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VictorGladys

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A member registered Jun 13, 2018 · View creator page →

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Like others have also stated, I absolutely adore this game and have fantastic memories of playing this game back in 2016.

A few days ago I booted an old android system and was delighted that it still had Psycard installed, since prior to that I hadn't been able to redownload and play it on newer devices.

Super happy to discover that it can now have a second chance to reach a bigger audience :)

I will try this in a few days (currently travelling). It sounds like a lovely idea! As others mentioned, the river is very appealing visually.

That's super sweet! I'd love to hear how it went :)

Fira is a great suggestion. It looks much better! I also added a version that is less readable but fits the setting.

This submission oozes theme! The combination of late middle ages and the pack of cards is a fantastic marriage, as they were introduced to Europe in about this time period. I'm sure this was intentional, just wanted to say it didn't go unnoticed.

The brief mentions of the supernatural (demons, necromancy, clairvoyance) juxtaposed against the more familiar backdrop of the late middle ages get the gears in my brain grinding, as do the suggested adventures.

I'm excited to bring it to the table. Quick question regarding the rules- depleting the deck seems like a corner case that should rarely happen, but it is not covered in the rules. Maybe a reshuffle would do?

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Thanks for checking out the game! If you manage to bring it to the table, I'd love to hear about your experience with it. Personally, I feel like the roleplaying part is maybe a bit too decoupled from the mechanics/bluffing (the only link being that the bluff might (un)intentionally become apparent from the roleplaying) and I'd love to discuss how the coupling could be strengthened.

I love that the impulsive choice to have the qualities start with D made you smile. :)

Also, now that you mention it, the font is a bit bland. I'll look into something that supports the setting a bit more. I'm afraid it could cost clarity though. I'll check out your submission to get an idea of how to maintain that.

Really fun! A bit frustrating at times, if the AI doesn't want to follow, or gets overwhelmed too hard by blue, but that's part of the charm :)

Super cute!
I liked the idea of cleaning to make the nights easier, but the way the weapon worked it didn't feel like it made much of a difference as long as the monsters were clustered together. If you were to continue developing this I would make the impact of not having cleaned up enough more severe. Maybe you could get fired for not keeping clean? Then clustering the enemies during the night in order to make cleaning easier like another commenter mentioned would be more important.
Cheers! :)

That's amazing! I think definitely the current high-score from what was reported in the comments!

I think ~20%, 50-60% and 95% are the areas players are most likely to get stuck, so if you come back to it, you're almost there ;)

I liked the control scheme! Opposed to our game, it helps that the sword has an obvious "frontside", making it less difficult for the player to know the direction their boost will go.


I had a bit of trouble where if I fell off (in the first room), there didn't seem to be a game over trigger but also no way to get back up, so I had to quit the game and restart. No trouble ofcourse during a gamejam, but just wanted to mention in case you didn't find that one yet.

Sweet! I think the controls are a bit similar to your game where you have to rotate the sword and then 'boost', but I guess having the camera rotate as well makes it a bit harder at times :)

Glad you liked the panning intro! We were quite surprised how effective it was to set the mood and tutorialise the track :)

Thanks!

I think the reason why combining boulder rotation with camera rotation made sense to us is because there is not really a "front facing side" for a boulder, unlike a humanoid character model. As a result, decoupling the two would give you no sense of which direction "pressing forward" should imply.

Definitely something to think about though. Maybe "forward" could be "towards sisyphus", and then a separate camera rotation could be achieved.

Vey cute! The second and fifth levels were certainly the hardest. Sometimes I could use some reasoning to the puzzle, but there was a lot of trial and error needed.

Cute game! I liked that you as the player basically make a puzzle for yourself to solve.

Cute! Didn't know Magnus Carlsen would like pawns that way..

Perfection!

Very cute game! In essence it is a simple point and click adventure, but I like the creativity that clearly went into it, and the unorthodox traversal system :)

I think I just got it too. If you have the rope and interact with climbing the plant, you cannot grab the rope without climbing up, and you can't climb down without dropping the rope, so you are locked out of using the rope elsewhere.

Nice voice action! Actually inspires me to try to work that in in a next gamejam too :)

The puzzles were nice, even if a bit on the easy side, but they were a good distraction to keep invested in the gameloop.

I loved it! Really fun, tapping into my pokemon battle roots and even including a 'struggle' xD

Very charming art and story!
The puzzles felt clever and didn't overstay their welcome.

Hey 20% is quite respectable! I wonder if you used the boost to launch Sisyphus?

I love that you enjoyed the theme that much! We were also laughing a lot at the idea while programming :) I had to go and check out your Sisyphus game and it is really well made! Love the humor, general art style and music choices :)

Haha, yeah, rocks generally aren't the best option for that huh? XD
Thanks for playing, and thanks for the compliment!

Thanks for the review! I do like that you take into account the target audience for the janky controls ;)
Yeah audio often takes a back seat in our gamejam submissions.. :'(

Damn the voice lines really add to the game! Did you do something special in post-processing them?

Very addicting :)

Ab-so-lu-tely terrifying! I love it :D

This was super fun! I too love the extra challenges each level brings, and how consistent the art stays. Current highscore is 2245, but I will be sure to come back to this :D

Cute game! I especially like how snappy it feels and the fact there is a nice tutorial that's quite clear.

I didn't like as much how different the roles of you and "the other players" are. Since only the player loses if somebody has no cards left, the best strategy for the AI players if you get close to three sets should be to steal until they have no cards left, losing you the game.

That's awesome! Sisyphus appears to have been a relatively popular theme huh? :)

I really love your art style!

It's a steep (pardon the pun) learning curve. And jankiness. A lot of jankiness.

Thanks for playing and I hope you had a bit of fun :)

Thanks a lot! We were also really happy with how the visual style turned out.

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Thank you so much! Give your brain some well-deserved rest.. I don't think this is a thing brains were made for...

It is definitely really hard. At the start My colleague and I were scoring around 10 points on average as well. Your brain needs to keep track of two objects at once and the fact that shooting with one character messes up your position on the other is something that it only slowly gets better at.

Our music guy had this crazy unachievable score of 55 which was unbeaten until yesterday, where I got all the way up to 60 :D

Haha well now you're flattering me!

I got to 9 shapes I think, but I will come back to it to reach the 15.

Hey this was great! No need for questionable optimism, I felt the fun you had while making this :)

So I got around to playing your game! This game is awesome! Super hard to master, but oh so simple to understand.

I love the voices, music, silly faces, theme. This is all 5s from me :)

The light didn't rescue me at the end and just left. I don't know why but it felt like a she ^^

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Well that was quite awesome! The soundtrack was quirky yet pleasant without becoming overbearing.

The artstyle and game mechanic felt very VVVVVVy, but that is definitely a good thing.

I see some other reviews found the world too big, but I think it's exactly the right size. I also felt like there was a natural progression as to which area would be discovered first. (I went north, south, west)