you get it, very well thought ! :)

Thanks for your feedback !

Fortunately for me, the gameplay mechanic we put into second level is something we already used in part in our two last games, so I was in charted territory :)

Thanks for your feedback ! :)

I believe there's an impact on game performances when we scale up the player too much. Perhaps every calculation begins to be more intensive on the engine due to high coordinates, large numbers, etc.
Also, as you say, there's also the feeling that things move slower once the camera moves back / player is larger but still moves at same speed.

Actually, we even wondered if we should slow down a bit the player once it's bigger, but we quickly realized there already was a slowness feeling induced from the scaling up / dezoom.

I didn't really see it as a problem, but I understand it can be seen as one ^^


Thanks, I must say I'm starting to love adding these comic-like dialogs in our games too :)

Thanks a lot :)

Thanks for your feedback ! That's really nice to read :)

Unfortunately I've never expanded our games outside of game jams so far

Thanks for your feedback !

Yes, it's definitely inspired Katamari (or mostly The Wonderful End of the World by Dejobaan Games, because I never really played Katamari, but I really should catch up with that game one day)

I agree,  scaling up until swallowing the universe would be pretty sastifying, but so far I've never been able to commit to expand our games outside of game jams ^^'

Thanks for your feedback ! :)

Thanks for your feedback !

Yes, we didn't think about it when we wrote the ending, but clearly there could have been a more limitation-related scenario.

I guess we just wanted to have an happy ending :)

Nice narrative entry !

Thanks !

Yes, unfortunately it's unfinished: most collisions are missing, there's no win condition, etc.

Thanks for playing it anyway :)

Argh! When you lose 7 out of your 8 dices due to a badly placed bar... T.T

The game is very satisfying to play, thanks to dice physics and SFX.

I found it hard to score, especially in early rounds. In a lot of runs I had a Game Over between Rounds 2 and 4, but the concept is nice ! Indeed, get lucky, but not too much :)

My main issue is that, often, dice would not collide with bars when initially thrown. I even had a round where the dice went directly through the wall ^^

Congrats! :)

Nice idea ! Honestly, I'm a bit thankful that the autoload feature is bugged, otherwise I would totally have played it for too long. My mind is weak against idle games and their power !

Plus, there is a sock shopkeeper, who wouldn't love that ? :)

Great game, you managed to create a really tense atmosphere !

I spent way too much time just looking at the hallway during my first run, thinking that if I could spot the monster during its appearances, it would slow down its progress, or something like this.

Then I realized it didn't really have an impact and I missed too much time on the sorting process itself :)

The sorting gameplay works well !

I didn't know I could feel this kind of emotions while playing a Pong game.

Clearly, the concept achieves something, making me feel sorry for both paddles when they score.

Congrats !

Thank you, haha ! Initially they were just following the player in line, but were sometimes getting in front of the ghost you're trying to mimic, so we placed them in circle instead, like in the title screen picture. The feeling it created is a nice side effect of this change ^^

Thank you ! :)

Thank you ! :)

(1 edit)

Good take on the limitation ! The few levels use the death feature nicely.

It would be nice to see a version with more levels that push the idea further :)

Thank you for your comment ! :)

Well thought mechanic, good idea ! :)

Very satisfying to play !

However, I didn't understand the strategy to get a good score, haha. I got 70 on my first attempt, and then went up to 150+ without success by trying to do things intelligently. Should have just continued to punch instead of thinking !

Poor IT guy :(

Nice game ! Didn't expect this kind of gameplay (knives) in an RPG Maker game, surprised me, but it was cool !

I got the 3 endings, well done on the story :)

Nice game ! Very polished for a 3 hours submission :)

Especially, you thought to add instructions, virtual controls, several difficulties... These are things I tend to forget even for bigger jams, so for a 3 hours one, it's very nice to see these elements included !

Double jump is indeed tricky, especially to reach the maximum height, but otherwise controls feel very good.

I only tried Medium difficulty, up to level 6, and enemy patterns felt well balanced.

I started having trouble at level 5 when double jump became necessary to avoid both rhino and bird at the same time (not especially due to the controls, though. My brain was actually wanting to do a "small" jump between both enemies instead, by pressing Space quickly)

Merci pour ton retour !

Je viens de réaliser que j'avais pas édité les collisions des barrières, donc de base ça prenait toute l'image, même le vide '^^

Je vais faire une petite version post-jam avec des hitboxes plus sympa et rendre les oiseaux plus faciles à toucher :)

Merci pour ton retour !

Je viens de réaliser que j'avais pas édité les collisions des barrières, donc de base ça prenait toute l'image, même le vide '^^

Je vais faire une petite version post-jam avec des hitboxes plus sympa et rendre les oiseaux plus faciles à toucher :)

Super taf pour l'ambiance ! Et très bien pensé pour les énigmes ^^

Bah oui, bah oui j'ai perdu ! :c

Les mini-jeux sont très cools, et bien vu d'avoir proposé deux modes différents !

Thanks ! For the scrolling issues, the current solutions are either to play with fullscreen option on itch.io (I just added the button as suggested by Itooh), or to play the game on a dedicated html page that doesn't scroll (I'll add a link in description)

Thanks for sharing your time :) I think my best is around 17 seconds, but it's mostly luck to get a "good" time (not even sure what's the best possible time, honestly), as the ghosts' movements are totally random.

I just added the timer because I didn't have time to add any other sort of score or challenge in the game ^^

Merci pour le feedback et le conseil ! J'ai ajouté le bouton Fullscreen, ça solutionne en attendant que je trouve une autre solution :)

Merci pour ce retour !

Le comble c'est que je suis sous Firefox aussi, mais je l'avais testé que sur une page HTML brute, pas sur Itch.io, donc j'avais pas vu le souci, haha. Mais en effet, faudra que je checke cette histoire de contrôles pour les prochaines fois.

Jeu bien sympa, très joli ! Les traces de pas sont pas évidentes à voir au début :)

Dommage que la musique ne boucle pas, elle est très cool aussi !

Le concept est bien trouvé, très cool !

J'ai dû abandonner au Bonus Stage, mais j'essaierai de persévérer dessus une prochaine fois ^^

Alors, au départ, je comprenais pas ce qui se passait quand l'écran s'éteignait, je pensais que j'avais perdu le niveau '^^

Mais my bad, j'avais lu la description en diagonale :)

Après avoir compris le truc,  jeu bien sympa, les derniers niveaux sont pas évidents, bien joué !