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Laywelin

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A member registered Sep 16, 2023 · View creator page →

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Cool game! As mentioned by others parallax is very cool and text displayed for not long enough. However the rhythm is great :D It’s too bad there isn’t a SCORE! I would love to share which stage I reached! For platforms I strongly recommend to look into Unity’s Platform Effector 2D component, extremely easy to setup and super useful to avoid being stuck on the side or below a platform.

The concept is very fun and I tried to greed (by ramping up my horse’s speed even if I was stuck on walls) but the course is well designed, so it’s not worth it. MUSIC IS AWESOME GG WP. I played in impossible mode and… welp let’s just say I never reached the second lap. I get why it’s called impossible.

Well done! :D

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Great art (visual and sound design)! It’s too bad that it’s impossible to lose (let me know if I’m mistaken, I tried to fail on purpose at the end). It feels like the gameplay loop isn’t complete. But it was fun to see the background animation going crazy at x11 :D

Cool concept and great execution! I loved the input display, the art (sun is veeery cool), and the powers are nice. I wish it was a bit more challenging though, because If I had been punished I would definitely retry a few time to reach the end!

I hope you’ll keep working on that one, it’s great :D

What do you mean WTF DUDE of course I clicked right ahahah Very minimalist and efficient. Had fun, thanks for that!

“A cold coal is a dead coal” - that’s what I’m gonna tell my girlfriend next time we do a barbecue, dead in the eye.

I don’t know if you got me smiling first at the intro, or the cover from Brother Bear by Phil Collins. But then I saw the cat!!! The game is simple but it brings such good vibes I loved it <3 Well done, thanks for the good time!

Ahhhhh te drawiiiiings I’m sold! It’s very pretty - too bad the characters are on a white square and not cut out, that would’ve been perfect <3 Love the concept, that’s a clever use of the limitation. Considering the screenshots doesn’t have the instruction “WASD for movement” but it’s in the game, I guess you fixed it? Smart move, I would’ve been confused without it but here it was made obvious. Shows that you care <3 Again well done!

Cool game! I couldn’t play much because screen shaking was too strong for me unfortunately. I just got enough time to waste a full water tank on a spawner then realize the sword is giga effective against it :D

Nice start, hope you’ll continue that one with more weapons and enemies! Try making a boss, that would be super cool <3

Darn that’s the CUTEST FIRE DRAGON EVER <3 Love the idea!! You made me check if there was other games from you to see more drawings!

I would say, maybe add something to do while the tea is getting heated because waiting is sometime a bit too long? Also a random cozy music would fit so well <3 Glad I tested your game, hope you’ll make other ones!

Introduction is fire, well done :) It’s fun, a bit short (you could add time on the timer when you’re very close to the expected color! This way when you play well, you play more!) and sometime pressing space too early means you cannot play a planet. I’d love for you to continue this game :D

Very enjoyable and peaceful, thanks <3

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Great choice for colors and assets :) I would recommend to change hitboxes to better fit character’s sprite, and make sure enemies cannot hide behind the player’s sprite. Adding an invulnerability time after receiving damage would be great as well, because you can die near-instantly! It’s too bad because it prevents people from actually playing the game :p The boss came up too early in the gameloop so I never used the shop.

That + sounds would make it a really really cool game!

I know you warned but really lowering the explosion volume and a retry button would drastically change my experience. I played twice, and wanted to master those controls, but stopped because of that ^.^”

I like the concept, it’s goofy! And controls are hard indeed, but I never myself tried cooking sausage in space so who am I to judge how hard it is?! Well done it’s fun! Keep it up, small improvements would do wonder and the art is great <3

Very cool concept :) It’s a tiny bit unclear while playing what the controls are, and I believe you can stuck the UI by activating the top left machine with the robot while it’s the end of a wave on main game (I had a superposition of the minigame + the “upgrade” UI and couldn’t do a thing from here). To help fixing that, you could move the UI related to robot’s minigame below its window on the right, for instance.

It’s cool, feels like you had fun making it!!

