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Ahmadji

27
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7
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A member registered Apr 18, 2021 · View creator page →

Creator of

Recent community posts

Hello Dron231! Thank you for the feedback!

I agree with you that we should be able to play individual levels as they are not really linked (you do not keep your speed between levels, unlike Celeste for example). As a matter of fact, this is clearly something we have to add to the game.

About the timer mechanic you suggest, I find that it could lower the barrier of entry to the speedrunning aspect of the game. And I truly love it! However, we should keep two timers: one with the restarts and another one without the restarts. So players managing to complete all the levels without any restarts are rewarded!

PS : Thank you for the bug report! We will investigate this one.

Thank you very much Ravmax!

With this context that's even more impressive! XD Did you have any kind of process to build your levels?

Thank you for your feedback mate! We really appreciate that you had these "haha" moments as it is something we cared about a lot during development! About that blocking bug that's unfortunate, we will look into it!

Thank you very much for your feedback Berneyvonbean! We were quite surprised when we discovered that the shooting slime and dash mechanic could be used to do puzzles! After that, our level design approach was "find your way" -> mental challenge and "execute" -> physical challenge.

And about that UI bug, thank you for reporting it!

Yeah, sometimes I make games, it happens! XD

Interesting discoveries about scaling, visualisation, and speed.

About the fake increase in speed, I wonder if it is linked to the camera getting closer to its reference point (here the ground). In an ice-skating game I made, to increase the feeling of speed, I had to get the camera closer to the ground.

Thank you kindly!

I was quite surprised when I had to play a game of billards with tables! Surprising take on the theme XD

I got stuck on the earth surface level on an infinite shot loop :/

Still great entry! Well played!

Oh! Where can I find this short blog?

I'm in love with the art style! The gameplay mechanic is simple and effective. Well played mates!

Well this was a great adventure! Loved the subtle storytelling and the gameplay twist with the second part. I clearly enjoyed my stay!

Thank you for your response Ricardium! Indeed, more signs and feedback could help us understand the change in scale (I noticed quite late the UI on the right side with the different metrics).

Designing challenges that could only be solve while you are big or small could be a solution to attract player's attention on the scale mechanic. Ex: there are walls that you could only break if you are above a certain size.

Indeed the game is quite challenging! This is one of the thing we are going to fix first by easing the difficulty curve across multiple levels.

Congrats on reaching this far!

I bought all the upgrades! Love the immersion and the big fish inside!

I love the sound design of this game! The little doppler effect when you get close to obstacles, and the music shift when you change your scale: that's really great!

However, I wonder, what is the point of playing low or high?

Amazing inspirations! I love the vibe of this entry! Well played!

Amazing art style and music! The game mechanic is easy to understand and enjoyable. Great entry mates!

PS: The tone of the game is top-notch!

More visual effects would have been great to convey the power and destruction. However, mouthed sounds! And great player fantasy! Well played!

Interesting game mechanic! I wished I could click on platforms to select and modify them instead of keeping my mouse cursor over them. However, this is still playable and challenging! Well played!

Hello member of the slime gang! Your game was hard for me, however I'm astounded by the squishing mechanic! This gives a puzzle feeling which fits well the precision platformer part! Well played!

Nice game mechanic! The level design clearly highlights it, well played!

Hello members of the slime gang! I really like your take on the slime. It is interesting to give a direct access of the size to the players.

What could be better:

  • The camera seems too close to the slime compared to its speed. I had to be really careful while moving on the up/down axis.
  • Sometimes I was given the solution before being faced with the problem. In level 2, the last red button opens a path between a hammer and a glass wall. However, I had not seen the hammer before! (maybe my bad on this)
  • I would have loved to see a backtrack path different because of my size.

What is great!

  • I love the fact that backtracking is harder because I am bigger. Great way to organically increase the challenge on the way back.

Overall, GG!

Thank you very much mate!

Just a little bit sticky but the grappin is a good surprise ! WP

Simple design that do the job. Well Played !

It's a really good idea to have thought about keybinding. It's a good mechanic ! GG

If you have time, check our game :)

https://ahmadji.itch.io/ball-to-be-free