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bonnetduforme

36
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2
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A member registered Jul 09, 2023

Creator of

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Quite interesting! In the end, I found myself constantly jumping over the frogs. Perhaps it would be worth reconsidering the value of having two different methods to dodge the frogs? Otherwise, great job!

It was overall enjoyable, creative, and beautiful. I had a great time during the initial levels, but I quickly got stuck. Perhaps it would be possible to teach the player the expected solutions in a different way? Anyway, I plan on replaying it to search for the solutions. Well done!

Great concept! The latest levels become a bit tricky, but I don't mind :) . The game could use a bit more polishing, but it has the potential to become an excellent puzzle game. Well done!

P.S.: Our game is also a puzzle game with a swapping mechanic, feel free to come and test it!

It was quite amusing! However, after a while, the game seemed rather easy to me. So, I tried to lose. And there, I was surprised to find out that the snakes couldn't harm me. Is that normal, or did I encounter a bug? In any case, it would make for a great little arcade game. Well done!

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When I read the first slides of the game, I thought I was going to play an incredible concept! However, I encountered bugs that make the game unplayable: black squares are covering parts of the screen, texts and images are not displaying... I won't lie, it made me sad :( . But one thing's for sure, your concept is really awesome! If you plan on releasing a fixed version after the game jam, you can count on me to test it :D . Keep up the good work!

Simple and effective! However, doesn't it just change the player's appearance to a flag and the flag's appearance to a player...? :p Jokes aside, I really liked that the spikes didn't harm the flag even though they could have killed the player. On the other hand, I find it demanding to have to gather momentum right from the beginning of the game for certain jumps. Maybe that would be more suitable for advanced levels? Either way, it was fun :D . Well done!

It was overall fun, creative, and beautiful! I think there's potential to create an excellent game. However, I encountered a few situations that seemed unplanned: the hero sometimes got stuck even after unlocking the door and looting all the chests, and there are times when the second room gets overrun by enemies who kill my hero before he can do anything. In my opinion, it's a concept with a lot of potential but complex to execute. Nevertheless, it definitely deserves to be explored. Anyway, congratulations! I would be curious to see this mechanic in a full game :) .

The concept is so good that there's material to create a whole game around it! However, I find this prototype a bit challenging, and it's a shame that there's no menu or tutorial. Other than that, it was really fun!

Haha, I had a lot of fun barking, sniffing, and... well, you know what I mean ^^' . However, I found the difficulty with the leash a bit challenging; we get stuck quickly whenever we make a mistake. Besides that, it was funny!

An amusing way to reverse the roles! However, I encountered an issue with the game resolution, which I've experienced before with other games developed using Unity. Other than that, well done!

P.S.: My friends and I considered a similar story, but we couldn't come up with a matching gameplay. Instead, we incorporated this idea into our own game. Feel free to give it a try! :)

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Thank you for your feedback!

In this prototype, we attempted to provide a complete experience, from the tutorial to the conclusion, where each puzzle has a different solution. Our goal was to explore the core concept to the fullest without introducing new mechanics. If we were to develop a full game, we would be delighted to take it even further!

That was fun! It was both enjoyable and relaxing to destroy boats with icebergs :D . I think it just needs a little music, even a placeholder, to set the mood. Anyway, great job!

I have this error when I launch the game: A fatal error has occurred. Aborting.
I'm sorry, and it seems like your game is touching :/ .

I really like it! It's a cool inversion—maybe not strictly a role reversal, though :p —that you've come up with. There's a genuine concept to explore. However, I find it a bit demanding to ask the player to exit the room in addition to saving the victims within the given time. Moreover, I get the impression that the most important thing is to save the civilians... isn't it? That's what I enjoyed the most, rather than having to run towards the exit afterwards. Apart from that, it's a great proposal. Bravo!

I'm getting this error when I launch the game: SecurityError: Failed to read the 'localStorage' property from 'Window': Access is denied for this document.

Sorry :/ .

The concept is interesting! I had a good laugh squashing all those frogs :D . However, I was surprised by the sometimes significant differences between the vehicles. It might be interesting to balance them more in the game. Otherwise, excellent submission. Bravo!

Great concept! The platformer aspect adds a new dimension to this rhythm game, which is quite interesting. However, I find it a bit challenging right from the beginning, or am I just really bad? xD

Anyway, excellent submission!

The idea is interesting! I had a great time being the projectile instead of the weapon :D . However, I feel like the game requires a bit too much precision and maneuverability. Maybe the beginning could be made a little more accessible? Nevertheless, I had a good time. Well done!

When I saw all these rules at the beginning, I was skeptical, but in the end, I quickly understand the game by playing it! There are great gameplay loops, and it's quite enjoyable. Maybe it just lacks a good tutorial to explain the mechanics, but I imagine you didn't have time to implement it. On another note, I find the last phase a bit long, the one where we have to find who has the Secret Passphrase. It might be the least fun part of the game, but I'm not sure how to improve it. An automatic victory when we have maximum trust with everyone? Well, that's not great. Do you have any ideas to enhance it? Anyway, congratulations on this game, it has real potential!

You're right! In any case, I had a good time :) .

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Oh, no problem with the response, it's great to have this kind of exchange! I reacted spontaneously myself, without having all the knowledge you have as the game developer. And once again, well done! :)

P.S.: Feel free to try our game if you'd like!

