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David Jalbert

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A member registered Nov 02, 2016 · View creator page →

Creator of

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Very cute and wholesome game! I have two suggestions tho;

- The cursor is very hard to see when you pause the game. Maybe making it white with a black border would help.

- Holding down the scroll wheel to move the camera doesn't work well for me, I don't know if it's just on my end, but it's very jittery and I need to move the mouse a LOT for it to register. It might be worth looking into that.

Otherwise, good job! I'd love to see more blocks and features added in the future.

An optional way to constraint the Y position, perhaps? Great lil game by the way :)

Simple and easy game, but fun! I could totally see it as a best seller for the vic-20 back in the days :P

You had me until the "better be free" part.

Thanks! I'll definitely keep an eye on you and your work :D

Very impressive! Those tunes are really good, you're clearly talented :)

If you don't mind me asking, how much would you charge for a chiptune track like these? I'm not looking for a composer at this time, but I might be in the near future.

Fun game, and clever twist! I especially like tha- [data corrupted, press any key to restart]

I need to work out a few things since I'm now published with Hellforge Studios, but I'm planning to bring it back eventually. Sorry for the inconvenience!

Moral of the story: Living is expensive. 10/10

Short but fun! The puzzles are well thought out. I just wish there were more of them. Good job!

hint: you can hold a cube over your head ;)

I'll make a new post on June 15th when the game will be available on Steam, with instructions on how to request a key. Note that only purchases made before June 15th will be eligible for a free Steam key, tho!

"You don't have to try to be more than you are, you are good enough."

Thank you! 😭

This is great, thanks for sharing your insights!

Thanks for the playthrough! That's a very weird bug, but I'll make sure it's fixed in the next update. Thanks a lot for your input!

Oh geez, sorry to hear that. I think I know why it happened too. It would definitely be helpful to see it in action.

Thanks, glad you had fun! :D

Also, you'll be happy to know that I'm planning to add a difficulty option, as a matter of fact. It's coming in the next update!

Thanks for your feedback! The map that remains locked is actually a secret you can unlock in map 2. You need to find the secret exit, which can be accessed after finding the level 2 security switch.

Great game! It's impressive that you managed to do this all in just 6 days! It's incredibly frustrating tho haha xd

No unfortunately I have no plans for any sort of leaderboards or multiplayer stuff at this time. Anything that requires a server is a huge pain to maintain.

The alt fire button is indeed intended for a secondary attack mode for weapons that support it. Right now the weapons that are available don't have a secondary attack, so that's why the button doesn't seem to work. Those that do have a secondary attack mode are secret weapon upgrades that can be found in the secret levels. The next update will have one by the way  ;)


https://davidjalbert.itch.io/extraneum/devlog/324827/early-access-is-officially-...

I'm happy to announce that my old-school first person shooter Extraneum has officially entered early access and is available to purchase! It's also 50% off for the next 30 days!

If you like cute chunky pixel art blood and gore, go check it out, you won't be disappointed 😁

Thanks for playing, and for recording yourself play! You're pretty good, although I'd recommend to slow down a bit next time haha!

"Are we able to view the remaining enemies / secrets on the level while playing the level? I couldn't see anything about this in the menu so assume not (yet?) :)"

Actually that's a feature I'm going to add in the next update. Right now the game only scans the map when the level starts so there's no way to see the stats on the world map, but I'm writing a script to automate it. So in addition to seeing the number of monsters/secrets/etc. on the pause menu, you'll be able to see the stats on a new level on the world map too.

Okay, so it doesn't have any impact on the SEO either? Good to know, thanks!

I uploaded my game in alpha this summer. I only had one level, but I figured it would be a good way to gather feedback to release it early, and it was! However, I was wondering what I should do when updating the game. Is it better to upload a generic filename and reupload the same, updated file with each new update? Or should I delete the old file and upload a new one? I noticed the stats on the dashboard disappear when you delete a file, so I assume it's better to just reupload with the same filename? Also, does it have an impact on how the game is displayed on the main site, and which position it has when browsing?

Thanks for letting me know.

Thanks! I really appreciate it :D

Agreed 100%! This was a fun jam, and I'm glad I managed to get 13th overall (and 1st in the "treat" category haha)!

Congrats to everyone who participated, and thanks to the organizers and mods!

Not bad! It gets pretty hard real quick. This seems like a terrible place to go candy hunting xD

42.

I guess the answer is "not really" xD

Awesome! I'll contact you tomorrow :D

My discord is "David Indie#2293" by the way

I see the official theme is "trick or treat", but is there going to be a secret, additional theme on top of that when the jam starts? Just curious.

You're pretty good! I was thinking of making a small physics based puzzle game with candies. Maybe we could work together if you're up for it :)

Your reward is the satisfaction of a job well done :D

I did release a Windows 32 bits version shortly after your comment (sorry for not responding until now), along with a OSX and Linux build. The stats so far show that these builds are downloaded roughly 10% of the time compared to the Windows 64 bits version. Considering these downloads come most likely from people actively searching for them, that's not a whole lot. It's also worth noting that I don't currently have a way to test the 32 bits and OSX builds, so I can't officially support them.

Realistically, I'm afraid I'll only be able to offer the Windows 64 bits version in the foreseeable future.