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littoralie

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A member registered Jul 18, 2022 · View creator page →

Creator of

Recent community posts

a very nice game! so neat and satisfying :)

Such a sweet game! Had fun solving it :)

Loved it very much! Short, beautiful and fun to solve :)

yes, there are :)

solved it! such a cool puzzle, it was very entertaining to look for an answer :)

once i got all the conditions, it still took me some time to find a word that satisfies everyone :D

thank you so much for playing our game :3

Thank you for the feedback and trying out our game!

Yeah, we would look into the issue with the menu and extra clicks. That is something we didn't have much time to work on yet. 

The idea of the dialogue is actually to convey as little emotion as possible, but I probably understand what you are talking about :) We are going to change the voiceover in the future updates. Hopefully :)

Sorry to hear about the problem with the puzzle! Did I understand correctly that you were playing the song with a foghorn? Cause to play it right you need to find a musical instrument somewhere in the room...I haven't thought that this puzzle could create an impression that you should play it like that, thank you for the insight :D

Hi! Thanks for the feedback and playing up to the end. 

About the inconveniences you've mentioned:

- In the updated version the key has changed its place. It should be hidden behind the spirit's shoulder instead, unless there is a bug and it didn't appear. In case you remember if the key wasn't there, please let me know!

- Yep, the VO is something we want to rework completely, but for now it is kinda a placeholder :)

- Clicking bugs is also something we plan to change, but weren't able to finish for the jam in time.

About the mystic part that comes too soon — an interesting idea to slow the pace, though I am not sure it would work for such a short game. Moreover cause it is not actually mystic and is a constant state of the main hero (spoiler here: this is his way to cope with the trauma and deal with his own inner demons, i.e. spirits). Thus changing it into one spirit would also contadict the idea of the game. But in case we were to make a longer game, that would make sense to try to create more build up :)

A very fun game! The downloadable version didn't work for me, so I played in browser up to the end.

Animations and level design are cool, I enjoyed some witty puzzles and solutions :) Overall it seemed not so hard to play, I wish that maybe there were a couple of harder levels. 

Some bugs I've encountered: after restarting one of the levels the music stopped; once I had a problem of changing my appearance without clicking the button while I was standing on one of the cubes (but maybe that was intended).

The art style was a bit too bright for me, but it is probably just personal impression :) I kinda like when you can see the main character clearly and here everything is so vibrant that it is sometimes hard to separate the characters from the background. 

The respawning animation was fun, but maybe a bit too long to wait for me, as I wanted to continue playing asap :D

Had fun, thank you so much!

A very nice game! I liked the overall atmosphere, puzzle mechanics and the feeling of piloting a spaceship :)

I didn't feel like any of the levels were frustrating or required unnecessary amount of trial and error. I normally tried the "default" route first and was able to adjust it according to the information I'd gained. And frankly speaking crashing felt sometimes just as fun as succeeding :)

The info window is a very nice detail, I enjoyed seeing the destination was detected nearby. And everything feels so smooth and comfortable!

A couple more things I would like to comment on are:

  • The tutorial. I understand that it is primarily a mobile game, but what I can tell from playing it in browser is that it was not 100% user friendly. For example, when I got a hint to use "this button" to change camera modes I didn't immediately see which button is blinking — it was on the edge of my field of view and quite subtle :) I think it would be more obvious if a hint said something like "click on the button in the right top corner".  Also some mechanics are explained, like weight and adjusting the heading, and some are not: like time limit and camera modes. I don't think that there is a need to explain everything thoroughly, but when some features are commented on, you kinda expect that other ones will be explained as well :)
  • As for the camera mods, I got an impression that you would also be okay with one standard mode and a possibility to move your map with the mouse wheel. And there could be only one button that brings you back to the ship then :)
  • I would love to play more levels! I think that most of them was fairly easy, and the last one can seem a bit tricky as there is a twist that you may not think of at first.

Very cool to play, thank you!

Thank you so much for commenting :) 

Thank you so much for the feedback! All your ideas are so good and helpful, I must say :)

Hi!

The right amount of the ingredients is hidden in the chemistry puzzle :) If you multiply everything correctly, it should work for the foam! Or maybe it didn;t work for you?

And thank you for the feedback, we will look into the issue with harmonica. 

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Thank you so much for the heplful feedback! 

Yeah, audio needs lots of adjustment, we will look into that :)

I think you game works just fine, and what else would you want from a tower defense :D Good entry!