Ahhhhh why did you lose you enthousiasm!? IT WAS FUN! It’s a very great start! I think a tiny improvement could be that you cannot re-heat the red cube once he went somewhere (to avoid spamming left/right to keep him alive), and you could design infinite puzzles. I really liked the direction it was taking, you’re good at this! Goooo more fast paced puzzles! Thanks for making it anyway, I enjoyed my time playing it :)

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Too bad it’s short, because it’s really nice! Ambiance is on point, shadows are well drawn and I’d love to know more about the world in your game :) Dash was indeed not super obvious. However the theme is here, feels hot! I believe some shadows (the thin lines between dots on the left and right branch, when you start) which is too bad because it feels unfair.

Will you continue the game? I really liked it <3

UPDATE: Oh you’re the person who did Bottom Feeder during Jam 159! :D KEEP IT UP can’t wait to see your next jam submissions!!

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You mention you wanted to create a N64 feel and damn you nailed it! It reminded me of Glover and Rocket: Robot On Wheels! I loved your prototype <3 Can’t wait to see it completed!!! Camera sensibility was too high for me, and I believe an outline on platform’s vertex (or more / different lighting) would help distinguish between platforms. But I was so surprised and excited to see a mario-sunshine-ish jetpack when you press jump twice!

And of course, well done for cutscenes to hint what’s next. Music, sounds, goofiness, dialogue, style, cutscenes, tutorial, to the logo being a N64 jacket, you killed it <3

Gameplay is cool, but it’s easy to get lost! Liked the puzzles, looks like you really wanted to have secrets and the feeling of mazes and it shows, good job!! Thanks for making it :)

However in my opinion that would be great to add a disclaimer that art was done using AI, and which tool you used for it!

YOU DO WHAT WITH KIDS?! Ah water the kids… okay okay. Got me worried yo!

Love the style (having to drag and drop adults from water to the beach, really ahahah) Audio was a bit loud! But the game was fun <3

PS: I first tried in my browser, thanks for allowing me to stress test Firefox. Spam clicked the first unit until it stopped answering. No issue on PC version!

Cool idea! I believe it’s because you did not have time to add more days/drinks, but reaching the end of first day takes in my opinion a bit too long! I would love to see your game with more cocktails and upgrades <3 Hope you’ll continue it!

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The heating mechanic is not completely done indeed! However, the core idea of having to reach the end while using dash sparingly to avoid ending up in a burnout state, forcing you to chose to stop and cool off or do an extra jump and time your cooloff while it gets harder and harder to not completely burnout is here. In our last level there is a firewall chasing you, and it seems the global feedback is that we should’ve added that everywhere to force you to make choices!

Thanks for updating your feedback to clarify <3

Cool for a first game :) image.png

There was some flying cars and randomly my bike jumped but landed correctly somehow :D The controls are working well. It’s just too bad that the tap to dodge action is never useful, which makes it look like it was added as an afterthought to fit the jam limitation. Same for heat - beside the lore you wrote outside of the game, there is no heat. Just having that meteorite on a skybox would make sense!

A cool improvement imho would be to ramp up the difficulty by adding more cars sometime, or cars changing lanes, which would force you to slow down to avoid crashing!

The woosh and all sounds were voiced by our level designer ahahah I agree, we are gonna take into account your feedback thanks for giving it a second chance <3

Interesting concept. However the camera not being there and having to catch up on respawn + music restarting instead of just continuing really killed my motivation to see it through the end :(

Fun game, albeit a bit difficult all my steaks overcooked T.T IS THIS DAD EATING VEGETABLES TOO?!

Cool game!! Loved the graphics especially the running animation :D I never had to use fire, which is too bad. Also controlling the characters during wall jumps and doing a double jump is a bit difficult, I think stopping the player’s velocity when double jump is pressed would help, and double jumping as soon as it’s pressed, would make it more responsive.

Overall great job, it was fun! <3

Just reached room 32 - I wanted to check if it would force me to use spells at some point! Really fun and nice start! Impressive considering you only used pygame!!

