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thomasjammes

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A member registered Aug 10, 2021 · View creator page →

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Don’t worry, you’re not the only one. If you look at the comments, everyone’s in the same situation as you ^^. I even had to add an image explaining everything on the game page, hoping people will see it before starting the game

The fact that you’re saying it takes too long to kill an enemy makes me think you might not be using the right approach. I’m having a hard time getting the gameplay concept across, especially since there’s a bug that allows enemies to be killed just by holding down the click button, which shouldn’t be possible.

I’ve created an explanatory slide about the gameplay and added it to the game page. Hopefully, that will clear things up! :)

Cool, glad you see potential in it! I really like your idea of an "intermediate dash"; it’s somewhat similar to a change I made after the end of the game jam. Now, the player has a bit of control over the character during the dash, allowing them to dodge around enemies with a "Curved Dash."

That said, I’ll definitely test your idea—it sounds interesting! :) I’ll post the debugged version with the new controls once the voting period is over.

The fact that the sword deals multiple hits if left on an enemy is a bug. That’s not how it’s supposed to be played. The goal isn’t to wait for the enemy to be killed before moving to the next one. The idea is to throw your sword behind the enemy, then move to find an angle with a direct line to your sword so you can dash to it and immediately chain another attack.

You’re definitely not supposed to wait. After all, it’s a speedrun game! :)

Thank you! No, there’s no way to avoid taking damage during a dash. The idea is to throw your sword behind the enemy and, once the sword is out, move your character to align a "direct line" to your sword so you can release and dash to it without taking damage. However, for enemies with only 1 HP left, you can click and release instantly, as they’ll be destroyed before you reach them.

I’m not sure if that’s very clear XD The gameplay isn’t polished yet, and there are still a lot of timing adjustments missing.

Thanks!  Yep, checked the "loop" button but forgot to reimport :( ...

thanks, glad you like it!

thanks!

Thanks! I added the assets package on the page if you want

Thank you!

yep! it's a sprite editor like aseprite. I've added the assets package on this page if you want to use them. 

thanks! I've done them :)

(1 edit)

thanks!

Nice game! adding a key to reload the game and a score like how many knives did I avoid or how long did I survive could improve the gameplay a bit.  art works well too!

thank you !

Basic concept but so well polished! Love the way you should adapt your movement each wave to fully understand all blocks patterns.

Thank you for your report. I do not have a mac but I will try to debug this as soon as possible! :)

Thanks, yeah sure! :)

works so well! The idea is fun the progress bar on the top is a good one. it's visually clear and elegant. The spawner effect reminds me of "Fez". The only think missing is sound and music. those will improve feedbacks so well! :)

That escalated quickly! yeah the potion you loose even tought you don't use it is one of the many bugs that I have :/ I will probally modify this when voting are close. Thank you for your feedback!

so cute and chill! the guitar line set a really good mood. what could have been interesting is to have potion that require multipl types of ingredients to add a little more ressource management to the gameplay. otherwise welldone! really charming game.

Really Nice! the  progression curve is good, with 3 or 4 level introducing the core gameplay. and the mechanics is really interesting! Could work so well with few other levels introducing other characters et new mechanics! welldone!

Nintendo called me. They comfirmed to me that this is the official method used by nurse joy!

Thank you! Yeah that one of (many) point that should propably be changed! :)

Really amazing! the art style works so well! and the idea is really cool. I liked that the"cut hitbox" was really permissive. It makes the game much more enjoyable than if you had to be perfectly on the cutout!

THANK YOU! Yes, the infinite game mod was the easiest approach but definitely not the most interesting one. And I for sure would loved to do another theme but it was running out of time. I've created and implement sounds and music in the additional hour. ^^

Thank you

Thanks! Totally agree this is a point that surely needs a lot of improvements! my idea was to represent that moment in the original game where you watch your 6 pokeballs transfer through the machine and (maybe because i'm not patient) was too long. So I spammed the A button. :)

thank you

Thanks! Drag and drop all the pokeballs back from the machine to the table when they are full healed otherwise it won't works . To be sure they are really healed check the eyes of the pokemon . If they still look KO (spiral) that mean that there is something that still need to be healed. :) 

Nice work! the twist at the end match so well with the theme!

Thank you 

hey thank! I totally agree. at this point there is non progression. just random number...and some bugs.

Thank you! You're totally right those are some improvment point that I've should work on but didn't have that time :)

Thank you! yeah you're right. I've  changed the resolution so it's easier on 1080p 

Hello. no sorry, it was just an inspiration for the project. The light light beam was initialty design to be" usable with the crank! :) However I would love to be able to export for the playdate. I swear I will try to make it with with PlayDate SDK. (till its available on playdate I remove the "Playdate" tag )

Ha! thank you!  well I didn't really do all the things in 3h actually. It took me 3H for the Core gameplay & all the art but it takes me about 3 more hours for the menu, compose the music and add a few more levels. :)