A couple of things I would like to comment on:

  • I really liked the description, it inspired me to try my best while playing. But I am not sure that you can get that kind of impression from the gameplay itself! I would love to harness the power of fire and air, collect mystical shards and enhance my alchemical prowess. But right now I rather click here and there rather than I am a powerful alchemist :)
  • It is not very clear, what some elements actually do and why they are important. For wxample, crystals: why I should use different types of them or how the different spells differ. I can see there are different effects after you combined two effects, but I can't fully comprehend it and notice the difference in the attacks. They all just seem to damage, and I would like to see maybe different damage types more clearly (a frozen enemy, or an enemy on fire maybe). To have more feedback from the game itself would make me feel like my impact is actually meaningful :)
  • I think that the difficulty level is pretty low at the moment, the resources are too easy to achieve. And I didn't need any kind of strategy to beat my enemies, so that feels like I just can place towers as randomly as possible :) It would be better to have more heated battles after 10 minutes of gameplay at most, imo.
  • After I have built enough towers, I could just watch how the game plays itself for 10 waves now (it is still playing, and I am watching :D ). A quicker pace in difficulty changing would be also nice!
  • Something that caught my attention from the beginning — it seems a bit illogical how the enemies go around that small island before attacking me. Why are they actually going that way, only to get more damage? :D I didn't need that section as right now the enemies can't reach this point, but it got me thinking a bit at first.
  • It was a bit tricky to click on the right tower when there are many of them. As far as I understood, it is because you should click on its base but not on the tower itself.

Wish you luck!

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That was very dynamic! Nice entry :)

A couple of moments I'd like to give some feedback on:

  • I was not 100% sure what kind of game you want it to be. Should it be a rage platformer? Then the life/gameover system is maybe fine, but then I would wish for more intense sections, as right now there are some parts where you are just running along the tunnel and not that much happens for a while. If it is more of a classical platformer, I think it will be fine without additional punishment and starting from a checkpoint after you fail would be just fine :)
  • Maybe it was just my impression, but I think that the game starts quite harsh :D You are immediately expected to make a careful jump, I would maybe prefer that you had time to have some fun, jump around and get acquainted with the terrain.
  • I liked the idea of changing your size to proceed but in some cases it seemed to be pretty straightforward, maybe some trickier levels that are not very obvious how to deal with would be fun in that case!

A very nice idea! I enjoyed being this a bit of a noire beaver detective in a big city :D

A couple of things that I would love to comment upon:

- The intro seemed to me a bit random, like there are plenty of names and places, but as I know nothing about them, I cannot be immediately immersed in the story and wonder at first what all this means :D Maybe a bit of more cohesive lore, even for a funny game like this, would be good to start from!

- The font was too big to read it comfortably and as the pictures appeared in the chat, it moved a bit abruptly, so I needed some time to find where I stopped reading;

- I think the introduction could be a little shorter, as you get lots of options you need to read through before you get to the "start the game" button, I wish it was easier to reach :)

- Every time I got invested i the story I forgot about my stats and then it was too late! I wish I could see my stats and all the changes that happen right there on the screen at all times.

Good game! 

Thank you for playing <3

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Thank you so much for your comment and useful feedback!

This is actually so cool that you tried to play Alouette right from the beginning :) It should have worked even without finding the notes, but there can be a bug when it is sometimes not working for some reason... We have encountered it a couple of times, but were unable to trigger it any more.

I am sorry that you got stuck! Could you please tell me, what exactly is happening in the game at the moment? Did the spirit react to the song? I really want to help but I didn't exactly understand which part of the game that is.

About the inconveniences:

- Yeah we are aware of the problem with clicking through other objects, was not that easy to fix, but we gonna do it hopefully :D

- I agree on using another sprite for the cursor!

- We'll think about adding more stuff to interact witj, as we planned to add more at first, but later came to the conclusion that we better polish the stuff we already had in the game :)

 

Very cute game! I love how puzzle and myth are intertwining, it is such a cool way of tellyng the story of Orpheus and Eurydice :)

A couple of points that I'd like to give feedback on:

