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caitlinkeating

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A member registered Sep 05, 2019 · View creator page →

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I don't know who you are, but the rest of your comments and harassments towards my colleagues are inappropriate and dickish. Your profile only looks better because they've removed your worst comments. Do better, asshole! 

This is visually amazing, Yuen! The gameplay is very immersive and the color choice is truly *chef kiss*. Overall, I think your goals and accomplishments in this game were exceeded. 

The strongest part of this game is the sense of a wavering identity. As someone who struggles with mental health, this game spoke to me on a personal level. Along with the shitposty, microwaved memes, it truly felt like someone was peering into my mind for a moment. The satirical tone atop addressing serious issues, like impostor syndrome or having an identity crisis, is strong. This is very relatable for me, and probably others as well. Very nicely iterated.

Overall, great job, and hope to see more games like this from you in the future :)

Daniel, this is great! I loved the chill mood and especially the golden hour effect you chose. Same as Will, we both resonate with this environment and the familiar Marcy Avenue stop into Brooklyn; it immediately reminded me of that platform. I think in that sense, your game is a success-- two people related to your environmental storytelling independently. I really like this, hope to see more. Keep up the good work. :) 

First of all, let me start with wow! The art in this game is incredible! I really enjoyed the tilemap setting as well as the character animations and turn-based element. I think this was wise because it allows the player to see a pretty wide scope of your level design and artistic elements. It was especially strong to have the background elements of the castle as well. One question I have is how you designed the level-- did you use the tilemaps in Unity or was this hand-placed design? Overall, great game, really strong iteration! 

Very, very cool platformer. Immediately I felt the mood of the game upon starting it, the somber tone is really strong. Playing this game really does emulate an emotional response from me. Visually, it's incredibly appealing too. I really enjoyed the hyperrealistic assets paired with the handmade ones-- this is a wonderful effect. I enjoyed how the visuals added to the feelings of depression, being lost, and dysphoria. Overall, a really nicely made game, and I hope to see more like this in the future :) 

This is a really creative game! I hadn't thought of a lawn mowing theme for a game, and I think this is a very creative and interesting approach to the mechanic. I though it was pretty hilarious to see the mobs go flying, as well as the smooth animations-- it's very satisfying to remove the grass. I think my only criticism is just small tweaks with colliders, as others said as well. Overall though, super fun little game.  

This was a really fun game to play! I thought the mechanics were very fun, and I was excited to hear you guys plan on developing this further on your own time. 

I think one of the best parts about this game is the visual aspect along with the mechanics. It feels and looks like a totally classic platformer, and reminds me of the dungeon levels in classic Mario games. Overall, very successful iteration of a platformer. And the color theming was great as well! 

Penpal Kitchen is an incredible game, and I loved watching playthrough after playthrough of it. I would absolutely love to try it, definitely one day when I have access to a VR headset! 

Just from watching gameplay, it is clear that this game is very thoroughly thought out and well-made. I absolutely loved the intro environment, it was a very cool way of displaying and interacting with 2D comics, as well as setting a story. You both have incredible 2D and 3D artistic ability, and seeing them in unison really makes a visually stunning game. 

I think the strongest aspect of Penpal Kitchen is the overall tactility of the game. Although I was not playing it myself, I noticed all the little details present-- ability to flip the notebook paper, a sound on every interaction, and especially the funny effects when you drop your ingredients. This was indicative of the fact that you guys spent a lot of time on every detail of this game. For a VR game, this is everything! Even as someone who wasn't playing, it felt immersive. 

Overall, awesome game, and congratulations to you both on winning a contest with this game!! Much deserved!

This game is an incredible experience and very well made. There are too many strong points to name; this game is clearly well thought-out and uniquely creative. 

I think the strongest aspect of your game overall is the seamless use of multiple dimensions. I playtested the first version of this game when it was still 3 separate projects (!!!) and was already impressed by the use of Twine-like UI, to 2D platformer, to a 3D simulation. The transition from the 2D world to the 3D world was also very cool-- as the player, I did not expect that, and was very pleasantly surprised. 

