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Loïg

76
Posts
8
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3
Following
A member registered Apr 12, 2020 · View creator page →

Creator of

Recent community posts

Thanks!

Thanks!

Impressive graphics, and a nice game. Congrats!

I would have appreciated a menu/list version of the upgrades selection where one can see everything at once and really optimize the build.

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It was quite difficult to understand at first. Once I got it (and realised that it is not important to keep people alive) it became maybe a bit easy.

A nice game overall, congrats!

A very nice puzzle game! Automatic generation of levels is cool.

I just missed a possibility to zoom out in order to see the full level when they are big.

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Congrats for making this game!

Nice works on the writing for this game, I enjoyed it!

It was quite difficult for me to understand how to play. But after a few tries I think I managed to do it. Nice game!

Nice game idea! I enjoyed playing it (I guess it must be better playing against another human than against the computer, but it was not possible for me to do so).

Did you come up with the rules by yourself or is it some kind of existing board game?

Congrats for making this game!

I did not manage to make it to the end. Maybe a bit difficult to click fast enough.

Very original idea. I did not understand everything with the explanations at the beginning but after playing once it was much better. I liked it!

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A very nice game. Graphics are simple but elegant. Congrats for making it!

On browser I had a small problem : mouse position seem to be a bit off (I have to put the mouse a few pixels over something to select it)

A very nice idea with cool graphics! Congrats for making this.

Super ! Merci pour ça.

Thanks for playing!

Thanks for playing.


Reaching level 10 is not bad at all! I think it is quite difficult to complete the game (beat level 11) but I did not want that somebody that is very good at Tetris could beat it at first try.

Thanks!

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Thanks for your comment.

I would be interested if you had a bit more information about when/why/how it stopped working. That's the first time I hear about that. I am eager to try to solve the problem if I can identify it.

Thanks a lot!

Nice idea. Indeed, it could be nice to add a few twists to it (maybe more magnetic elements that appear through time?)

Nice game, I liked it, very challenging. My only concern would be that it is a bit frustrating that when they guy falls it does not stop at the first position with the good polarity but a bit afterwards.

Very nice puzzle game. I was stuck for a while on one of the first levels (I think, level 4), but afterwards I managed to progress at a steady pace. Congratulations!

I just have a minor remark: I was able to solve the level just before the last one (the level with many pushable blocks, a black circle, a purple one, and lots of allowed moves, maybe 40?) with much less moves than allowed (I think I had 26 remaining moves at the end). In my opinion, in this kind of game this is not very satisfying (except maybe if it gives some achievement). You could have built some kind of solver that get the minimal number of moves for each level by brute force in order to get the optimal solution for each level.

Nice little game. The mechanics are well introduced and very intuitive. I progressively understood what I had to do and managed to win after a few tries. Congratulations on making this!

Thanks for having played it! (I did a more complete answer to your reactions on the submission page of the game)

Thanks for your comments!

Thanks a lot. It is very nice to see somebody else play, their reactions to the game, and how the game actually is on other people computers.

Regarding your stategy: I think it is safe if you just want to reach the bosses. However, without power-ups these bosses can be quite difficult (and long) to beat.

Regarding moonshot vs. normal shot: the moonshot is better for bosses as it can multiple hit them, while the normal shot is better for normal enemies (in particular if you improve it with better shot bonuses, as it will then shoot in multiple directions, and thus almost cover the full height of the screen).

Regarding fullscreen: would have been nice, but I think it is not provided out of the box in the library I use, and I did not want to try it for the first time in such a short amount of time. I will consider it for other games in the futur though.

Just one question: I heard that you were a bit anxious to get a .exe file for Windows. Not being a Windows user myself I do not know what are the other options to provide a downloadable program. What would you have expected? (I would be happy to make the game accessible in a better way if it is feasible.)

Anyway, thanks again for playing and for your live feedback.

Thanks for your comments! 

You are indeed completely right about the particle effect, it would have been nice to have it. But, the library I use is too low level for including that, and I did not have enough time to implement it from scratch (was definitely on my todo list though).

Thanks for your comments!


The decisions on collisions were difficult to make. I decided to go with the "old school" version where (almost) the full ship can collide with bullets, but indeed it could have been made more permissive. I may have changed that with more time for testing.

This is very possible as the mechanics are very close to those of Gradius (and, thus, Parodius).

Thanks!

Nice game idea! I liked the graphics as well.

I agree with other comments that it would be nice to have horizontal control (even minimal ones) while using the jetpack (or to have different obstacles maybe) because, even going up but just a little bit to the left/right is difficult (I did not find any other way than bouncing on the walls).

Nice game idea, I got actually stuck for quite a while playing it!

I would have liked for the enemies' moves to be more predictable (in particular for the satellite). Not being able to predict them clearly makes the game much harder than it should. I would be curious to know if it is possible to reliably finish it in the hard mode (let's say, is it possible for a good player to finish it something like 50% of the time in hard mode).

Also, nothing very problematic, but it was a little annoying to have to go twice in the door to leave a room (once for opening it and once for leaving the room).

Finally, I may have found a little bug: when one kills the last enemy of a room and reaches the door to go out at the same time, it seems that the door won't open (one needs to move somewhere else and go back to the door for it to open). This happened to me several time in the first room with more than one satellite.

Thanks a lot!

Thanks for your comments.

Thanks for your comments!

Here is a complete walkthrough of our game. I did it as it may be a bit time consuming to finish it (the game itself can be finished in less than 15 minutes once you know it, but it requires time to learn the bosses patterns).


Thanks a lot for your comments!

Thanks a lot for your comments!

Thanks a lot! We appreciate your comments.

Did it, it was not easy but still manageable, I would say that the difficulty is just as it should be.


I liked the idea of the game as well as the general atmosphere. I think my favourite thing was maybe the voice telling us the level reached.

The different levels are well designed and the difficulty progresses gradually. Maybe I would have put the rotating "stars" a bit later (for me they were, by far, the most difficult things to avoid… the later obstacles are more impressive but in the end not too difficult to avoid).

So, congratulations for making this nice game.

Also, I noticed something that looks like a bug: the fullscreen mode makes the levels much longer (at least on my computer), maybe twice as long or more (and the same patterns are repeating several times in each level).