  • I would love to see more of the characters in the game! I thing it would be cool to have some voice reactions maybe, or some intro...
  • or even their interactions! This could add a bit to the immersion and overall impression, imo :) Or maybe there could be the gameplay reason why there are two of them? Like now they are climbing the ladder but in terms of the gameplay there is no difference if there was only one of them going up. If there were puzzles that included both of them doing something different, that might be fun!
  • I think it is a perfect combo of skill and puzzle. I only got a feeling that the last level seemed a bit harder compared to the other ones, especially because there were much more notes available. Maybe a smoother transition to this last level would be nicer. Or maybe fewer notes to choose from :)
  • I think it would be easier to get used to the controls if they didn't change completely every level, but rather that we used the same keys every time and some new keys would be added to them. Apart from that everything seemed quite intuitive :)
  • I felt a bit unsure about moving your screen up and down, maybe it would be better for every puzzle to fit into your screen? 
  • The tutorial was very nice btw!
  • You can see the "well played" text before you actually finished the game, as you accidentally get a look at it at some point :D To me it seems better to get it only after completing the last level, as after I saw it, I got really impatient and a bit confused, as I now more concentrated on this writing instead of listening to the notes :) 
  • I liked the visual style, but it appered to me that the characters got a bit lost as their outline is not that thick as the outline thay you use for the other elements. Maybe if it was the same for everything it would be more balanced :)

Great game overall!

A very interesting idea! I especially like the tetris-style of the game, it attracts attention :)

Couple of points that I;d like to comment on:

  • I didn't immediately catch that you can rotate the spells only as you are holding them — after reading the instructions it seemed that I could do it after placing the spells on the board;
  • There is a possibility to end your turn without attacking — I am not sure that you would ever need that, or did I understand something wrong? Maybe the "End Turn" button should be inactive until you've used all your spells :) 
  • It is also not immediately clear that you should click your spells after confirming the grid, though it is written in caps :D Maybe I was not very attentive, or maybe it is because the "End Turn" button attracts much more attention than the text, so yo get that urge to click it as soon as you confirmed everything.
  • I really enjoyed the tetris grid and the idea looks promising! But I am not sure that it gave me any additional challenge. I just placed everything I could there and clicked without following any certain strategy and everything went well for me :D It would be great if the grid made me think harder and choose which spells I am going to use, leaving some possibility for failure if I did a wrong move, for example :)
  • Regarding the UI — the "Next spell" field is located under the picture of your opponent and intuitively it feels like it is their spell, but not yours. It would probably a bit more convenient to have this information closer to your portrait, somewhere on the left,

I wish you luck with the game! Pretty sure that with more spells and just a bit more order on the "battle field" it will feel awesome :) 

Such a cool experience!

This is one of my favorite genres, so I had lots of fun, especially with rhymed riddles :) And the overall eerie atmosphere reminded me of Lovecraft stories, very nice.

I must say though that some puzzles were quite tricky and made me do a bit of brute-forcing!  But some I got right on my own and it was very pleasant, like the puzzle with the bull or grinded pepper :) 

Almost in the end of the game I found a page in the journal that says that every stance is an ingredient :D I guessed so, but wasn't 100% sure that it was the case.

And I looked through the comments to learn about the key, it is pretty well hidden indeed! 

It would be definitely great to have some hint system or more impact while obtaining new items or changing the old ones: I sometimes didn't notice that something has already happened,  like I got a new ingredient in my inventory without seeing it, and it made the game a bit trickier that it should be, I guess. Maybe some kind of a popup or some sound would help! 

I played it to the end and loved it :)

Thank you so much for trying out our game! And especially for playing it till the end.

Yeah, we would probably need to work more on interactable zones as there appear to be some bugs...And the door needs a fix as well, we will update it soon, hopefully.

I am happy you enjoyed it :)

Thank you for playing and commenting on our game :) 

Nice game! I expecially enjoyed its style and overall vibe :) The characters look cool and the dialogues are sometimes hilarious :) Very well done!

A couple of things I'd like to comment on:

  • It would be great to play it after the music and sounds are added. You have said that youself, and I totally agree. I think it would add to the immersion so much.
  • I stuggled a bit with controls, as sometimes they felt counter-intuitive, like it feels so natural to press space to jump, but here it is used defferently. I would probably love to have different buttons for speaking/reading and fighting, as it may seem a bit confusing at times.
  • Sometimes I ended up killing slimes while failing to jump properly and couldn't climb anymore further :D I didn't find a key to restart, so I had to exit the game and start again in a couple of places.