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Thank you, I had a great time, I even laughed! The idea is good, the WarioWare aspect is awesome, and even the fact that I'm terrible at this game is great :D . Plus, a true bad guy wouldn't have anything better to do. Maybe the game is just a bit short? Anyway, well done! :)

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This is an interesting concept! I really enjoyed how the goblins fought for their honor against the glorious knight who didn't even consider them :D . I was a bit confused at the beginning because I found multiple camps but no mine. Maybe it would be interesting to place a mine near the player to avoid penalizing them too quickly at the start? Additionally, this is the first game from the game jam that slows down so much on my computer. Could it be due to the size of the map and the number of elements loaded simultaneously? In any case, there is great potential. Congratulations! :)

I find the game overall fun, creative, and beautiful! In my first playthrough, I was excited and thought I had found my favorite game of the game jam, that's saying something! But then, I got stuck on the second day, and my enthusiasm faded.

I think this is due to a balancing issue. It's not that I don't like difficult games, quite the contrary! But if I'm getting stuck on the second day, it could mean that the game is perhaps too difficult, don't you think? And I'm only talking about my first playthrough; I found the game unfair at other times as well.

What bothered me the most was the randomness of the warrior's attacks and the recruiting of monsters. If the warrior's behavior was more predictable, like the enemies in Fire Emblem, for example, and if we only had to pay when recruiting monsters, it would certainly be less frustrating. In my opinion, in such a tactical game, the lack of information can be discouraging. We need more information to feel that if we lose, it's because of our own mistakes and not because of an unfair game.

And I genuinely mean it when I say that the game could have been my favorite of the game jam, you know? I'm looking forward to playing a more advanced version, if there is one. Well done! :)

The concept is interesting! There are quite a few possible levels with this mechanic. However, I feel like the throwing can be improved to make it more natural. Maybe the ball should slow down, like when it bounces at the beginning of the game? Anyway, it's an interesting idea. Good job! :D

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It was fun! At the beginning, there's a similar vibe to There Is No Game, except for the fact that we're programming the game :p . However, the game doesn't natively support the AZERTY keyboard layout, so you have to tinker a bit to be able to play properly. Additionally, it's not indicated anywhere that we should use the mouse in edit mode. I searched for a while before figuring out what to do. Otherwise, there's a lot of potential for the puzzles. I wonder how far this idea can go. Well done! :)

Great concept! It's a good idea to balance the game by incorporating warriors, mages, and rogues.

During my first playthrough, I encountered only rogues who entered my dungeon, even though I had planned for diverse adventurers. Is this intentional? Afterwards, I struggled to encourage the adventurers to explore the different paths of the dungeon, as they tended to always choose the same one, despite offering similar routes. To keep them engaged, I found an effective strategy of filling the rooms with a mix of obstacles and treasures. However, my dungeon no longer resembled a typical dungeon. I realized that I expected to fill the rooms with only one element at a time, while the game suggested incorporating multiple elements. Did I understand it correctly? Nevertheless, I managed to attract Grungkor the Great, and it was fun!

Great submission! :)

A cool little game! I love games made with PICO-8; they have an undeniable retro and minimalist charm. Well done!

It was a nice little adventure! I enjoyed reading the dialogues and exploring the world. Plus, +1 for RPG Maker—I made my first games with RPG Maker 2000, and seeing games made with this software series brings back good memories <3 . Congratulations on this submission :) .

Great concept! It was cool to build the dungeon and see the animations during construction :D . However, the game doesn't natively support AZERTY keyboards, so I had to tinker around to be able to play it properly. Other than that, well done, and long live the goblins!

I like the concept! Despite its apparent simplicity and complex rules, the game turns out to be deep and easily accessible. It's interesting to see how you can both try to save the rogue and kill him. Maybe it could inspire two game modes? However, I would have appreciated the ability to play with the keyboard; my mouse is uncooperative, and dragging and dropping rooms was cumbersome. Anyway, I had a great time :) . Great job!

It was overall fun, creative, and beautiful! There are plenty of good ideas and potential. However, at first, I thought we had to save all the pins, but eventually, I realized that we only need to save the one we control. It's not necessarily clear, maybe it needs to be specified? Anyway, it's a great bowling game reversed!

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It's a beautiful platformer, with a cool twist on the theme. I had a lot of fun wreaking havoc with the goat :D . However, I find the controls aren't always intuitive, especially with the frog. We have no idea of the trajectory it will take, and it caused me several issues. Maybe a graphical indicator would help gauge the jumps? Anyway, there's great potential!

I had a great time! The game is quite fun and creative, it just lacks a bit of polish. However, I spent the first 5 minutes trying all the keys, thinking the game wasn't working, before realizing it was the title screen ^^' . The tiles can be confusing at times, as it's not always clear where the path can go and where it can't. Otherwise, there's great potential!

I could play it all day, like the old games of my childhood :D . I really love the intro with that console vibe, it really immerses you in the game!

I found the game fun, creative, and beautiful! Is there an end to the game? If so, I don't know what score I need to reach it. Also, if we take our time to create a quest, our resources increase indefinitely without any penalty. Maybe the adventurers leave if we take too long to respond to them? Anyway, I had a great time, thank you!