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Jérémy Bouin

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A member registered Dec 20, 2013 · View creator page →

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Nice optimization game! It took me a couple runs to figure out all the mechanics, here is my best score for today:

Thanks, glad you liked it!

The ramp in Arrival is the one you arrive from after completing the tutorial (you can see it on the map), and it’s not possible to go back there. You can view the credits from the main menu

Thanks! The background images are rendered as a tile grid where the corner points are displaced using a scrolling noise texture. Layers that are closer (like the bushes in Autumn Forest) are displaced more, some are not displaced (like the tree trunks) and the sea only uses horizontal displacement. The slimes in Infinite Tree Pinball use a similar technique: they are rendered with points around a circle that are displaced based on a “jelly” physics simulation inspired by this technique: Physics of JellyCar: Soft Body Physics Explained

Glad you liked it! The game has a bug where you can use the level-up perk shortcut (S or D) even if you don’t have enough XP.

Spoiler Without using this bug my best score is 37 eyes, the slime has a spell that allows it to gain a level. You can then kill it to get the XP back.

I ran out of time during the game jam to make the third level, after the rating period has ended (in ~2 weeks) I’ll update the game with bug fixes and more content.

Thanks for your feedback! I just uploaded version 1.1.2 with these changes, I also made it possible to retry a level during the gem transition for single level runs.

Hi, thanks for playing and speedrunning the game, I had a lot of fun watching your runs! I initially added the timer since I wanted to have a leaderboard for "sum of best" time on the Newgrounds version but I didn't realize it would be annoying for full game runs. I think I'll change it to default to "continue" and make the "retry" key shortcut work in this menu. Ideally I should add an options menu for this game as well but I'd prefer to spend my dev time on new projects :)

Since I'm not familiar with speedrunning, do you think it would also be better to buffer menu inputs before the menu appears so that the run doesn't depend on who presses "continue" the fastest or do people like having to spam the key?

Thanks for the bug report! This should be fixed now.

Thanks for playing and letting me know about this bug! You should now be able to create a new game.

Very fun game! I enjoyed the various enemies and bullet patterns and the dash was so satisfying to use. It took me some time to get used to the controls but thanks to the tutorial I still managed to get all A ranks. I wish there was some details on how ranks are calculated and maybe a more difficult rank for replayability. Other than that the game felt very polished and the chiptune music was great. Good job :)

Thanks for the feedback! Using one hand to control the flippers and the other for nudging felt more natural to me but now I realize that many pinball players use the shift keys, I'll add them to the post-jam version.

Another pinball game! I like how you can control the ball like a regular platformer but still have to unlock stuff and score like a regular pinball. I also like the minimal music and some of the level design and movement reminded me of Sonic. I got a bit stuck in level 3 and 4, I think some of the mechanics could be clearer and I found the scrolling text a bit hard to read.

Other than that I had fun trying to figure out what was going on, hope you get to continue working on this :)

Interesting idea, I enjoyed the jungle music, I just wish the game was longer!

Cool idea and presentation, I like the swapping mechanic when pushing against a wall and the target shape still being visible on the top screen is a nice detail. I don't know if that was intended but you can disconnect a shape using the target squares and still push the remaining blocks together even though they're not joined anymore. I found the game to be quite easy but still very fun to play. Great job :)

Very immersive, I didn't mind the 64px filter as I thought it fit the theme well and added to the spookiness. I also had some trouble understanding what the voice said and had to wander around to progress but it wasn't too bad. Other than that I loved the mood and sound design. Well done!

Interesting island generation! I just wish there was more to do or some sort of objective.

Thanks! I used the OimoPhysics engine for collision detection/response. Some of the movement is custom, for example when rolling on a rail the ball is not simulated and just follows the curve. Or when nudged the ball will not be affected by gravity for a short time to allow it to go through straight horizontal gaps. 

Cool demake, the level design is great and I liked the additional challenges. I've never played VVVVVV and this made me want to play it next :)

Sorry about that, yeah most of my older games don't work anymore since Flash Player was discontinued. I've been working on porting them to HTML5 but it's taking some time since I also have other projects that take priority.

