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Francois van Niekerk

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A member registered Apr 04, 2014 · View creator page →

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Ah yes, I did miss exactly that connection. Played a bit more now, beat the (first?) boss, got the spit power and another 2 hearts. Keen to come back another time and play more :)

  • Really cool, a lot of polish here! Adorable character and atmosphere
  • Appreciate the map :)
  • I found the hitboxes on the spikes a bit too big? I found it difficult to teleport through them safely, even when I was being careful
  • There were a few places that required me to jump out from under an overhang and midair control to get on top of it. Those weren't so much fun
  • The one heart that's blocked by a leaf felt a bit meh, cause I navigated the spikes, only to get there and discover I couldn't get the reward
  • The little village was v cute. AFAICT there wasn't anything to do there?
  • I couldn't find the power to unfurl the green leaves? Felt like I looked everywhere I could. In the end this became a blocker for me :'( 
  • Great vibe!
  • I fell down when I was quite high up the tree :'(
  • Felt like it needed a bit more time to bake. More level design near the start, some more bug before you need to scale a tree, that sort of thing
  • I would have liked to play and see more :)

Nice! Quite a lot here for a jam! Here are things I noticed as I played:

  • The movement is very slide-y
  • The embedded web view crops out a lot. That's something you can edit with itch's settings
  • When enemies are on small platforms they can quickly flip left-right and it looks like they're bugging out
  • I think the character has friction with the terrain when moving vertically, so it can make it harder to jump up tall gaps
  • I didn't know I could wall jump until later. Did I miss an instruction?
  • Once I got the fire power, I couldn't figure out where to use it to progress. I expected it to defrost the frozen tree near the start.

Hm... it seems like it does indeed. Sorry, I might be confusing games a bit.

From your recording, it looks like it's a lot smoother than when I played it. It might be that some stuff is a bit more framerate dependent? Or it doesn't play well in Firefox? I'm not sure, sorry.

For movement, I think platformer polish things would help a lot, like coyote time, input buffer, etc. 

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Fun little experience. I got to the end with 1/2 flames and 3/8 crystals in 5:20.51. I would have played more if there was a map or the levels with a bit more distinct so I could find the rest. Don't know if there was a way to attack the enemies, but tanking them also works ;) I didn't hear any audio (noting cause you have a composer on the team?)

  • It took me quite a while to figure out the attack went to the mouse - thought it was keyboard-only controls initially
  • The platforming could be more polished (coyote time and input buffering)
  • There were little things that looked like terminals and messages, but I couldn't figure out how to use them
  • It didn't feel great when you try shoot and the orb is in a wall
  • Sometimes I can jump up 2 boxes, sometimes not?
  • I enjoyed getting a 2nd orb
  • I fell into a pit with a down green arrow and couldn't figure out how to escape or continue :'(

This seems interesting, and I liked the initial impression I had (the art is nice!), but it was basically unplayable for me due to how laggy it was :'(

There's a lot here, but also feels like you ran out of time:

  • Movement feels like it could be polished more
  • My health never goes down when hit?
  • Some of the initial platforming sections are a bit frustrating

Overall it feels like there's a lot of refinement lacking, but also a lot of promise if you keep working on it :)

We just pushed a small fix for this bug :)

Just uploaded a small update that should fix (or at least help) this

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Oops, that looks like an engine bug! Try restarting the game (it saves all your progress)

It might also be better if you play the downloaded build, although saves won't transfer between web and downloadable

Sorry folks, we didn't intend this!

Hi, we replied to your email back in January with some questions. Please reply to that instead of posting here. Thanks!

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Sorry, the engine is quite janky! It should save your progress after every action though :)

Oh no, sorry about that! We'll have to put out a fix

Thanks for playing! The arrow is a measure of the force and angle used to launch yourself, not a prediction. I can see how that might be confusing though!

Great game!

Congrats to FireRuin on a 37m16s any% run. Can anyone else do better? https://www.speedrun.com/UBN/runs/yvnjl8om

Thanks for the suggestions! If I'm understanding, I think there are two suggestions here that could be considered separately:

  1. Enemies don't move/react indefinitely, when the player isn't doing anything.
  2. There is a more nuanced aiming system where the player is rewarded for careful timing (a la The Pathless).

I like the idea of 2, either what you suggested exactly or something like it. It would add some more skill potential and a higher skill ceiling, but (probably) not generally be needed to beat the game (maybe the bosses need you to do it a bit).

I'm a bit unsure of 1. On one hand I can see how it can make the game more strategic and more thinky, but I'm not sure if that's better. I think maybe part of what works is that each attempt is quite quick and you can try again in an instant. If time fully stopped like that, I wonder if it would slow the game down too much? When we tested things like this, we felt like it made the game too "turn based" and a bit less fun.

But... maybe there's a power that does something like 1? Once per attempt you can freeze time until you act again. It would allow you to insert a breather into a run to figure out your next move. I'll give it some more thought! Thanks for the feedback :)

Not until we put out a bug fix, or you hack your save game, sorry!

Oops! It's a boss enemy that we removed because it was too hard. Sorry about the bug! 

