Skip to main content

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

Yutsu

18
Posts
4
Followers
A member registered Jan 13, 2022 · View creator page →

Creator of

Recent community posts

(1 edit)

Graphing calculator : the game. Jokes aside, this is very good ! I'm not the best when it comes to maths, so I never got the X-GRAPH formula correctly ... Visuals were very good, audio was very satisfying and immersive ; overall, good job !

Yes I agree, I didn't really thought about the controls that much, I'll probably change them in a next update. Thanks !

There was a lot of bugs. I'll try to give you some tips that would make the game way better.

The character moves with the camera, which can be very problematic especially when talking with Colonel. To fix that you should make the camera move independently on the character rotation on the Y-axis. Or at least, adjust the rotation point of the character.

There is no check for if the player is on the ground. So, you can jump indefinitely which basically allows you to fly. At least, that allowed me to explore the map ! But I don't think that was the point of the game. To fix that, you could add a simple check on if the character is grounded, and make the jump function dependant of this check.

To be honest those were the only major glitches. Though there are other visual and gameplay things that could be fixed.

You could have made the spy balloon go further up in the sky, because it stops very quickly. Making it fly up until not in the player sight anymore isn't hard.

You could have added an indication on where to find the radar, like an outline on it . I didn't knew it was at the spawn and explored the map for 10 minutes before finding it. The map is very large compared to the area where the game actually plays.

The walking and running animation speeds doesn't fit the actual movement speed of the character. You should have slowed down the movement speed. Also, you can run in backwards direction which looks and feels kind of weird.

(1 edit)

Thanks ! I'm glad you liked the mechanics and I would have loved to add more levels to exploit them a little more, but it was hard since I started the jam very late.

Thanks, I should have added an options menu to adjust volume but I ran out of time. Anyway, thanks for the feedback !

I liked the concept and it probably could have been fun, but this really need a tutorial or some kind of explanation on how to play. I feel like I missed something, how am I able to guess if there's an invisible mine on a spot ? What is the objective ? I assumed it was going to the yellow dot, so I managed to get onto it, and then ? Nothing happens. I think like either the game is glitched, either I just don't understand it. 

Maybe it was sound based since aside the map was indicated "Listen closely" ? To be honest I didn't heard anything, so I had to go full random and mark the spots on the map.

Anyway, at least I liked the visuals and music !

Graphics felt polished and cute, the color palette used was very good ! I liked how the background changes as you go further up. Gameplay-wise it was a bit too easy, but I see how you could add more obstacles and enemies in the future. Good implementation of the theme and special object !

(1 edit)

That was very fun to play ! Every dialog made me laugh and implementing the balloons as NPCs was a very good idea. The visuals were really good, loved the pixel art style ; it reminds me of Earthbound in a way. The boss fight was intense and well made, probably the climax of your game !

Really fun ! I really liked how you managed to implement the balloon as the player.

Though, sometimes the balloon grabbed multiple blocks at once when I wanted to pick up only one, sometimes dropped blocks while I was holding space ; the game didn't felt buggy at all, but frustrating sometimes because of how sensitive the block movement system was.

At first it was painful, I kept dying very fast but one you get the hang of it it becomes pretty fun ! The visuals are honestly really good looking and cute !

Though, I still do have some comments :

Before reading the info, I thought the balloons were stationary, but they're, if I understand correctly going up ? I may be wrong, but if that's the case, more visual cues would have been welcomed, like some wind effects or a moving background (I do understand that it can be hard to get that movement feel while keeping that pixel art aspect, though !).

Also, it took me a little bit of time to realize that I could double jump, a tutorial or a text on the screen to indicate the controls would have been welcomed.

Gameplay wise, the movement speed is very fast. Some people will like it, other won't, personally I like this fast-paced gameplay and I think it fits well with the arcade-platformer genre ! 

Finally, that was very frustrating for me to die to rocks while landing on top of them (I feel like they should only kill you while under them).

Thanks !

Well, I was afraid that the game would be a little too fast-paced if the movement speed was faster, but I get your point ! Thanks for the feedback

No problems ! Your game was very fun, very hard (I play a lot of platformer games and I still had some struggle to pass some obstacles). I really liked the visuals and I do think the theme was pretty well implemented, good job !

How do I execute the game ?

I wanted to give you a rating, but sadly your game doesn't launch. I think you got an issue while building the game.

(1 edit)

Although it may be counter-intuitive, the slow gameplay is deliberate. I know it may turn some players off, but I wanted to really feel the slowness of the character as they loses health. Maybe I could have balanced it better though. Initially, you could bleed while moving, but I found that it ruined the game a little, as all you had to do was hold down the mouse button. Thanks for the feedback !

(1 edit)

The principle behind red roses is that they're obstacles. You can't double jump while you're walking on a rose because it heals you constantly. I haven't really succeeded in making levels that exploit this because, as you said, I haven't pushed the concept far enough. Thanks !