It would be great to play the finished version! I definitely see lots of potential here :)

I love this kind of games! That was interesting and fun to play, easy to start, though I am not sure if I understand all the mechanics and core gameplay correctly :D But it looks so promising! And I got some Strange Horticulture vibes :)

Couple of things that I would love to comment on:

  • Our goal is to grow rare plants to win. Are all the plants rare? Do they vary in rarity? It would be great to check it somewhere, but maybe I just didn't notice it :)
  • What is the exact condition to win? Should my plants reach some certain size? I have grown some plants and apparently send them to the exhibition, but nothing happened after that...I was just broke and without my plants :D Would be great to have some feedback if you didn't succeed or need to do something else!
  • I like that there is a tutorial, and it is quite detailed for me. Though I doubt that you would call this kind of information "help" :D It is not the additional information that you have to check, but the crucial info to play the game! I think it would be quite helpful for it to be implemented right into the gameplay :) Like we could learn to water plants and notice our mistakes while doing that.
  • That would be so cool to have more impact from the buttons — they could be different color when clicked (right now the change is pretty subtle), or there could be some sound as well. I kept forgetting which button I have clicked, constantly! 
  • Would love to have sounds and music in general :) It would add so much to the atmosphere!
  • Sometimes it was a bit unclear where should I exactly click (when planting the flowers, for example). Maybe it would be convenient to have a visual hint for that.
  • After playing I definitely want to learn more about these plants! Would be awesome to have an ingame journal where you could know more about them :)

Thank you for this experience! 

I liked your game! It felt very dynamic and engaging. I love the concept, though I needed a couple of minutes to get into the idea, it worked really well after that :) 

Just a couple of things that I would love to share/suggest:

  • I think it would be cool to have more impact while shooting at the enemies. Maybe a bit more recoil or shaking, just to feel it more impactful :D
  • It would be cool to go through the tutorial little by little, or maybe if it was a bit interactive and helped you build your very first dungeon (like Ädrag this wall here to get access to the new weapon"). Maybe a whole tutorial level would be helpful!
  • I think that the font that you use is pretty cool, but it is really hard to read whern it is a whole paragraph. It looks cool as a heading, but maybe for bigger amounts of texts a simpler font would work better :) Especially when the font siye is relatively small.
  • I understand that you build the dungeon yourself and it is up to you when you get your rewards, but it still feels a bit unfair that you can place a bunch of good stuff in the last room, get it after you cleared the level and the game ends right after that :D Maybe it would be nice to have a final room that you do not see on the map: you just clear through all the rooms to get to it an then it is suddenly one more level :)
  • I loved the items, but as you start the game, you may immediately have to choose from a bunch of items whose characteristics are not so easy to comprehend, as you haven't tried the game yet and don't understand what items you need and what is important to you :) maybe start with some simpler items? or with the items with shorter descriptions :)
  • I loved the sprites, but constantly wanted my sprite to be a bit bigger — I was so small as compared to the rooms! Well, mostly when I built these gigantic halls, but still :D
  • As the gameplay already feels quite satisfying, I think it would be awesome to have more detailed art in your game, like more decorations, different room design or setting, even some additional points of interest maybe. 
  • And one more addition that I would love to suggest is a bit of lore! As I was interested who my enemies were, but could not fully understand why crabs and ghost attacking me together :D Just a little bit more cohesion would level up the atmosphere quite a bit imo :) Like there can be a room with only aquatic opponents, or ghost and vampire opponents, and so on...

Great job overall!

A fun game! I personally like the look of the main hero :) He is very cute and reminds me of a popcorn :D

Some comments I'd like to share with you:

- I felt movement to be a bit stiff sometimes, and at the beginning of the game it feels like you need to make lots of small jumps, and it may seem a bit tiring :) I would love the platforms be bigger of farther from me from time to time, so that jumping felt more pleasant and free.

- I accidentally moved the first box too much to the left and that made me restart the level :(

- I am not sure that you need lives system that much here: maybe it is enough punishment that you have to restart the level :) especially when you meet pikes for the first time and you will definitely be punished there. seems harsh when the the game makes me lose my life though I couldn't expect that! if I were to reload right before that obstacle (losing one of my lives there), that would be easier to take :D

- Song with vocals seemed a bit distracting to me, maybe have something without lyrics for better immersion?

- I believe there are some comments about art, and I agree :) i think that visual style may be the simplest, like Paint-drawn, but as long as it is consistent, it makes your experience much more cohesive!

- A couple of times I got that black blob bug that couldn't get away completely: https://gyazo.com/d21ea8a88cff8bb7ed8d53dda03c751a

- Ants seem to have too much freedom in their jumps :D and they were so huge that sometimes I had not much to do as I couldn't go around them as they occupied almost all the space between the platforms :) I would probably prefer them to be as big as myself.