Of course not many assets and it’s too bad it would be very cool. However sound was great. Big number goes brrrr

Even if there is not a lot of content I really liked my time playing and trying to push the scaling a bit! Hence, few tiny improvements I have in mind:

  • I did not get the use for spell 1, but spell 2 became useful very late when the enemies are enough and fast enough to block you completely. I believe different kind of enemies (think recolor + diff speed, not much) would be very cool, and having them not collide with each others as well. You need to force the player to use a TP it’s cool!

  • I never had the use for fireball, the second attack, because the first one can be spammed and is strong enough. However I have a strong feeling it would be AWESOME if it was an AoE (or just was moving through enemies) instead of stopping on the first enemy it hits. I would clearly consider using it even if it costs heat!

  • I love the scaling, however as it is right now I think it should scale a tad faster. From room 5 to 20 it was quite easy, especially once reaching 2000+ heat because you spam heal ^.^

I would LOVE to see a new version in a few with improvements, because really it was fun <3 Thanks for making it!

Great idea! Loved the visuals. It’s a bit difficult to move from one person to another without overshooting, and controller support would’ve been a great addition <3 Reached day 3, but at this point it becomes too hard for me to switch to heat, make a coworker leave, re-switch to cool and save the protagonist.

Well done to your team tho, had a great time :D

Very cool and cohesive, too bad you didn’t have time for a bossfight at the end because it would fit SO WELL! Great job for a jam <3

Hey there, tiny heads up, did a small update so now Ctrl is replaced by Shift to dash :)

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UPDATE: I replaced Ctrl with Shift to allow everyone to properly experience the game. Sorry for that, great learning on my end!

Heyo! Just a heads up I did a small update to use shift instead of ctrl, as it seems to be an issue for everyone :) The cooling down mechanic is here to force you to stop when you try to rush, as the game theme is around burnout. There is improvements to be made of course, and it maybe makes more sense by level 4 where you’re chased by a firewall, or with platforms burning up under your feet if you’re too hot! I’m sorry for the bookmarks <3

It’s hard but it’s SO SATISFYING! Well done :D

Oh that’s a clever take on the limitation! Well done it was fun <3

Oh that’s a clever take on the limitation! Well done it was fun <3

Woah thanks for taking time to play and write such a great review <333 Seeing your video, a video of someone playing our game, was truly a gift! You nailed it btw!

We agree, the fire wall would force players to make quick choices. Considering that, having checkpoints would help so it doesn’t end up being too frustrating. We’ll experiment with it. It’s not well used here, but while in burnout state the character is faster. We would like to increase the burnout duration to force our players to decide whether to stop and cool off, or greed and use the extra speed (and eventual extra big dash or infinite dash!). Thanks again for your feedback, deeply appreciated <3

It’s explained in the tutorial (you have a dash first, then a prompt to tell you how to remove some heat). If you reach a burnout state, you have to cool off or you die! The more you do, the more difficult it gets to chill. Would you be willing to give it a go a second time if it’s clearer now? <3

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I reached level 13… BUT I HAD NO IDEA ABOUT PLUGGING UP FIRE POTS T.T I was so frustrated because I don’t think you can finish that round without this mechanic! Edit: Just to be clear there is a how to play section and you wrote it down on the game page, so it’s not a feedback here. I’m just a dummy.

I got hooked super fast, well done it’s a very fun arcade game <3 Loved it!

It’s a bit too bad that the start is slow (character walking animation is great btw!) because getting the first upgrade is painful. Props for the drawings in introduction cutscene, and the wheel is a fun concept :)

Cool game! A very quick way to complete the gameloop imo would be to add a score per box destroyed, and a multiplier per number of torchs fired up! Discovering you can jump on a torch was fun, well done <3

Fun lil game! I did not figure out there was a dash until I checked the text below your game, would be cool to have it in-game as a suggestion (as you did with arrows!). The dash seems to bug the game the first time you use it in a level, but works super well otherwise!