As expected this game ended up being very addicting, I'm not very good at survivors but managed to beat 2 modes after maxing out the shop. I found the pistol to be harder than the katana, maybe because I played the katana a lot to farm chits.

Just nitpicking but it looks like the best run text only showed the time from the last run. Also I found it hard to tell when I got hit, especially when the screen would get busy towards the end.

Anyway there is a lot of content for a jam game and I had a ton of fun experimenting with different item combinations. Looking forward to playing the full game!

Very nice glitching effects, they work great with the small resolution. I had some trouble hitting the front of the boss ship and the ball would get stuck behind it for a while, other than that the game was fun!

Cool idea, I like the simplicity of using monsters as attacks and the music fit the game perfectly. I don't know whether controller support was intended but it looks like it only works for movement and other buttons didn't do anything. Anyway that was fun, I didn't manage to get the good ending but the bad ending was very unexpected haha

I love the mechanics, the visuals are very polished and juicy (the start up animation especially reminded me of the one in Rym 9000). It's also great that you found the time to add a story! Nice work :)

Great platforming game, the difficulty was perfect for me. And thanks for including gamepad controls, I just wish I could use the analog stick to move around since I find the D-pad to be a bit uncomfortable. Well done!

Thanks for playing! There is a "dynamic camera" option in the settings, disabling it will make sure the ball stays centered and reduce the amount of jitter. Though there will still be some jitter due to how scrolling works, as you said this is expected at this resolution.

Thanks for playing and leaving feedback! I agree I should have spent more time polishing the collisions, I'll try to fix these issues after the rating period has ended.

Thanks for continuing this, too bad the game didn't make it to Day 6!

That's so cool, thanks for bringing this to the end of the jam! Love the new name as well :)

Cool, have fun!

Thanks! I hope this game makes it to the end :)

Here is my Day 4 submission in case you'd like to work on a sci-fi top-down arcade/action game: https://jebouin.itch.io/galactic-crate-runner

Galactic Crate Runner Day 4

Galactic Crate Runner Day 4

This project gave me many ideas, here is my version for day 2: https://jebouin.itch.io/dungeon-painting

I'm new to Unity so I didn't have time to add a lot of content and it's also quite buggy, I can't wait too see all variations of this game!

Here is my entry in case anyone is interested in continuing a small physics-based puzzle game: https://jebouin.itch.io/connected-planets

Are there any scenes in the Assets folder? I tried with my own project and by default Unity opens an empty scene, but I can still load any scene from the Assets folder.

Thanks for playing! The ice key is at the beginning of the first ice level.

Here is a walkthrough if you're still stuck: 

Very polished entry, I had fun beating it! My only complaint is that when there was a lot going on the coins looked a bit like bullets hitting the player, maybe you could make them smaller or make them move to the counter instead of the player

Very fun and addictive game! It took me a few tries to get used to some enemy patterns (and I'm still not sure how to kill the hornet without taking a hit) but still managed to get almost 100k points

That was fun, I liked how intense it can get after a few rounds! Unfortunately the game also froze for me after maybe 20 or 30 rounds (I kept choosing the fire rate increase bonus).

Unless you plan on adding more important entities to the game, I feel like the minimap could be replaced by an arrow pointing at the boss on the edge of the screen. I was only using it to aim at the boss but maybe I missed some other ways to use it.

As others have said there are many ways this kind of game can be expanded, I'm curious to see if you get to continue working on this in later rounds. Great work!

Very unique entry, I'm a fan of this kind of humor and I had a lot of fun with the minigames. It took me a while to get the timing of the brick minigame, my best score in hard mode was 54. Also thanks for not putting a jumpscare at the end of maze :)

That's a nice start, I hope you get to continue working on this! I didn't have too much trouble beating the boss but I found it a bit disorienting, maybe adding some detail to the ground would make it easier to see in which direction things are moving.