All in all, that was cool experience! Thanks :) 

thank you so much for playing! i am sorry that your experience was spoiled though :(

to proceed you need a key, and this key (spoiler) can be taken from the spirit — you can see there a yellow thing that he is hiding behind. 

you are totally right about the hint! and we probably need to make it more obvious as where to look for the key :)

great game! 

i've played most of the 2D levels and tried 3D a bit.

what i liked:

- the general idea and mechanics! folding space is so fun and I enjoyed that I could try different types of puzzles that make you think out of the box :)

- the style: very neat and aesthetic, and the color choice is very enjoyable. I feel like I could spent lots of time in this puzzle and it would be a pleasure to play,

- the puzzles itself. they seemed to be not that easy to me and make you think a bit, at least at first, but when you get used to it, everything goes a bit smoother and every solved level feels like a win :)

what i what to give some feedback on:

- some levels were hard to get into at first as I wasn't getting any good idea of what should I do. I think it may be a bit more enjoyable when you immediately have some ideas that you would like to try as soon as you look at the new level. I liked a hint on level 11, for example, and it definitely gives you an idea how to solve level 12! or maybe it would be helpful to have more level devoted to the same topic, like 5 or more simple levels with walls helping you with the buttons, just to make this learning curve a bit longer and smoother :) 

- i didn't understand some symbols, maybe i have missed something? like the one from level 15: does it indicate that two buttons should be pressed simultaneously? screenshot here: https://gyazo.com/6d2f15561570ea607ea55a840e46f373

- first time I played some levels seemed to me too difficult compared to some latest ones. But after I went to play them one more time I couldn't find them any more :D I think that I believed some levels before 11 and 12 to be more tricky, but after some practice it was perfectly fine. I think that it just means that I needed more easy levels to get used to the gameplay.

- I believe that holding wasd was a bit not that intuitive, I tried pressing the buttons without holding and was surprised that I should wait before the box can be moved a bit further :D and only the next level gave me a hint that I should hold them, as far as I remember.

- I tried to look into 3D levels, as you wanted to get feedback on it, but it was a bit hard for me to comprehend :( The tutorial seemed a bit fast, and I couldn't understand if I do anything right. I got a couple of hints how to play, but I couldn't implement them correctly, I am afraid. It seemed like I couldn't have a proper view on the level to plan my actions. Would love to give it one more try, but maybe it would be great to have a simpler tutorial or easier controls!

- One last thing is that sometimes I got stuck as after I unfolded the space the "wires" got broken and I couldn't get them connected to the buttons. Is this a bug ar did I do something wrong? screenshot: https://gyazo.com/a714aa29e42fb89a29c3c1ffd76042b9

Still it is a very nice puzzle, I had fun :)

Thank you so much for playing! We are going to work on the controls a bit more after the game jam :)

Thank you so much! Yeah, controls and navigation is something we are planning to work on a bit more :)

Thank you for trying out our game!

It is not very clear at the moment, but you can follow 6 "paths", each one of them has its own highlights.  It is not possible to switch from one path to another. We wanted to make other paths not visible after you follow one of them, but ran out of time, as it usually happens with game jams :D So you see other planets that are not available to teleport to from a certain point, which is unfortunately confusing... We will hopefully fix that in the future :)

Thank you for playing! Yeah, we planned to make the navigation system simpler, but ran out of time :(

Thank you!

Thank you for playing! Yes, we've been planning to work on controls after the game jam :)

Very nice game! I agree with the other comments that the theme of the game jam could be supported a bit more, but I understand the lack of time. It would be so awesome to explore the big robot, not knowing from the beginning what it actually is!

I liked the puzzles as well, though they seemed to be a little simple :) Maybe you can add new types of puzzles or make them more difficult further in the game,

Good job!

I laughed so hard when I hear the saw music for the first time :D

Awesome idea! I would probably give a few easier shapes to cut at the beginning — just to get used to the process and play a few quick levels, maybe. I also could use the banana on the table while looking at the blueprint — not sure if it was by design or not. The characters are hilarious! Thank you for this great experience :)

I really like the idea! It would be very fun to play through different levels, constructing various cars or not only cars :) For me it was a bit stressful as I had to think about puzzles, keep track of time and look for opossums that didn't want to show themselves :D I would maybe probably get rid of the timer, as the game can be still fun (or even more fun) without it :)

Regarding the art I would probably take care of the hierarchy of the elements — right now everything lookss very powerful and sometimes it can be hard to focus on the right things. Like in the tutorial, for example: https://gyazo.com/c004d837b075b63346e2a7c95ea4393f all the elements on the screen are bold and big (especially the black frames), and the least noticeable thing is actually the tutorial text, as the font is thinner than anything else :) Maybe it would be better if the text attracted the most attention in this scene!

Your way of thinking and creating challenges is cool and I believe that this game has lots of potential :)

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Thank you so much for trying out our game :) we will work on the game controls and sensibility as well after the game jam!