This game is very addictive! The mechanics are great, the impacts from the boomerang are really satisfying and the different kinds of enemies force you to adapt your gaming style.
Cedric L. Martin
Recent community posts
I admire people and teams capable of pulling off a 3D game, especially for a game jam! The gameplay (and literal) loop is fun, and managing all the different aspects (shooting, repairing, steering) at the same time adds back the tension that is lacking in the naturally slow pace of the ship. Well done !
It's so polished and clever ! Slingshooting yourself around planets to make your way through space is an unique interpretation of the theme. These physics must be a nightmare to implement. Good job in doing so ! The game is hard, I guess my little stardrops will have to wait for someone else to rescue them ^^'
I feared I wouldn't be able to get into this one at first, because the vehicle isn't quite manoeuvrable, but it totally is the point : the faster you go, the more agile you are (if such a thing is possible !), and the layout of the room is designed to put some obstacles in your way. It would have been nice to have some HUD that would show you how many ghosts you captured in real time. But when you complete a loop and see your catch vanish in tiny particles, this feels so satisfying ^^
Really unique and meditative ! The art is great, the sound design immersive and there is a story too (which I see for the first time in this year's GMTK game jam) ! I appreciated the incentive to stamp the tickets in the center, so the player has at least a little challenge in a contemplative game :)
[Translation below]
Bonjour tout le monde !
Je vous présente Le poème oublié, un jeu à propos de poésie !
La poésie épique est différente de la poésie lyrique, qui se concentre surtout sur les sentiments et autres pensées abstraites. Une épopée raconte une véritable histoire, seulement elle le fait en utilisant les contraintes de la poésie.
J'aime les épopées et c'est pourquoi je me suis mis à en écrire. Pourtant, il m'arrive d'être découragé par la lecture de plusieurs milliers de vers (ou lignes de poésie). J'ai donc décidé de réaliser cette petite expérience.
Dans le jeu, vous assemblez les lignes éparpillées d'une telle épopée. C'est la seule façon de découvrir ce dont elle parle. L'idée derrière ce principe est qu'en manipulant des vers, comme de mystérieux objets venus des temps anciens, vous seriez poussés par la curiosité de découvrir le poème.
J'espère que vous aimerez !
Hello everyone !
I'm just releasing Le poème oublié, a game about poetry ! As you guessed it from the title, and since I haven't got the skills to translate it to English, the game is only available in French (my mother tongue).
Epic poems aren't like lyrical poetry, which mostly deals with feelings and abstract thoughts. They actually narrate a story, but within the usual constraints of poetry.
I love epic poetry and that's why I do write some myself. Still, I find it sometimes tedious to sustain the effort of reading a poem of thousands of verses. So I decided to do this little experiment.
The game is all about piecing back together the multiple verses of one such epic poem. It's the only way to find out what the text talks about. The idea is that, by having to handle a handful of lines at a time, like some mysterious and ancient artifacts, you could be kept curious about discovering the poem.
I hope you enjoy it !
Introduction:
Set an aquarium of evolving critters on your desktop !
https://cedric-l-martin.itch.io/hydras
This cellular automaton is designed to do two things :
- Produce self-replicating structures. They do so by laying out patterns that resemble Sierpinsky triangles.
- Make structures that evolve over time. This happens in a deterministic fashion, as the rules for their evolution are embedded in the rules of their interactions.
Warning:
I post this software now specifically because I lack the skills to optimize it and have given up on trying. Launch it if you dare put your eyes on a fps count below 10 ! I'm actually new to programming and cellular automata, and I will try to explain what I was trying to do as clearly as possible.
Cellular automata:
This cellular automaton is inspired by life-like automata, in which a grid contains cells that update their state at each time-step, based on the states of their neighbors. Depending on the rules governing these interactions between individual cells, complexe structures can emerge, that are stable, periodic or can move around. The most well-known of these is the eponymous Game of Life, by John Conway, probably because it is one of the simplest and yet it can yield a fantastic array of complex behaviours.
Details:
Including the empty one, there are 15 states in this cellular automaton.
Only empty cells can change states (In the software, filled cells fade away because I have integrated in them a timer in order to free space so that structures could continue to grow indefinitely).
To update its state, each cell checks its Moore's neighborhood, which designates the eight adjacent cells.
A cell changes its state based on that of its neighbors, but it won't do so only according to a set of pre-defined rules. Each cell contains not one state, but a string of states, acting like a genome. Then each unique neighborhood would point at a different position in the genome, and the character located at this position tells the state of the cell in the next time-step.