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Linky439

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A member registered Aug 01, 2019 · View creator page →

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Yeah obviously, you shouldn't listen to all feedbacks the same. This is what I meant by saying you need to listen to that opinion and see if it makes sense with what you are trying to do with your game, and how it would fit in your project. Our role as game creators is to gather these feedbacks and being able to sort them out, to keep the "good" (or at least our idea of what fits the project) and leave the rest. It is, after all, impossible to please everybody!

And yes, the original concept has a lot of merit and quite often, "it it ain't broke don't fix it"!

As I said, I found myself being a bit bored of the Boss Key mechanic when I played Echoes of Wisdom, pretty much for the same reasons as these two people: yes it is a moment where you know you need to head to the exit, but it has become quite stale over the years in my opinion. In the end, you get into a temple, you're looking for a big chest, you know what's in it, and you know you then need to wrap it up. It is not without merit (you pointed several very good reasons), but I feel like I can push a little beyond that with Knight George!

Thank you! I have experienced first hand in a previous project how a simple feedback can drastically improve a game so yeah, I try to stay open to what players think and put my ego aside for a second. It is one of the lessons you have to learn the hard way when you work in any creative field really, in 99.9% of the cases having an outside opinion will improve your project on a lot of points.

As for the music, it is one of the few things I don't do in this game, it is made by the super talented Isabelle Chiming! She's a really good composer and I'm so glad she can work her magic here! :)

Very impressive stuff. I had thought about what a StarFox game would look like on the GB/GBC but couldn't wrap my head around how to display the dialogs during the stage without obstructing the view.

And yet you did it flawlessly! This demo was a lot of fun and felt very polished. The pixel art is impressive as well, congrats!

I wonder if you have any alternative weapons planned for the full game, as it is so far mostly a matter of mashing the A button to shoot down the enemies?
Anyway I'll keep on eye on Cosmo Command, it is very promising.

Fun little jam game! I found it really hard to just learn everyone alibi in just 20 seconds, so the game is a bit hard for me but I really enjoy the idea behind it and the visuals are cool as well!

How long did you have to develop this? :)

Great! Have fun playing :)

If you go down it will actually scroll down and the option will appear! My fault for not putting an indication there are more lines outside of the screen to be honest ^^

Thanks!

Hello,

Strange, it should work! Have you validated the change in the options menu by going all the way down and selecting "Validate"/"Accept"?
I know some people thought the options weren't working because you have to manually validate them ^^'


Let me know if it does the trick!

I answered the form, it's a good proof of concept! Just wanted to point out that I died against Pippi when she sent me into the brambles with the "wind", the screen turned black... and never faded back in. I could hear her throwing attacks then, but I'm not even sure she was hitting me?

Also a minor thing but pausing during the boss fights doesn't stop the boss music, so you hear both tracks at the same time.


Anyway, hope to see more of this in the future, keep it up! :)

That's the spirit :D
Glad you liked the little voice!

Merci ! Oui, quelques bugs de collision notamment, on a pas eu le temps d'investiguer plus que ça malheureusement !

Hope you'll get more players with the Steam version, it definitely deserves it!

Thanks! I will keep the desaturated option in mind for future projects, thanks for the feedback :)

Yeah, they'll get a message ingame saying something along the lines of :

"Bonuses are now available!
Password for the artworks: ......."

En réalité Nintendo s'attaque surtout aux gros fangames qui réutilisent du matériel officiel ou qui rentre en "compétition" avec eux. Un an à peine après qu'AM2R se soit fait striker, on a eu l'annonce et la sortie du remake officiel de Metroid 2 sur 3DS, donc c'est plus le fait qu'il y ait un remake officiel qui arrivait qui les a fait tiquer.

Pareil pour Mario 64 PC qui réutilisait, si je dis pas de connerie, du code propriétaire du jeu existant.


Mais bon, il reste une tonne de fangame de toutes les franchises Nintendo (à part ptet Pokémon parce que la Pokémon Company est plus chiante) qui n'ont jamais été inquiétés ;) Après ça reste dommage de pas encourager les fans à exprimer leur amour pour tes séries, mais bon ^^

The Artwork.zip folder is various artworks made for the game (which make for some great wallpapers!) but is just a bonus you get access to once you complete the game. But it's not in the game per se, you just get a code to dezip the archive file, so it won't break the game to remove it.

