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LoicLeGrosFrere

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A member registered Jan 25, 2017 · View creator page →

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A promising game that's already very polished! Can't wait to see what happens next with the roguelike dynamic! <3

the fact that enemies change color according to the ground and move fast makes the game EXTREMELY difficult...Rather than making them immune, it could be a question of damage bonuses, for example

It's a shame because there's so much potential!

Truly magnificent! It's literally poetry

The slow + meteor combo worked great! I've never seen healing power in this kind of game, I think it's a good idea too!

The music and sound design are well done!

Like the other comments, I didn't understand how to move the magician, since clicking on the grid is used to attack! I also didn't understand that you could “link” attacks :o It opens up a lot more potential when you know it!

Thx for the feedback !
The repair spell doesn't do anything gameplay-wise, but we thought it was cool to be able to rebuild, so we put it there :p

It's a blackjack game with a chicken... I'm not sure what more to say...

Anyway, the game works well, and the chicken is cool!

Maybe I'd add more movement to it, whether on the cards, the scenery or the camera

It's an interesting puzzle game, it's very clear, and gameplay elements are added intelligently as you go along...

It's cool that you've added a step counter for the challenge!

The voice acting is well done, and the fact that you can pet a cat is obviously a plus.

I think the second level may be too big: you just go straight into the caves, which are big and empty, with little variation. The best level by far is the last one, which is very colorful, with a more interesting level design and a far-reaching field of vision!

I had a few technical problems with the mouse losing focus, but apart from that, the game runs pretty smoothly!

It took me a few tries before I really understood what to do (in particular, I naively thought that if I put on the right color, I wouldn't take the damage), but it was a lot of fun to play from then on! However, I think there's a visualization problem: I often have trouble finding the damage box, especially when it appears below me :(

Otherwise, I seem to have attacked the mages well (with their heads straight out of a boxing match), but after a while their attacks literally take up the whole screen :'( I didn't beat any of them as a result.

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It's quite a relaxing game, I only noticed at the end that there was a timer! (unless it was scripted?)

In any case, the Key of Souls puzzle is both too simple and too hard: with the pieces available, the combinations are very limited (by looking at where the empty square is on the bottom line, you know where to put the big piece and the other two have very few possibilities after that) nevertheless, if the pieces were more varied or the area where to put them larger, I think it would be far too complicated...

I think it would be possible to counterbalance this: have a larger area, more pieces, and either constant vision and limited time (the more time passes, the fewer features are revealed) or “jockers” that allow you to look at the solution, but the more you use them, the fewer features are revealed.

In short, there's potential!

This is the first PICO-8 game that I find really amusing : controls are easy, game is completely understandable and there is EXPLOSIONS

Hello ! Can you send the link to your LD55 page ? I don't remember what is it :'(
(you can put this link to your game page btw !)

Maintenant, c'est possible ! (mais le blé et l'alien vert ne sont plus, hélas :'( )

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That's strange, you saw your cursor when playing ? If yes, that mean you didn't click on the game (or your browser don't permit us to control your cursor maybe) because we lock the cursor in the center of the screen and keep it invisible

Pretty interesting mechanism, and set it to the button for jump add definitely something: it is somewhat difficult to pass throught "gamer's reflexs", to avoid sometime keep pressing jump button for long jumps and sometime keep pressing it for littles jumps

I think there is a gap between your tiles ! (I don't know too much godot, but I'm sure you can easily find a tutorial to correct it)

Maybe a score system (or a total elapsed time) should be cool, because as I knew that timer will be reversed, I just wait beside of the clock to be sure having enought time to end the level :p

The art was nice, but there is a point that is important for me : if your game is playing with buttons, use buttons on your menu ! ;)

Haha, don't worry, I will retry it so 

Was a cool gameplay ! I thought I was soft lock at a moment, but I suspect you just let me think that I was, volontary :p

I didn't beat the game because I'm really bad at this kind of puzzle, but it's so cool to did a game that can be stored on a QR code :o

You're a boss !

