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JoanFase

9
Posts
32
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A member registered Apr 13, 2020

Recent community posts

Very interesting gameplay. I really like how you implemented the quick shot / head shot mechanic featured in the movie. Head shots do more damage but quick shots are instant and cancel enemy's attack (especially the grenade guys). Initially i thought that not explaining clearly to the player the advantages of each attack was detrimental to the game but now that i finished it i think it's better like this since the player is naturally going to discover them by die / retry. Plus, the game was made during a jam so obviously some choices were made here. Overall, i had a blast. The last waves are quite challenging but you really get this 'John Wick' feel and that really all that matters. Great job!

Been a long time since i saw a game with that much juice. The character's high kick made me feel like Steven Seagal / Jean-Claude Van Damme in a early 90's actionner and damn was it good! Congratz to you Sébastien! Maybe it's precisely because you had to produce that game in such a short time that the whole experience feel rush yet complete. Really awesome!

I really enjoyed Had, from the simplicity of its gameplay loop to the juicyness  of its animation (l particularly liked the way the platforms squashed) and the well designed level. It's short, fun and inspiring. Exactly what i wanted. Thanks for your game Kultisti (sorry for any mispellings, english isn't my first language)!

Thanks for that devlog! It's always nice to know a little more about why a game ended up looking that way instead  of another.

Was too late unfortunately! Just wanted to say i feel for you, having your hard work being stolen (sorry for any grammatical mistakes, english isn't my first language) must be so frustrating. I wanted to help in my own small manner so i bought the game on Steam. The price was low and the game looks really fun so really no reason not to jump on it. Fun fact, someone on the Construct channel of Reddit posted a link of an interview of you some hours ago  and i came here because i recognize the name of your game on itch.io. Tis really a small world! Anyway, i wish you luck for your next game! I'll come back when i'll finish this one ;)

I spend an enjoyable time on that one! You have a good gameplay mechanic with a lot of potential here, clearly something you can built on (forgive me  for any mispellings, english isn't my first language). It's a puzzle game so i think it's ok to make the player backtrack (since searching is basically a big part of that type of game) as long as you include visual clues to help him/her. Something like your staircase's ruins that suggest a brand new staircase in the past is a good exemple of that. My only concern is that the main character lacks a "coyote jump". It's not a fault to have a rigid character in a puzzle game but if you ask the player to go through short timing platforming phases then working on your main character's response to the player's command is i think a neccessity. Apart from that, i think all of you did a wonderful job and should at least consider building more on this short demo. Congratz to all!

Thanks for  your answer! I was really curious about the way the game works. Had some ideas but wasn't quite sure. It's really cool to have some insights here. Again, good work ;)

That's pretty nice guys! Again, you tried something unusual and achieved a lot with very little. I really enjoyed these 21 verses (had to stop eventually ). The gameplay is limited but refreshing (not sure of the word, i mean unusual / new in a good sense) and, more than once, i ended up burst out laughing because it was so nonsensical. Verses like "Stinky pirate saved skeletal bread" or "Sorry sorcerer accepted lonely pickle." (my favorite) are so absurd that it's hard NOT to remember them. The game is funny and cute (i have to ask, is the green sprite the alien doll of Toy Story?!) and also quite challenging for a non English speaker like me (i prefer it that way so it's a good point). Again, i had a blast. It would be really nice to have some specifics about the game like what engine did you use or how did you build the gameplay (did you create three arrays (nouns, verbs , adjectivs) and randomize its each verses),... That being said, congratulations to you all. You really inspired me (i'm gonna try to participate to the next Ludum in October) and i'm impatient to see your next game. Again, well done (and sorry for any grammatical mistakes, really)!

A very interesting article! I've never heard of "possibility space" before but i'm kinda familiar with the ways to control, to manipulate (to an extend) the player's behavior and it's always nice to gain some knowledge on the subject. You explained it well and backed it up with world known exemples to make it clearer. I once heard that the best way to test your comprehension of a subject is to teach that subject to someone who's unfamiliar to it. You prove that point!