The World1.wmp file is 3 ko so I guess it's not the heaviest thing :D It is not mandatory for the main game, but it is mandatory for the bonus 2016 prototype you unlock by completing the game as well. So removing it would break a bonus part of the game, but I gotta say it's not the most interesting part of it and is just a incomplete messy prototype with probably some game breaking glitches left in i!

I don't really know if could be of any help on that but if you have any more questions, I'll try my best to answer them ;)

And yeah, you can include everything in a "ready to run" package, don't worry. It's a fangame after all!

Unfortunately you can't rename the files, because the doors ingame are being told to look for a specific "sublevel" and I guess renaming them would just confuse it ^^

I just sent you an email with the fix in it, tell me if it works :)

OK, I guess the issue is probably that whenever the game starts a stage, it checks the first file that matches the name of the stage. On Windows, it is sorted by default in rising order, so it loads the "mont_saturne_00.lvl" file first. But maybe on your handheld it is sorted differently, and "mont_saturne_04.lvl" is the first file it sees!


I guess I can change that to check for a "*_00.lvl" file, or at least check "00" first, "01" if not found, etc.

I'll keep you updated, I don't have a lot of free time these days but it shouldn't be too long to try this fix and send it to you.

Haha merci ! Pour PZ, il faudrait un fangame Metroid, ça passera mieux ^^

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Oh wow, that's an interesting issue. Do you have the same behavior when running the game on Windows?

What's strange is that it's supposed to load stages as text files in the "Level" folder, and, well, in the correct order, starting with "mont_saturne_00.lvl" (and if I remember correctly, the game always check if there's a *_00 file to start). However this seems to start on "mont_saturne_04.lvl".


I am thinking though the spawning point in this *_04 part is kinda wrong, as it should be closer to the door!

The whip works on all enemies and bosses! :) It wouldn't be fair to have some of them only respond to secondary weapons as you can run out of ammunition for those ^^

Hello, thanks for the compliments and thanks for reaching out!

Yeah sure, it's a fangame after all, I know my previous big project F-Zero Pocket has been ported as well inside these packages, so go ahead :)

A fun little game! I liked the dialogs and the art was really nice too. I managed to get 4 endings before running into a softlock: somehow I had cleared all the shelves and I didn't find the right book!

I suspect it might have been overuled by the librarian catching me wrecking havoc and telling me to stop?

Otherwise no issue, I just wish there was a way to pass dialogs already seen since we are replaying a lot of the same sequences, in the same way we don't see the initial dialog over and over again. Other than that, great job, hope you had a good time making the game!

Fun little first game, congrats on making it to the end! Like others, some of the chicken legs got stuck behind the counter but I still grabbed most of them, which was more than enough to get the computer.

And otherwise, well, I could still write some saucy fics to get some more hearts!

That was nice! The graphics are great and the little puzzle to get inside the temple is quite fun to solve.

Can't wait to try out the full game, but take your time to finish it :)

Great art style in this game!

I couldn't get to the end though, I got stuck in the room after screenshot 3... I feel like I haven't really understood the rules ^^'


But congrats overall, it was a nice time if a bit frustrating at first because I couldn't understand a thing! :D

Very, very good. Simple concept made great, with the use of portals being the cherry on the top. Fantastic short puzzle game!

Now that's something that I would have played on my good old TI-82! Really nice byte-sized Castlevania, works very well despite the limited palette and screen size!

I am a bit lost though (in that aspect, it is a very CV2 experience), I bought the white crystal, fought my way through a forest and arrived at another town... Is there a guide somewhere on the path to follow? ^^

Really a fun idea that works well in these small puzzles! I played to Stage 6 and died a looooot on my way there ^^

I'd say the hitbox of our character and of the enemies is a bit hard to read sometimes (I lost count of how many times I felt like I could jump above that fire enemy in Stage 2 ^^) but I really dig what's there. I also enjoy the fact that loosing all our lives doesn't send us back to the beginning of the world as it would be quite painful!


I'll be following the development with care, congrats!

(are you on any social networks so that I can follow you there if you happen to post about your games?)

Wow! <3

I expected a "simple" action-platformer by the looks of the area where you wake up... Only to find out there's a whole RPG in this demo!

The pixel art is fantastic, the OST is great and there seem to be so much to discover in this universe.


This is one of these demo where I don't want to play for too long because I want to keep some stuff for the full game down the line (made it to Junktown, talked to some people at the bar and already some side quests are available). This is super impressive as it feels larger than any classic GB game has any right to be, and I will gladly follow the development of it!

