Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sylvanoux

33
Posts
1
Followers
4
Following
A member registered Dec 04, 2023 · View creator page →

Creator of

Recent community posts

Amazing submission! It was super fun to play. It’s incredible to provide a puzzle game with this quality in 7 days.

I have one little comment: I think there are too many avoidable textual explanations in the game. For example: instead of explaining how the drill works, why not install the drill for us in the first level where it appears? :-) Also, I’ve got a hard time navigating between the drill and the different conveyors, it didn’t felt natural. Wouldn’t it be better to have the drill with the others?

Interesting advice, thank you! Getting health earlier in game was a thing we planned but didn’t have the time to implement. Peter, our game designer wanted to make a challenging game and I guess he succeeded. ^^

I definitely want to add more game feel after the jam is over. Your advice is going to help me a lot. Thank you!

I love the game mechanics and the synth vibes, good job!

Incredible work for a one week jam, good job guys!

I agree with the others: the game is pretty rough, and it took me a while to understand the crafting mechanic. :’D

(1 edit)

Impressive game, good job!

I find the game hard, but not because of the level design, but because of the lack of feedback:

  1. I’d like to know when I loose a life: a little sound and visual info (like a little -1 that pops close to the character) so I know that I need to look for a chest.
  2. Being killed for staying in the air for too long feels frustrating: It would be awesome to a visual indicator that lets the player know that he’s playing with fire (and he can actually do it on purpose!). I can really imagine the character going too fast and taking fire because of the friction: that could be a good visual and diegetic indicator. :-)

Incredible job! I never played that kind of game before and it was a really interesting experience.

It is hard tho, I did not manage to finish it.

If I have one critic: the controls of the character are kind of confusing for me. Clicking on the down arrow actually makes you turn and then you need to use the up arrow to continue running in the normal direction. When I stressed out because a monster in front of me, I kept clicking frantically on the down arrow to back up but I was just staying in the same position. ^^

The game fits very well the theme of the jam and the art is cute. Good job!

I also love that there is a tutorial. Sadly, I didn’t understand the scoring system. I got hit by enemies a lot of time but it didn’t killed me but then, I saw the score in the top right corner. I got a score of 40 at the end of my first game but I don’t really understand what it means: is it good or not? :’D It would be useful to better integrate the score system in the game (like a little +X score that pops close to my character when I do something good and -X when I do something bad).

Thank you! Would you mind telling us what was “good” in our game? Feel free to criticize anything you disliked in the game. :-)

Thank you for your feedback! We fixed the bug with the dying screen.

Would you mind telling me what changes you would make so the controls feel better? :-)

Thank you for your kind feedback! We fixed the bug with the dying screen, sorry about that. :-)

We’re very new in game making, and we’d really appreciate your input about the controls: what changes would you make to make them better? :-)

(1 edit)

Thank you for your feedback! We just fixed the first bug you mentioned. :-)

You’re totally right with the behavior of the spikes, we just didn’t had the time to improve them before the end of the jam.

You said the controls where a bit clunky: what changes would you make to make them better? :-)

Super neat game! I love the retrowave vibe.

I don’t think the UI in the connections page was clear enough about what needed to be done. It took me some time to understand what needed to be done.

For me too it lagged a little when I started (I’m on Chrome) but then it ran smoothly.

A got a bug a little bit before the power up “Return to base” appeared: the ship stopped responding to my mouse movements. Nothing could work unless reloading the browser page.

You may want to increase the difficulty of the game because my current session is currently running for almost 10 minutes without me doing anything and I’m still not dead. 😅

Aside from those points, that’s excellent work. Keep it up!

(1 edit)

Awesome game! Visuals and sound are fantastic.

Game play is perfectly executed. The timer at the end is a good idea for te replayability.

Now I just want more levels. :’D

This game is super good! The visuals & sounds are nice.

It took me some time to understand how to rotate a road block. I lost at some point because it wasn’t super easy to spot new houses and houses that were going to fail. Also, I realize pausing the game was the goto strategy to not loose, and it would have been nice to pause by pressing space. :-D

Keep on the good work!

Thank you for your feedback!

Bonk sound dude. Bonk. Sound.

Great game with a neat concept and execution.

The visuals and sound effects are very cool and I love the music. It would have been cool to add a little bit more contrast on the projectiles of the pogo because aside of the first kind of projectile, it was a little difficult to see them. With Godot you could have tried the PointLight2D to quickly add little bit more dynamic style on them. ;-)

I think the important feature which is missing is a little mention of the game controls. I found super late that I could shoot with the weapons, I almost got frustrated because it was super hard to kill enemy only by bouncing on them with the pogo. :’D

It’s a neat vampire’s survivor like, nice job! Impressive work on the weapons and upgrade.

The minimap is a nice touch and I’m glad it’s there because with the flat color background, it is very difficult to notice when the player is moving. Replacing the flat color with a simple textured pattern should so the trick (I would put it in a different color than the enemies to add more contrast with the potatoes, for example). Aside from that, the visuals are nice.

The soundtrack is great but I did not found any info if it was a free asset or an original creation so I did not counted it in my vote.