I didn't succeed to get any augment at 500 :( (and I really tried hard A LOT)

I read in a response that you can destroy red ships ? I tried again and again, but they seem indestructibles :o (and projectile pass trought them !)

Interresting, you got a bug that I never meet before :o this is not the ending (but the last true level, don't worry)

Wow ! that was really shorter than I expected when doing 360° range shots !

I really like the life system, I think it will be really well works with a combo system (like, the higher combo you have, the higher you heal yourself)

I relly like the graphical style and mood !

Like other said, it's difficult to remember the text at the begining ! I saw after that there is some indication on the left side, but I really don't get it :p

So I tried to get an ending with launching two instances of the game to have instructions, but I get killed anyway (was a guy who said "remember of me" or something like this, in doubt, I give two sun but didn't works :( Maybe I had to try some demon)

I'm curious, there is an ending ?

That's completely understandable, you already did a great job, especially alone !

It's simple but cool concept (and well ́done !)

The combo feature work very well, it's really cool to see what input you did, what input you are doing (to optimise long input :p )

And this is a really cool idea to let ennemies (or rather, the poor beasts ;) ) have resistances and weakness to combos !

I did 18,500 !

Nice art and music ! Unfortunately, I didn't beat the game... It was really difficult to control: sometimes I wanted to pick up an item, but instead I recooked something, sometimes I want to change what to choose and get out of the station (and vice versa), the minigame where you have to press arrow in the correct order is complicated because there is already A LOT of arrows (maybe consider setting a different colors for the arrow concerned by this minigame.)

The final bug who made me give up, it I was a stuck between two station :'(

But there is potential !

I add some sizing problems on the embeded version, maybe you can solve this using better minimal webgl template, who has a fixed reference size option, or using the itch.io fullscreen option.

It was really difficult for firsts times (hardly beat 40 BPM) because I was alternating betwin protection, heal and addapted atttacks. After I read the comment about alternate heal and wind attack, and I reach easily 90BPM. Maybe you can make the "cooldown" (use the same power nerf it) stronger, and set full power spell stronger too (like for heal : heal you at full life, but take 3 turns to get back to this full heal (or somewhat like this (you get the idea)))

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Hello !

Est ce qu'il n'y a pas quand même moyen de linker le jeu dans la gamejam ? puisque techniquement il a été fait dans les temps (et comme je vois des "updated a game" dans le Submission feed...)

Histoire qu'on ai pas l'impression que nos efforts du WE soit réduit a néant pour un problème d'export

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J'ai passé énormément de temps a essayer de build pour webGL avec des problèmes de FMOD, résultat : pas pu soumettre a la jam + pas de version web...

J'ai même plus la foi d'écrire un texte, je verrais ça demain, il est l'heure de dormir.

https://loiclegrosfrere.itch.io/milo-goes-to-hospital

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This is not my kind of game (and I'm really bad in english) but there is clearly a lot of works !

I took some times to get the theme, but, got it :p

Really cool game, fiirst time I didn't get that I can movve around the mountain, but after that, all these hikers takes what they deserve !

If  I can add more things the lack of respawn is really painful :(

(but, as said, nice graphics and mechanics !)

Escaped ! \o/

It's good ! Physics don't make the blob "floaty" and it's challenging
Maybe the spike hitbox can be a little less big

Nice clicker, one time I will do one too :p
It would be nice to have lvl of upgrades and stats about boxes by time.
There is an ending ? I bought all upgrade (some more than one time)

Hello ! I can't try it, it does nothing when I click to play

Hi ! It was cool to play, the level design is very well !

The principal point of improvement I see is the walljump : If I stop press the direction of the wall, the character is not in wall jump state anymore. So I have to press left and right and jump at the same time ! If the timing is not perfect, there is no wall jump. But even in this case, the left arrow have priority, so I can't wall jump to the right. (I succeed to finish the game with only wall jump to left, because you can wall jump infinitely to the same side)