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psevrain

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A member registered Oct 14, 2018 · View creator page →

Creator of

Recent community posts

Nice idea.

Hard to be at ease with the rythm, but very interesting.

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Very funny and clever with the theme.

With a lot of little details, good progression curve and balancing. Great !

Yes, I'm surprised... It seemed quite balanced to me.

A few tips: try to stay in the 4 leaves in the center, anticipate and try to remember which leaves just came out of water.

You're right !

(I wanted a shout "MOVE" but had no time to add it :) )

Wow, super idea and really nice implementation. I actually felt the need for the rythm.

Superb graphics, and nice audio.

Clever rework of a classic mechanism with constraint of time. Less thinking, but more tension. 

Just a few more basic sfx would make it quite better I think.

Really good. It made me want to redo it on my side to try to add some fun features beyond the 3 jours limit :)

Would be fun if the magic missiles could kill the other opponents :)

Funny puzzle, but I did not catch the rythm component. I seem to be able to play just by giving the direction I want to go to, independently of any rythm.

Nice to have extended the pacman theme, also.

Very nice !

As it was said, the grpahics and the sounds give a nice focus atmosphere to the game. The music is well chosen.

With a progressive difficulty (just increasing speed ?) it would be perfect :)

Am I alone to find super difficult? At max I survived about 2s...

Hello,

Nice sprites! and thanks for sharing. 

I wanted to let you know I used them for a gamejam (https://psevrain.itch.io/a-walk-in-the-snow)

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You're right, finally it's more a no-thinking moment than a funny game ;)

Yes, you're right, it may be a good way for improvement.

Perhaps I will try, if ideas come :)

Simple, funny, a good backbon for a funny more advanced game.

(I found the first levels a bit too long with no actual interest. Good idea to make the difficulty progressive and to teach the game, but half the time for the 2or 3 first levels would be better I think)

Just a reaction to your message for the game :

  • It's usual that people go over the time limit of 3 hours so the games are at least a little enjoyable :)
  • Packaging, copying and making the itch.io page should not be counted inside the 3 hours (at least from what I understand... and apply)
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WOW ! I understand it took you more than 3 hours :)

The art is fine, and the story is very funny. Gameplay is quite simple, but it was a nice support for the story. And making it not too long is a good choice.

Once again, I'm so admirative of the intro, the post-it at the end, the graphics, ...

(Or make them non-negative / positive)

A puzzle game for the theme 'not hinking allowed"... that's ambitious :)

It works well, even if I needed a lot of retries (and thinking) to find how to pass teh levels. Perhaps infinite retries on a same level ?

Nice arts, good choice. The pokeball are not hyper RP, but very visible :)

"Not reading" is ok with the theme (and it gives random in fact)

Love the arts, well done. Love also the little introduction :)

The circle on the left as the zone where to "activate" the arrows is a bit strange, and it also lacks feedback wether it was ok or no

Made me think of handheld LCD games when I was young :)

Start screen, end screen, a bit of graphics. I just miss some sounds!

Simple, funny arts and with a link with the theme.

I was suprised green thoughts are negative, it's a bit conter-intuitive?

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The most in-the-theme. You really used it into the gameplay. And also you created progressive levels to teach the mechanisms.

Arts match the type of the game.

Funny and clever, congratulations for your entry!

Nice idea, I really liked the balanced gameplay.

And fun to play!

Very nicely done. Very impressive work within the time limit!

Ha, I see you had the winning message ^^

Simple and funny, but not easy. The music switch is weird at first but works very well and give some ambiance.

The control of the pixy is sometimes a bit too frustrating.

Also I did not understand what makes the red circle diseappears sometimes?

Very funny and original. And also beautiful. Really enjoyed playing it.

Sometimes I don't really understand why I'm charging and not discharging... Also visual and sound indicators of the situation would be a nice add

And detail: when you play on keyboard, you like to be able to restart the game from keyboard, without taking the mouse to click.

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Nice little game. Graphics a bit too raw. Nice music ! 

With just a few SFX, the game would have much more ambiance and juice.

Not too difficult (and that's great for a gamejam)

Very nice graphics and effects, even the sound is nice.

A bit difficult for me past the second level :)

(Did you make all the art, or should you ive credits?)

No explanations, no collisions, nothing... 

>  feel like the laugh at me 


Yes, you feel well :)

You win the most original idea prize!

(It's a bit difficult to swap weapons while moving and hammering the space bar.)

Simple. 

It could be faster, also with obstacles. And feedback when you catch a fish.

Simple, but well balanced and entertaining.

With some nice graphics, a bit more sounds and an upgrades market, it could be super fun. And perhaps also a less punitive consequence on any contact.

And personnaly, I found Ok to have the menu on the same screen. Just a pity to have to switch from keyborad to mouse and back to start again.

Nice work in just 3 hours !

Same feedbacks as the previous reviewers: faster turn, more feedbacks, and a bit of SFX :)

Thanks for your feedback!

Sorry if it was not clear. I agree it's complex for a gamejam game, and explainations are not easy when it comes to sounds...

Yes, I had very little time to balance the difficulty !

If I could rewind, I would propose a much wider "search area" from the begining, I think.

Thanks for playing and your feedback

  • The time between the initial ping and the responses give the distance from your boat (try not to move)
  • The sound of the response gives you the type of the object, treasure, rock, or animal

Yes you're right. The global game loop is not finished, there is no final goal.

And indeed I though I would let the players understand the meaning of the different sonar sounds (and how to explain them quickly? lol). Perhaps it's a bit too complex for a gamejam. Having the same ping for all kind of objects was an option also.