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Quentin Delvallet

607
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4
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178
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A member registered Jul 14, 2017 · View creator page →

Creator of

Recent community posts

Thank you! Four days actually, it was for a game jam

Oh you're right, I've changed the key mapping in the newer version but did not thought of that, thanks!

I did nothing special for the 2D physics to work on web really, make sure to not have too many unecessary collision detections or too complex polygon shapes, you may also have to change global 2D physics parameters in the settings
If you have code around collision you may want to use _physics_process instead of _process, there's lot of direction to work to improve performances

I'll check it out

Ahah ^^ I remember quite well about your game too :D

I say that without lying but it might be the most fun Tetris variation I've played, and there's a lot of Tetris-inspired games!

This is a 10 out of 5 in style in my good, crazy good looking!

I can't say gameplay was as interesting, it's short so there's no time to get bored but it lacks ideas and mechanics I think, it's more of an experience you want to see until the end than a game you want to play

Oh no, I can't find a game, did you guys removed it?

Yes, it broke into multiple part and then lost my parts one by one even if I got new ones

Okay it was definitely a bit of fun, it reminds me of Pink River from GMTK 2020 in concept, but gameplay is new ^^ Artstyle is such a pleasure too. I started randomly dying on level 5 and couldn't figure why though

Gravity is too brutal, we hardly have time to react of can balance on the egg

Hi, your game is a platformer, you should focus on improving the movement feels, adding things like coyote time, buffer jump, improving the hitbox, improving the gravity (character feels floaty). But it's a cute idea in general ;)

Not as powerful as you 8)

Okay so this game keep on surprising, I'd suggest anyone reading this to not quit too early!

Great ideas, thanks!

This is what I call originality! I felt a tiny bit lost at first but I think it's a good thing to not explain to much on gameplay, discovering how things work by yourself is a very good feeling, congrats!

That was a fun concept actually, thanks for also putting giraffes in the game ^^

Supercute game, I love giraffes! Thank you :D

(2 edits)

If you have questions don't hesitate to ask me! It's something I've written very quickly and I assume people have basic Godot knowledge already

Here's a rough description on how to do this ^^

https://quentindelvallet.itch.io/catbox/devlog/785563/how-to-do-a-recursive-dime...

278.

It's a fun platformer  with great visuals!

It's all an illusion using Godot viewports! Might do a devlog this week on how to do that ^^

I can't individually respond to everybody but I love you all for enjoying and playing my game 😭

Oh there absolutely is a level select, check the main menu again for a surprise 8)

Thanks for enjoying!!

"I guess I could do $3.50"

Can also do 360s in the air 8)


Okay, so this is extremely sick, I have nothing negative to say, the polish on what is there is on par with full game releases. I loved the non linearity of level design, the dynamic gameplay, the visuals, everything, I played it more than I should have. The last level was quite a challenge, but it was mostly about me ignoring the green things at first and then being dumb on wall rides.

Also score to beat on first level

You need to step on the key to go grab the box, to then step on it and bring the key to the box. The key slides a bit so you might need to be precise on throws

Thanks for checking my game and good job on the victory!

The cheese wizard is indeed too powerful, but cheese is also very good so hey

Thanks for playing and for the feedback!

Yes, a tutorial is missing and I should add some text in my description to describes things a little

(oinks in gratitude for checking my game)

It is indeed very chaotic with not much balancing, kinda part of the fun, but will definitely need tweaking if I make a full game out of this.

cheese wizard.

I just checked your profile, I'm honored to be visited by a wizard fan ^^

In my initial plans I had a lot of goofy elements but those are hard to come up with and they usual don't merge well, that's why I went with more traditionnal things like fire/water, BUT THE CHEESE WIZARD STAYED because cheese is cool :D

The performances are definitely more of a "me coding" than the web browser, there's more work on that to do. Yes, readability is kinda in a weird place right now, being also a full game design element (shadow blocking view). Most spells right now are huge AOE because I couldn't come up with a cool way of coding more fancy area effects (but I know now!!)

Thank you for the big feedback and for playing o/

Thank youuuu

Thank you for playing!

Yeah, there's actually very few verifications for these kind of things yet é_è

Thanks for playing! Yes fair feedback, I'll consider all of this if I'm making it a full fledged game :)

You have my thanks for playing and giving feedback!

Yeah, I agree, the strategic elements and balancing are not quite there yet.

Thanks for playing and for the feedback, I hope you met your deadline :D

I'll say I'm not fond of an undo button, live with your mistakes! My philosophy for this game is more about fun chaos instead of tight difficulty we could find in usual tactical turn-based games, so a mistake shouldn't mean the end of a battle.

Thanks for playing and giving feedback!

Yes, the "end turn" button was necessary and I added that :D

the best magic

You are cool, thanks!

Hi, you should add the "fullscreen" option to the project parameters on itch


Because right now it looks like this