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ChristophU

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A member registered Aug 11, 2024 · View creator page →

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Thank you! Yeah, trying to balance game for this was a bit of a challenge. Originally I was going to have different selectable difficulty levels, then I thought about instead having the playlists themselves be the difficulty levels, then I realized I had like 5 hours left and didn’t even have a Start Menu lol. So when I decided to expand upon this idea I’ll take that into account! 

Interesting game idea! It definitely needs more levels and more environmental mechanics such as ice in the winter but the core idea is there!
I would also map jump to 'W' as well as space for a 2D platformer as that typically feels more natural to use. Nevertheless it was an enjoyable experience even if it was so short, good job!

The game definitely needs a tutorial of some sorts and it took quite a while for me to figure how the controls worked, and how the core gameplay loop was designed to work. But after getting the hang of it, the game is quite enjoyable and very unique! I also loved the black/white pixel art style! Well done!

Yeah, I was not expecting the game to effectively become a narrative. It kinda has the same vibe as a Doki Doki Literature Club or a Spec Ops: The Line with the effective twist to the story, and it is very well done! The effects on like the health bar and whatnot are also really well done! That is easily one of the best experiences I've had from any of these games in the jam so far!

My only real note is that with the build settings, as Im on a 4K Monitor, it forced the game to be played in a very tiny window that took up 1/9th of my screen, though that didn't impact the experience in any negative way. If anything that might have actually helped as with the basic art that looks like it came from MS Paint, the "No texture" textures, that really surprised me when the gameplay started off solid and then threw the narrative twist at me! Really well done! 

I figured this was going to be where you could only have 3 'X's or 'O's on the board and the one that was placed the earliest is removed, hence allowing the game to be winnable. With this, it falls under the same issue as standard tic-tac-toe where it is a draw simulator against anyone over the age of 4 lol. But functionally it works!

That was a very well written visual novel! I just wish that it was longer, very well done! 

There's a solid idea here, though the player should probably have car physics and be a lot faster. You can't really strafe side to side in a car lol  

It's an interesting idea! I think there needs to be more counterplay from the lower pieces like how the queen can be used to defeat the king. Maybe have the pawn be used to make a copy of the piece that the opponent plays that round. Maybe give the knight some "fork" ability to attack both in this battle and the next one by adding its point value to the next round and/or be able to defend against a jester/queen from the grave on that next turn. Effectively more special behavior for each piece to increase the tactical value. As right now, effectively once you clear the Queen and Jester from your opponent, you should always play your king. Which I guess shows the importance in Chess Openings though lol. Still solid core idea! 

There's a solid idea here! Absolutely needs a lot of polish, and maybe some indication that the knights have hit you and/or are attacking you, but there core idea can be fun!

That was fairly enjoyable! The game felt a bit like Super Meat Boy and I like how you unlock mechanics over time. I think the only think I'd change is mapping 'W' or the Up arrow to jump instead of space. Outside of that, the movement felt really good!

This is a really solid core idea! The effects were very interesting and intentionally disruptive to the point where I have no idea if me sometimes being unable to move was an effect or just the geometry not lining up and it added to the atmosphere! Really well done! 

That was enjoyable! I mean it needs a bit of polish, as the lap counter is always #/1 and the timer doesn't start on the first level (unless you crash). Overall it was very fun!

I mean the game definitely needs a reset button and the ability to move/delete objects, and audio would absolutely help. Though the puzzle mechanics are very interesting and very fun to work out! Like with a lot more polish and built in levels this would be an amazing game! The core gameplay loop is there!

Very interesting game idea! Sound design is very good! The controls feel a bit weird, not entirely sure that I like 'Q', 'W', 'E' and 'Space' to be used vs 'A', 'S', 'D' and 'Space' I feel like would be a better fit so customizable controls would definitely help. Though I could see this being an enjoyable minigame in like a Mario Party setting!

