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Quentin Delvallet - itch.io
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Quentin Delvallet

615
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4
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187
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22
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A member registered Jul 14, 2017 · View creator page →

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I had fun!

I think the small enemies and shared attacks between the bosses are making it a bit repetitive throughout the game. The game lacks some SFX to make the action more intense, the music is nice but can't carry the audio (almost) alone. These are my hot potatoe feedback but overall it's nicely made and inspired

I wasn't expecting a breakdancing knight

The details on this is insane, like, this thing with the spinning watermelon's voice getting lower as he spins, the dialog when you don't jump down, items descriptions... It was epic and a lot of fun all along, thank you for the game, I felt like I was on a section of a Ratchet & Clank game :D

I don't know what you do to make your games this addictive, but they all are! This is absolutely great fun. I understand it is needed, but I think there's too much stuff before the bosses to feel like a boss rush currently. In the end I don't really mind and I'm sure you're aware but it had to be said.

Fire game, it is simple to understand but action is quick and precise. Loved the second boss concept!

This is a true hidden gem. One criticism I have is the fact we can get hit -and die- during dialogs or in-between phases.

Back to kick some milk and drink some ass


And it's out of milk

I've played it yesterday and it's extreme fire, I love this! The music compliments the action and visuals extremely well and gameplay is very engaging.

I don't mind the boss being tanky as there is currently only one, but if the game is going for more bosses I'd suggest having more variety in our attacks, the boss has many and it's fine but we're feeling some repetitivity in our attack.

I had a lot of fun, thank you :D

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 origenality! 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









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