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leplubodeslapin

12
Posts
A member registered 93 days ago

Recent community posts

Yes the feedback and cues in the room where you spawn can be missed if you go through fast indeed, especially since from your point of view your movements are not affected, it's different to how slow-motions are done sometimes 

Good idea to switch the first two puzzles i think 

(2 edits)

To pass this, you need to understand that time goes faster when you go through the purple spheres.

The door in front of you will open as soon as you step on the pressure plate, but when you leave it to reach the door, a countdown starts.

Going through the purple sphere makes the time go too fast and you can't reach the door in time, but you actually have another route on the side, that appears to be longer but stays at normal timescale so it takes less time to traverse it.

It's worth giving it another try in my opinion, the game has several surprises after that are creative and cool.

Thank you, i've always been frustrated in AoE not to be able to make huge armies and the game taking too much time, i love that it was quite easy here to defend my base and farm resources. I understood the link with the theme better when I actually zoomed out and realized I should get to another planet and farm its resources, it was a great feeling and from then I knew what I had to do. This is a good progression, quite clear and simple, i loved it.

Uh? Damn that's impressive, the atmosphere, the dressing, the VFX and sound design woa it's insanely polished.

It's a great idea to use the scale theme as a timescale, I wasn't expecting to play with it, and the relativity of timescale depending of where the objects/player are placed with the spheres was very clever.

I love that the presentation also serves the gameplay here, like how the particles are a feedback about your own timescale compared to the world. Ending was also a great surprise, I wish it had more gameplay but it's a cool reveal.

Congratulations, it's a really cool concept and even though it was quite difficult to get to the end at first (controls tend to be a bit slippery, air control is also not as generous as I think I would have enjoyed it), i ended up playing it for the score, looking for shortcuts. My best time is 1:48:57

That was fun :) It took be a while before I started actually reading what each building was doing though, but when I did I understood how I could increase my revenu faster which felt good. Good job !

The idea to play with music scale sounds nice but i don't understand what i'm supposed to do either. The music played doesn't seem to match the music sheet i have in front of my eyes. It would have been also useful to show which character is playing the music at a given time, i think it's first the enemy that plays a melody and then my character that tries to mimic it and I have to pick the right note before the end, but if the sheet doesn't match with what i hear, it becomes very confusing :/ (Maybe i'm wrong, sorry it was difficult to follow, everything goes fast)

This looks like a fun platforming area, unfortunately the Controls scheme window got stuck and never went away, it was really annoying. I also could not find my way around and got a lot of collision issues, which tends to be quite frustrating in this kind of gameplay (going through boxes, collisions not fitting the geometry). However this looks really cosy, reminds me of rat maps on Counter-Strike, which could be a really cool game. Good job, i fear I only saw a little bit of your game, sorry.

This was fun and longer that expected ! You really do feel bigger but still need to worry about those projectiles. Difficulty is quite well balanced also for a gamejam project, i managed to kill Mecha-Hitler. I wasn't sure I was hitting the mecha though, since it's the only thing that you can't one-shot, an extra feedback indicating you've hit your target would have been helpful, but that's just a detail. Good job !

I had trouble to find the "far side of the level" as you said, as a player i don't know that the direction where i should go it up/north, maybe that could help. Beside that, I also found very fun to become the giant, try no to step on those poor civilians but do it on purpose on the one chasing me thought haha. Pretty cool !

I managed to escape \o/ I enjoyed the setting you introduced with these kids, this universe, the mood with the music, it's great ! I felt smart when I saw the alphabetical clock :) But not so smart when I was in front of a screwdriver I presume but didn't recognize it (? ^^), so it wasn't natural what to do next. I also had no idea who's hand was I 3D Printing, but somehow everything aligned and managed to escape :) Could have benefited from more feedbacks with interactions, inventory, what actions are doable/are not yet doable. Also some bugs with interactables (if you move away while reading a note, you can't close it until you get back to it and press E again). The switch between the 2 scales was cool at first and then felt natural but not very surprising, i guess you had other ideas in mind but it was maybe difficult to mix with a game of this genre.

Good job!

I managed to escape \o/ I enjoyed the setting you introduced with these kids, this universe, the mood with the music, it's great ! I felt smart when I saw the alphabetical clock :) But not so smart when I was in front of a screwdriver I presume but didn't recognize it (? ^^), so it wasn't natural what to do next. I also had no idea who's hand was I 3D Printing, but somehow everything aligned and managed to escape :) Could have benefited from more feedbacks with interactions, inventory, what actions are doable/are not yet doable. Also some bugs with interactables (if you move away while reading a note, you can't close it until you get back to it and press E again). The switch between the 2 scales was cool at first and then felt natural but not very surprising, i guess you had other ideas in mind but it was maybe difficult to mix with a game of this genre.

Good job!

The concept is nice. I think it's a shame there's very simple shading and no shadows/AO, it would have helped a ton to understand the contact between the pieces, their scale. It ended up being too tricky for me to continue very far because of that. Also the camera isn't ideal to control the vehicle from the side, but having to adapt to your previous mistakes and keeping them along the way is really fun and cool ^^. Good job !