This is a very interesting idea! The gameplay kinda felt like a Celeste with more of a timing mechanic. That was very enjoyable! The mouse being a light to display the level during the night where you can actually travel is something I dont think I've seen before! I think my only real complaint is that sometimes I felt like the double jump just simply wasn't working. Which very much could have been me falling off the initial ledge first then using my second jump as if it was my first. But I don't know for certain. Regardless, that was a lot of fun, very enjoyable!

The physics and the feel of the car are absolutely amazing! It is very responsive and enjoyable to drive! The progression loop of the game likely needs to be fleshed out a fair bit. Often times I didn't feel like the upgrades did anything, but still the game was a lot of fun!

Thank you for the feedback! Yeah, and I think I know what you are talking about where some areas feel like they arent "synced". The way it is implemented is that runs calculations against the Spectrum Data to find the peaks and the threshold to allow a rocket to be launched lowers over time (Or well it looks 2 seconds ahead as the rocket takes exactly 2 seconds from being fired to reach the center of the line but still). So like it is mathematically synced, but I completely understand what you are saying. lol

And yep, I'll defiantly keep the idea of adding more visual elements to match the pulse/rhythm of the music for when I decide to expand upon this concept!  Thank you for your feedback! : )

I like the idea behind it! That map being a 3D loop with 2D art seems interesting, though in the current state there really isnt any real reason to interact with the loop. The best strategy I found was to stand still and turn left and right to attack the melee ranged enemies. So maybe making it to where you get rewarded for how far around the loop you get on each wave, or tie the waves to completing a loop, or something of that nature. Also making the game harder would help the gameplay a fair bit. I would also map the pause menu to the 'ESC' key as well instead of only having it be a on-screen button lol

But still, I probably played for a good 25-30 minutes so the gameplay is definitely entertaining! It just needs a bit more polish and progression! 

Very interesting gameplay loop! The controls feel responsive and the mining feels good! More levels would be nice, maybe having the first level a lot smaller, and every new portal you advance to a bigger level with some changes to the stone/dirt colors to make it feel like a new level; maybe even add in more valuable ores each level! As currently with the random placement of the portal, it seems like a good run where you find a portal is more random than rewarding. Regardless, that was a fairly good game and I very much enjoyed it! 

That was awesome! It felt kinda like a Superhot without the time slow down mechanic. After a few loops I feel like I could figure out how the enemies were triggered to start moving towards you and took full advantage of that! Very enjoyable! Though the inverted control level was absolutely brutal lol :P

45 seconds is probably way too much time for that track. With a car that didnt feel like it was driving on ice, that is a 20 second lap lol. I would kinda like to see the time allowed decrease every lap as well. Though its still a very good idea for a game, I mean I played it for 12 laps in a run and enjoyed it! 

The artwork is absolutely beautiful! Story is interesting as well! It could use some more decisions, maybe some pseudo branching paths that all lead back to the same place to keep the loop going to give that feeling of hope, before replacing it with despair for our Ms. Misfortune. Though regardless that was very enjoyable! Well done!

The core gameplay loop is there! The key/door mechanic seems a bit weird as the "loop" character needs to be on the key the frame before you go to the door tile. I would also add the ability to move diagonally that way you can have puzzles that require you to think of the timing as currently with the parity, you can only get to half of the tiles on an odd number move and the other half on an even number move. Which would make puzzle design more dynamic lol

I mean it is an interesting idea, and the car/plane thing handles fairly well! The game keeping track of your fastest lap and how long you've survived would be nice, more tracks would also be nice!

Very solid concept! Obviously needs a lot of polish and the controls take a bit of getting used to, but its a very solid submission nevertheless!  

Controls: 

  • Press 'Enter' to End Turn
  • Click on the Card to allow for the Card Effect/Abilities to be used
  • Press '<' or '>' to change background song
  • Debug: During Gameplay, if the AI does not take their turn, press 'P' to force skip their turn. 

Solid idea! Wish there was more and harder content!

I am playing on Full Screen, though I am on a 16:10 Monitor which could be impacting it

Game looks good, but uhh is there more than just the one block that be shrunk/enlarged? lol