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notrightned

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A member registered Jan 26, 2014 · View creator page →

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Really good concept for the theme and I enjoyed it a lot.  A very ominous atmosphere.

Interesting idea, it was fun.  The Quetzalcoatl hitbox was devastating though.

I enjoyed what was there, it would have been cool if I could have moved the head around with the arrow keys when it is removed.  Good stuff.

It's tricky with the difficulty issue, I think you have to go with your instinct and add accessibility where you feel necessary to allow everyone to enjoy it, but it will be hard to satisfy all types of players ultimately.  I think you got balance right.

Really great game, a clever and frustrating mechanic with the energy.  It did walk the fine line between challenging and frustrating for me, but I might just have a lack of patience.  The energy reset on changing screens opened up some good opportunities for clever puzzle solutions which forced some headscratching.  I did think some of the solutions were a little finickity like where you have to graze the ear of the totem to get full energy for the rest of the puzzle.  Major points as well for using an element of adaptive music, it worked really well. Overall it was really well implemented and made given the time period.  Congrats.

Very enjoyable, big nostalgia hit from the old flash game era as mentioned below 'Learn to Fly' I remember playing that for longer than I should have.  I was compelled to get all the upgrades and try and beat my best launch. It would have been cool to tie in more of the Brittany specific folklore, but it was great, good work.

Enjoyable game with an interesting mechanic.

I enjoyed it, good use of Orwellian pigs.

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Thanks for having a go, I'd really like to improve it after the jam to make it friendlier to non English speakers, I was kind of selfish with the design to be honest and it's definitely more attuned to my own personal preferences.

Thanks a lot, I agree the folkloric link is weak but as I mentioned in the description I was a little overwhelmed by the theme in terms of potential ideas and I knew proverbs were part of folklore so I ran with it.

The hint button is tied to [TAB] to reveal the hidden words, that should have been made clearer but all the useful info is hidden in the 'Help' menu, I agree though without any knowledge of proverbs it's difficult in campaign.  The stats should be working they have been working my end, they save locally after you complete a phrase in campaign mode, if not it could be bug that needs sorting.  Cheers for playing though.

Agreed, a few have said similar.  It would be better to slowly introduce new ones over time. Cheers for playing.

Quite fun, it felt a bit trippy at times I thought I'd tumbled down the rabbit hole. but it was funny.  It's a good implementation of the theme and a good idea generally which could be an interesting story driven platformer.  The art style immediately made me think of Jill of the Jungle.

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I enjoyed it overall, the controls were pretty slick for the most part, but mostly I think bits just need tweaking, the wall jump was a struggle with the keyboard setup, as mentioned below I would have loved to have used a controller for this type precision type platforming.  The timing on the acorn boost felt like it could have been kinder as well and maybe the dash needed to be a little longer??  I managed to get through twice but the 3rd run felt impossible trying to avoid the eyes. It was really great though considering the time constraints I wanted to keep playing which is generally good.  I would say though that I like the recursive platformer idea and it has good potential for level designs but I would need a decent incentive to make me want to keep playing the same level that got progressively more difficult.  Really good work though, well done.

I really enjoyed this game, I have a lot of time for grid based puzzlers like this.  It was well implemented and there was a decent variety of puzzles given the timeframe for development. I liked the music, sfx and artwork as well it tied together nicely. Good work.

Nice idea for a game a good implementation of the theme I thought. I was glad to have killed the dragon on the 3rd generation, a lot of potential for fun developments in this idea.

I enjoyed it overall, it had a nice atmosphere.  Though I did struggle to complete the quests, but everyone seemed happy with the celebration anyway.  Good work.

Cheers for having a go, I agree I think slowly introducing new proverbs would work better, rather than exposing all 500+ in one go.

Not since Elden Ring did I feel like a game actively hated me as much as this.  A truly great game, I assume the implementation of the wildcard 'Actions have consequences' was -  I press the Run Game button = I get punished.  I enjoyed getting berated in the options menu though, more games should use that definitely.

Cheers, I think I may have made it with a bit too much stick and not enough carrot.  I might revisit it after the jam to make it a kinder and more rewarding experience that slowly teaches the proverbs to people.

You got me, I had to keep playing until I freed the pig.  It was fun, and tough at moments but the art, music and animations were great, it has a lot of charm. Good use of the folklore them as well.

A really great entry, good use of the theme and another great pun title.  Made me nostalgic for Pokemon Snap. Would photograph cryptids again.

I appreciate that, that would have been a nice addition in practice mode especially.

Cheers, I too learned a great deal about proverbs making this game.  Especially the regional ones like 'many a mickle makes a muckle'.

Cheers, the touch typing input for menu options was a reach implementation for me, I've seen it done well in other touch typing games would love to have put it in. Maybe in a future development.

Superb artwork.  I enjoyed it a lot, I played through a few times to see the different endings.  The Mountain Lord gave me Princess Mononoke forest spirit vibes, it was great.  I'd love to see what projects you work on next.

I paid off my debt, would that it were that simple in reality.  A simple but enjoyable game.

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A lot of fun and an addictive loop and great use of the folklore theme and wildcards, though as mentioned it did become quite easy.  It would have been good if as your infamy grew, the village became better prepared at defending itself.  I just started holding SPACE outside people's doors, it wasn't fair.  Also love the idea that after slaughtering so many people, only one old man was responsible for spreading the tale of what happened.  An amazing entry though, well done.

As a note anyone who puts a pun in the title of their game get extra points.  I also really enjoyed it, the quick and simple style made it fun and compelling to play.  After a few generations though there didn't seem to be any real reward/punishment for having a lot of spiritual currency, I wasn't sure what I was achieving, but I enjoyed planting wheat and making large sums of money.  Some feedback on the controls, it would be good if the planting mechanic were even smoother, by having a quickbar for swapping between wheat/vegetables then only needing to click once on tilled soil to plant.  Otherwise I really liked it, would definitely play it for fun when developed further.

I enjoyed this, I love the cosy VN style of gameplay and the artwork was perfect.  I did sadly hit the gamebreaking bug a couple of times after the elderly lady comes in, but what I managed to play was great, I would love to see the full game.  Some minor feedback for controls, I found the scrolling up and down when the mouse is at the edge of the screen a little difficult, it might just be because the game is in the browser, but it might be easier if the player just has to press up/down to move between the customer and behind the counter views. Have fun.

Yeah I agree, I made the game and I struggle with some of the missing words.  It's less of a game really, more of a training tool as it stands.  It would be nice to add some features to aid and reward players who are not familiar with the majority of these English language proverbs.

The artwork and the music were great, and I thought it was a really good use of the 'Folklore' theme.  It did take me a little time to get used to the ASDW mapped to isometric movement, maybe try a click to move to grid square type system? Also It might be nice to have some breathing room between waves of humans maybe, like with tower defence, you get x seconds to prepare. Otherwise I think it has great potential, I look forward to seeing what it becomes. Good work.

Enjoyed this game a lot, I tried my best but couldn't get the fifth medallion piece.  I was trying to think of what the phrase swapping mechanic reminded of, I think it was 'Beacon Pines'.  It's a really nice idea, with a lot of potential for a puzzle platformer game, especially within the Storytelling/folklore space.  I'd love to see it developed fully.

True, I did want it to be a bit of a challenge by default.  I did try and add as many options as I could in the 'gameplay' menu so you could tailor the experience for your challenge level. If I'd had more time I would've liked to have added some more generous rewards as you say for making any progress. Cheers for playing.

Enjoyed this game.  Really good artwork and animations.

A bit late for a reply but, anything that contains a version of itself within itself. - Patrick's Parabox on Steam is good example