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A member registered Oct 05, 2020 · View creator page →

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There is much to like here. The art, the music, the mechanics, the design,.. it is a very well rounded game with a lot of content and a lot of polish.

The only downside is some levels in puzzle mode were trivial to beat but apart from that great entry!

Vlad walks waaay too slow and I found some breaking bugs, (hitting Q after checking the first bookshelf makes the character unable to move and I had to recharge the browuser).

BUT the game is gorgeous! And the dialogs are nice. I could not get much into the game due to the bug and I didn’t want to start over but it was looking very promising.

Nice job!

I liked the art and music and the map is very nice. The mechanics seem a good idea.

But I didn’t like how easy is to be cornered. And I could not get my health bar to go down, so I do not understand the point of my lights. It seems the ghosts are only there to annoy you.

Good job nevertheless, I feel like I would love this game with some tweaks.

Cute! I like the whole follow mechanic, Pikmin-like.

First time playing I thought It was going to be really easy, then I lost all my ice cubes :(

I really like how well implemented is the follow/stay mechanic, it is not annoying all, it works very well and you can push through your followers avoiding getting stuck.

Nice job

I did have a flashback to my childhood playing MegaMan in the SMES :D

Controls are very tight, just moving around the character is fun and the art and music are very nice and remind me to those 16bit classics which is always a good signal.

I just miss some variety, in mechanics, enemies and surroundings.

Good work!

Not really my cup of tea though it certainly transmit a chill vibe.

I really miss a tutorial!

I beat the game!

I love puzzle games and I can tell you I really like this game. Nice art, nice setting, nice sounds. But, most of all very nice design and puzzles; with very simple rules and elements you achieve a lot of depth in the game. I enjoyed it a lot.

The only ‘but’ I can think of is the puzzles are sometimes long to solve and a simple mistake can make you to start in the beginning. I was missing a dial back some steps feature to avoid repeating parts you have already solved.

Great job.

Hey plexsoup!

Thank for playing and the feedback. I just checked the game I did get Mjolnir but yeah, I am sure there are some quirks around (a pity, mjolnir is fun to watch and it is quite OP fully improved :D)

I completely agree with the polish, those things you point at were in the backlog but we could not get to it. Due to unexpected personal stuff we could not get more than a couple hours per day for the jam and things outside the core experience were left barebones. Actually, balance and level design were a rushed, last minute thing and I am not very happy with them.

Anyway, thank you.

This is a simple idea nicely implemented. By the description I think you intended the game to be strategic What I found was pure chaos and the true enemy of the game was my past-self. It was really fun!

Well done.

Loved the dialogs and how the scholars continuously rub on your face how uneducated you are. The story is absurd enough to be great!

Gameplay wise, I found it paid off to find a nice spot and stay there rather than going around dodging like crazy. The final stage for example, I only pressed buttons to destroy homings, the other bullets were not reaching me at all. Maybe having to collect some power up or some mcguffin to advance would have been a nice touch. Trying to reach that lever while the universe was shooting at you would have been epic!

In any case, nicely done. I had a good time playing!

This was a short and simple game using the basics of a very established game genre.

BUT

it feels great! Moving Tux around is fun and that is all I care for a platform game. Walking, jumping, interacting with the environment, the pushback when firing,.. all feels good on your hands.

Tux is pretty badass here and that is a win in itself :D

Good job!

Thank you for the feedback and I am very sorry you and the wider community could not play the game properly. The content got so massive for a jam, the task of translating became overwhelming. We will consider the translation, though I think we will take what we have learned here and try to make something else (this time in English for sure).

I really appreciate the comment and any feedback you can give. Admittedly, the scope of the game got out of hand due to over enthusiasm :D We wanted to try to do a narrative-driven game and we got carried away.

This is certainly not the most complex game we have done but it is the one with the most content (BY FAR). It has 15 different endings, 50+ lengthy unique interactions with 5 different characters and branching dialogs.

Despite some stressing final hours, we had a great time and we learnt new things (like some of us -me- are not meant to be writing dialogs or the awesome godot plugin Dialogic). So thank you for hosting the event and giving us excuses to try out new things.

And thank you for the heads up about the execution bit in the binary, I will keep it in mind.