Also, I encountered some issues while playing the game:

  • The upgrade screen shows up when there’s still enemies around but it doesn’t pause the game so I died multiple time because of this. :’(
  • Sometime the aiming stop working it stays stuck aiming at only one direction (I have the impression it happens when I enter and leave fullscreen but I’m not sure).

Thank you for your feedback! It definitely needs expanding, I’ll see if I manage to push it further after the jam’s over.

As a fellow cave man, the bonk sound was lock and loaded as soon as I had the concept in mind. x-)

Amazing work!

It is so cool to have a tutorial in the main menu! I love the physic that allows rocket jumping with the squid gun.

I’m really impressed by the amount of features you could implement in 4 days.

Keep up the good work!

Aside of the banana being the weapon, there isn’t anything very original in this game.

Since you used free sounds and visuals, you could have used this opportunity to go a little deeper like having multiple types of bananas throwing weapons (one which shoot, one which explode like a grenade, etc.).

The game runs smoothly so this is still good job. :-)

This is a fantastic idea which fits the theme perfectly and the visuals are great. Having 4 types of weapons is a super idea and encourages different playstyles.

I guess the big thing which is missing from this game is some basic info on how to play because when I started, I had no idea what to do.

Sound design could need some more work: the sound of the weapons is not playing when you spam the mouse and it would be cool to have a little soundtrack while destroying tomatoes. :-D

In terms of gameplay balance, I think you should increase spawning time when the player gets its first weapon. I quickly found myself overpowered compared to the rate of arrival of those poor carrots and tomatoes.

Keep up the good work! ;-)

(1 edit)

Incredible work guys! Visuals and sound are amazing. I’d love to learn how to make it this good.

Game is bugfree and works very well.

I had a hard time learning the mechanics (which weapon does what) but I guess it could be because I’m not used to that kind of games. ^^

I found it super hard to play with the current control scheme: it was so difficult to be precise and not die. Since the shooting was done with the mouse, I would have prefered to target and shoot with it. ^^

This thing put aside, the idea of a quantic tank that can suffocate after some time is weird and I love it.

(1 edit)

Very fun game! I would say there is a concept to improve in here. ;-)

I agree with JoCraft2010, the hammer is just too over powered: I move faster with it so I can just keep spamming it. Using the first weapon is just not an option for me on bigger waves because it is already easy with the hammer too loose some health. I think having a weapon that damage the player is a good idea but it should be more powerful to give the player a choice when shit hits the fan. :’D

I don’t find the weapons super weird: a hammer or shooting projectile to kill enemies are kind of conventional: you could have used anything which does not belong in the scene instead (like… a motorbike handlebar? Don’t ask me where it comes from.).

About the visuals, the main menu and the tile work are great (even when playing from the browser) but the green/orange-ish squares are not really fitting in the scene.

Soundtrack is correctly integrated and I did not experienced any bug with it.

Incredible game for a 4 days jam, good job guys! The visuals and the soundtrack are amazing. I think the difficulty is well handled but it would maybe miss a power-up to freeze the army so you have some time to spawn firing units: I could not the other weapons after some time in the game because the big army was too overwhelming and only spamming the little kamikaze Alien helped me getting out.

Thank you for your feedback, it means a lot to me. ☺️ I totally agree with you, it really lacks more mechanics to allow the player to be more creative and bring more challenges.

(1 edit)

I really enjoyed playing this game, good job!

I still have a few feedbacks:

  • The pace is kind of slow: there are so many levels and I felt the game was kind of constraining how many points I could gain in one game. Adding types of poop with special effect (like making cars slide instead of being an obstacle) could really change how much damage we can create in one run. Also, having a bigger viewport could help to have more cars in the lanes, and it would help increase the damages.
  • I find it difficult to read the starting text and the button content: the font size may be too small. Also, the viewport size of the game may not be big enough. Maybe enabling the fullscreen button on itch.io would help with this. :-)

Thank you for your comment. Could you develop a little bit more about the demons being a bit too spongy? Do you think they should bounce more when hit with a box or another enemy?

Thank you for your comment. What would you add to the game to increase fun time?

Incredible soundtrack and visuals for a game made by beginners, amazing job guys. I found the weapons not really weird because they are the normal weapon I would use to fight insects. Maybe add some really weird weapons to fight insect like a badminton racket or a shoe. The insect stopped spawning (a little bit after I killed the spider) so there wasn’t much to do anymore. With the current health of bees and the base damages of the character, you could quickly spawn more bees ;-). The controls are very simple and since I’m on a french keyboard, it was super cool to to be able to use the direction keys instead of WASD. I would add a little darker overlay under the money label to it can be seen more easily (I didn’t see it at first). Again, incredible job guys!

The writting is super good and funny but the game end too quickly to really enjoy it. I’m not against using free assets but it would have been cool to use this gained time to add a little bit more content to the game. Also, controls are not super clear at first: it would have been useful to show the 4 controls in some corners of the screen (e, i, up and down). I really love the little sounds when people are talking, did you make this soundtrack? And where’s that hammer?!