Fun concept! It was quite tough to get more than a few gems. I tried to decrease my light and run away, but they easily caught me. The movement is very "pac-man" as in you move until you hit a wall. But it's also quite zoomed in, so I don't have much peripheral vision. Maybe it would be a bit easier if the movement was more directly controlled and this applied to enemies too, so they would stop following you and return to a patrol route or something when you turn off your light? Feels like a bit of tweaking could make this much more interesting :)

  • Interesting premise, and it feels like there's the core of something compelling here :)
  • I would try cut down on the initial text to make it easier to get into it
  • It was a bit confusing that I couldn't embark on the missions until I had a non-specific amount of fuel and oxygen. I just had to buy more until I had enough
  • I eventually found that I can see the costs in the encyclopedia
  • After a few missions, the story is starting to unfold, but I didn't feel like there was much gameplay here, I'm not really making super interesting decisions. Either I have enough resources to go on a trip, or I'm repeating a mission to get enough
  • I had to keep scrolling down to get to the options. Would have been nice if the UX was a bit better. There's a lot of clicking between different menus and it felt a bit clunky
  • I was a bit disappointed to see that where wasn't more after I got some moonflowers. It felt like it was building to something but there wasn't a big payoff
  • Oh I got more moonflowers and then retired. That was unexpected, but it didn't feel super satisfying? I was expecting there to be some unfolding story from that point
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  • Interesting concept!
  • Great aesthetic overall :)
  • I didn't realise I needed to memorise the lyrics, so I did really badly my first show. 3/27 I think
  • I think it was a bit harsh in judging and it was maybe case sensitive?
  • Maybe if you indicated the difficulty of each song, like the number of words?
  • I had some sort of bug after the first show. I clicked the little fix button on the side, but it didn't seem to fix everything: the old lyrics stays while picking a new song, and the new song lyrics didn't show up
  • I tried to restart, but it seems to have persisted my broken state :'(
  • Great atmosphere!
  • I was confused if the blue pills applies to the turn I'm doing now, or the one after
  • It was unclear when/why you can pass or when you're forced to take (I missed the pass count cause it was far from the button)
  • It feels like the decisions are a bit too easy. Generally I take if I can do it without dying, and pass if I can't. I think the one thing that makes blackjack work is that you don't know what you'll get when you hit
  • I wonder if you could make it a bit more interesting (decision-wise) if you strung together a few of these games
  • I do wonder what the game is trying to say about peer pressure...
  • Fun little game! Nice complete end-to-end experience :)
  • I enjoyed the level of polish and the pretty art
  • I liked how you tell your life's story, but the later decisions are maybe more impactful and you need to know when to use/keep the coins
  • I like how almost everything is quite diegetic
  • Immediately intuitive and easy to understand
  • There's generally a lot of polish, but a little more feedback/juice on the counting and hitting/missing the target would be cool. Think Balatro levels of juice :)
  • I didn't visit the shop for first 2 rounds. Was nice to get interest, but I also missed seeing some cool stuff. Maybe make that a forced step or add it to the screen so it isn't behind a click
  • I didn't realise how the 50% off coupon worked and that I had to activate it. I thought it was a passive
  • I expected reroll to be the opposite: click to lock dice and the others reroll
  • I thought rerolls were for each round, not consumables. I would be more keen to use them to try push my luck and boost my score higher
  • The bonus cash for overshoot made it a bit too easy. Buying more dice is almost always the right move as they pay off quite quickly. If the bonus cash was limited a bit more it would make the decision more interesting, like get 2x the target to get a flat $2*round bonus
  • Wild idea, but what if your next round target was what you got the previous round?
  • I stopped after getting to round 15. Had more dice than I can count and it was getting laggy. It was pretty fun up to this point, I had just escaped the curve
  • Oversimplifies game dev and makes it seem too easy. Highly insulting /s Honestly the truth is we all wish it was this easy ;)
  • Art and polish is really slick!
  • Some of the text is a bit small to read in the web view, and it didn't fullscreen properly.
  • The devs didn't always reassign themselves properly and I had some sitting idle. I guess a realistic scenario
  • When the 5 year column opened up, I had to hold back a tear
  • I enjoyed being the one to prototype and then handing it off to a team to produce
  • There doesn't seem to be much difficulty/downside. When I got to $1.4M I retired
  • Waiting to cash out my $1.4M any day now...

Top-notch deckbuilder tightly packed with a lot of depth and encrusted with shroomy atmosphere!

The sequel Jetstream (https://jetstreamgame.com/) is available on desktop and hopefully mobile soon 

I'm sorry but no, you can't rehost our game on your site for free. If you'd like to discuss a paid license, you can email us at info@clockworkacorn.com to discuss terms. Thanks!

That's weird! You can email me at francoisvn@clockworkacorn.com. If you have a screenshot just before the crash, pls also describe what you did next to cause the crash. Thanks!

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If this happens again: could you please share a screenshot to help us recreate the bug? Thanks! 

The best roguelike snack-builder! On a platter of its own

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You can email them to me at: francoisvn@clockworkacorn.com. Or you can upload them on our Discord: https://discord.gg/AXHEZBsb5V

That might be related to the graphics issues, but honestly it's tough to say why that's happening without some debug logs. The same workarounds might also help there