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Satan Bouchuncoin

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A member registered Mar 29, 2022 · View creator page →

Creator of

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Somehow my webcam seems to think that my face is a hand so I couldn't really play the game, but I love the idea! It's incredible that you managed to achieve this in such a short amount of time. Great job!

Thank you so much!

Thank you! The secret is that we worked as a team with my brother, he's the one who made all the art :)

I agree that the game can be a little frustrating in this state, I will probably add checkpoints later!

Thank you! The dialogue cutscene was a last-minute addition, that's why it's not as good as it should be. We'll improve it once the submission period is over!

This is legit one of the funniest games I ever played. It was stupidly good.

Special cheers to the voice actors!

Weird, I just checked and everything works fine on my end :/

Forgot to update it last time, it's fixed now! Thanks!

I'm afraid it's only ever going to be available in A4, but you might get away with it if you change the magnification setting when printing to something lower than 100%. Maybe something like 94%

Thank you so much!!! It really means a lot!
And thank you for launching this jam, it really gave me the boost I needed to write this!

Wow, awesome score! Thank you!

Hi, I just sent you a friend request on discord.

Thanks!

Wow, thank you so muck!
Apart from health, the prince's stats work this way: every few seconds, the AI checks if the prince will be attacking. The probability of launching an attack depends on his attack stats (level 0 in thrust for instance means 0% chance of launching a thrust, level 10 means a high probability of choosing to attack with a thrust).

The frequency of such actions is itself determined by the prince's speed: each level decreases the time between each 'action check' by a small amount of time.
This means that if you were to only train the prince in speed while keeping his attack levels at 0, he would supposedly act often, but he would actually never attack. Conversely, if you max out his attack levels but keep his speed at 0, he will almost always try to attack you, but his attacks will be very far between (no combos).
It workd a little bit the same for the defensive stats: reaction time is the time it takes for him to select a defensive action after the player launches an attack (or issues an order), the parry and dodge levels are again a measure of the probability of each action.
I must admit that I have put some thought as well into an expanded version. I really don't have the time to develop it right now, but who knows what the future holds... :)

Thanks!

I'm afraid I won't, I tried to stick as close as possible to the mechanics of Ironwsorn whenever possible. There is no balance mechanic in Ironsworn so I borrowed it from AL, but since there is already a robust combat system within Ironsworn I didn't feel the need to expand on it any further.

I don't understand what is the goal of the game, and what the rocks are supposed to do when you throw them :/

Very cool! Personally though I think the difficulty increases a bit too slowly, if at all.

I should hope so haha ^^

Just wow.

Cool concept! Well done!

Ah, now I understand why the spikes jump when the player does as well ^^ pretty cool for 3 hours!

Thanks ^^ For the master, the main inspiration was Joachim Meyer. As for the prince, as we wanted to give him a more "wild" style, my brother drew him using a mix of Meyer's and his own fighting style :)

Haha thanks! Does it have a limit though, or do the sparks multiply indefinitely as you keep playing?

Cool game, I just broke your highscore apparently !

Thanks! Too bad I don't currently have a proper microphone ^^

This game is awesome, the best I've played on this jam so far. High-q's funny dialogues a are a nice touch.

I've seen in the other comments people suggesting a tweak of the AI to avoid "block spamming", and I agree on that. Randomness being random, when the enemy just keeps playing shield for 15 turns it can feel like a drag.

Other than that it was great. A solid 10/10 for me.

Loads of fun! Love the concept

Cool take on the theme, on my first play I thought there was a glitch because I kept getting the sniper rifle but it was exactly the same as the pistol. Then I tried a new game and everything worked well, I even managed to get a rubber duck shotgun which is rad.

Thank you, I'm glad you liked it ^^

Thanks! \m/

Almost every visual has been drawn by my brother, including the VFX. The only "art" I personally made were the UI buttons and the background of the menu and debrief scene :)

Very fun to play, and it fits the theme well! Very nice job!

Thanks, I'm very glad you tried to reach the end of the game !

Fun fact : for the voice lines, we had planned at first to have the choice between three languages : french, english with french accent or french with german accent. Unfortunately we lacked the time for that ^^

So cool! Who would have thought that digging a hole to hide a body would be so much fun?

Very nice game, I'm glad you fixed the issue of the webGL player not working. I like the graphics and the music, however I believe there's a flaw in the level design : if you fall into the pit on the left side of the level between the post office and the house with the green letterbox, it is impossible to climb back up.

Good job overall anyway!

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Yup that's true, probably gonna add some mechanic to compensate, like adding some extra time to the timer when you press the right key

I appreciate that you take the time to try it again :)

Thanks a lot! The backgrounds were the first things my brother made for the game, and he was not happy about it, so he moved onto something else and did really work on them again so that's probably why there's a discrepancy with the rest of the art ^^'

We'll probably keep working on the game later and adress this "uncontrollable fish" issue that other people have already reported (although I assure you, they're perfectly controllable ^^ but I understand it needs more feedback)

As for the music, unfortunately none of us is a composer nor a musician so we're going to stick to royalty-free music for now

This game is so cool! Too bad there's only one level, I would have played a hundred of them!

Such a clever idea! Great job!

I agree, I should have taken the time to make sure the arrows are always fully visible.

The purple fish are very hard to catch, but once you get their move pattern it's a piece of cake :)

Awesome game! I love it!