Hello, congrats on the demo! I haven't finished it (I played around 15/20 minutes) and I think your demo is quite solid! In particular the environment art is spectacular, I arrived at the jungle area and it looks really nice.

A couple of notes I have in my time with the demo for now:

  • If you rebind the controls, pressing RB still highlights the missiles icon and Alt-fire does not. Not a major issue but thought I'd let you know!
  • Having an option to set up the deadzone for the sticks would be appreciated :) I think it will make stick users (like me :p) quite happy to have that option ;)
  • As someone else pointed out, I found confusing how the map was moving: maybe have it as an option to invert it?
  • I had a small issue after dying once: I returned to the title screen and when I selected new game, I had no music until I reached my first save room, where it triggered and exiting it made the main theme of the area play again.
  • The high jump feels a little too fast, it's nice to have that range in height but it might be a bit hard to control. I'll check if it bothers me for the rest of the demo!

I'll continue playing in the coming days and let you know my opinion at the end of the demo, but I think this is quite a fun game (if a little too "Metroidy") that is nice to play. Congrats, I'll follow the development!

I was already aware of that thanks to Discord, but congrats on making such a tough decision! There is a lot of work ahead of you but what you've shared already looks fantastic, so I can't wait to see what the future holds for Foxblade! :)

Yip yip yip!

A fun little game, impressively made in just two weeks! I was stuck at multiple points, mostly because I never think to use the right click on stuff (and especially not on my items) but it was really fun.

Great work on the graphics that look super good. That walking animation is cartoonish in all its glory! Congrats and can't wait to see more of the Yip Quest universe!

Thanks! To be fair, I wouldn't recommend anyone to program this the way I did there, it is incredibly not optimized (basically simulating one raster, aka one horizontal line of the screen, as one object in GM) but I used Lou's Pseudo 3d tutorial as a base for it (tweaking it slightly to achieve the results I wanted in the end) : http://www.extentofthejam.com/pseudo/


I actually changed it a bit for a future project in the works, not a racing game but still using the effects in some places! :)

Hello,

Yeah, sure, go ahead! It allows more people to play the game, so that would be a nice thing!

Thanks for reaching out :)

Finally took the time to play your game! It was a fun classic point and click adventure, with lovely sprites and funny dialogs!

I did get stuck a little until I remembered right-clicking made our characters describe what the cursor is pointing out, which helped me solve some riddles ^^
The ending was good fun as well! The only thing I would add to the game is an official walkthrough to get unstuck should the player need it :)


The audio was really cool as well. Can't wait to see your future projects and would love to see you plan out a larger adventure someday!

Thanks! It means a lot to me :)

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Hello, I have encountered a soft-lock glitch in the mansion.

There is a part where you need to start 4 generators to power-up an elevator. In the  room of the 4th one, there is a huge block that can push you down a hole that sends you back to the first floor.


I happened to get caught by this enemy after throwing a bomb on screen, bomb that was not taken by the block (it was further to the right, next to those ghost-like enemies). As a result, I fell back to the first floor, but since I had thrown a bomb, I couldn't use the Bomb spell any longer!

I tried quitting the game and relaunching my file, but I still couldn't use the spell. I managed to reset the variable by going into the save files and setting the "bombs_wait" variable back to 0, but I guess the situation could happen if you exit a room while a bomb is still active on screen?

Anyway, I wouldn't recommend saving the "bombs_wait" to the save file as I do not really see any case where it would be helpful to save the fact that the player just threw a bomb :)

There also were a few instances where the spawn location after using a ladder to get to the underground part of the castle weren't the right one: the first time I exited the place I returned to the room with the clock, and at one point using the ladder from the top-floor made me appear at the wrong ladder in the underground. Nothing ground breaking, but just to let you know!

I just wrote a review but wanted to leave a comment as well so that anyone could see it!
Psycutlery is a fantastic game and a must-play for any platformer lover. It is constantly coming up with fresh ideas that are expanded over the courses of multiple stages, and is a joy to play.
I spent more than 12 hours to 100% the game, but it turns out there is then an alternate route to replay all of it! All for the price of... free! Oh, and the music is awesome as well.

One last comment to Luke as an answer to the credits: I think anyone who had played your previous works already knew it, but Psycutlery is the definitive proof you needed to know that yes, indeed, you know how to make a terrific game. Keep up the good work, I loved this one, congrats!