Another favorite part of mine was the UI/interactions in the 2D world. I loved the popups when walking to interactable objects, as well as the sound design for interactions. I kind of wanted a whole game just about the 2D world; it's very polished in design, and has that Pokemon-like nostalgic feel. Also, props to you guys for hard coding all the dialogue in-- it turned out great.

This is a strong game overall, and you guys should definitely look into submitting this to showings/contests/game jams. I don't have much to comment on in terms of improvement, but it would be really cool to see this developed further. Overall, awesome job!!

I loved playing this game! I was very glad I had the opportunity to play it and also watch the ending in class. 

The first thing I noticed was the choice of mixed media. Right off the bat, I think this is one of the strongest parts of the game. I immediately wanted to play more upon seeing the environment and character-- they made me want to explore and see more of what was created for this game! I think it's difficult to keep a mixed media piece coherent, but this was very well executed in its design. 

The other part I enjoyed was the story progression and level design. I felt it was a very original concept to have a sort of "friendly" bounty hunter. I also liked the pop culture inserts and mix of "modern" media (glitch art, 3D models) with "traditional" media (claymation, hand drawn aspects). Overall I thought this made the progression interesting and well done. 

A suggestion I have is just making the story a little more clear. I think the gameplay and assets are all there, but I really want to know why I ended up at an old lady's house. I feel like she's a specific character and I'd love to know more about it. 

In summary I think this was a beautiful game, and would love an open world version I could just walk in for hours. Awesome job guys! 

This game was super fun to play. I'm really glad I had the opportunity to playtest the first version and see how far it has come! 

The first strength I noticed was the visual design. The 2.5D design is a really good choice for this game, and also a great decision for using the physics engine. I was really impressed with how the 2D assets were rigged like a ragdoll and also felt it was very QWOP-like-- which I enjoyed. Overall, beautiful 3D background art and 2D asset designs! 

Another strength I enjoyed was that you added the little girl on the shoulders. I remember back in development, it was unsure if there would be a player atop the other, or other characters. I think this was a good choice and made gameplay interesting.

In terms of suggestions for improvement, I think this game is very polished already. I think my feedback would be aimed towards the development itself, as we spent a bit of time together playtesting and discussing this game.

 As a playtester, it was uncomfortable when my feedback was talked over to debate decision-making. I would suggest keeping those conversations for after the playtest-- it will keep your playtesting sessions professional, and allow you to receive feedback. 

Overall, I felt that this was a great iteration of this game. I'm so glad to see it come so far after only a couple of weeks! Great job and keep it up. 

This game was so satisfying and relaxing to play! I really enjoyed the experience and would love this as a full game. 

I think the first strength I noticed was the smooth mechanics. I really liked the platforms that you were able to generate with the flashlight and move. I think this could be polished in terms of the cooldown, like others have said. 

The art and music were also huge strengths! I loved the theming and felt it was very cohesive and originally designed as well. 

One area of improvement I could suggest is just tiny fixes with mechanics. Jumping on the edge of the platforms allows a double jump, which is a super common error I think almost everyone's platformers had. Another mechanic could be fixing the cooldown as I mentioned earlier, as I see others have suggested some good ideas.

Overall I felt this game was very strong in its design and execution!

I really enjoyed playing this game! I also played this solo, but I still tried out all the mechanics and played a round against myself.

I think the first thing anyone will notice are the amazing visuals-- the asset and level design are really nice! It's very satisfying how the characters are animated as they're moving, and all the assets look properly scaled and polished. I think the theming and visuals are great. 

Another aspect I found super impressive was the wide range of player mechanics. I playtested the very first version of the "click to move" and "phase through walls" mechanics-- and they have come such a long way. I'm surprised at how many other ones you added in the meantime-- especially all the attacks and traps. I felt this was a very strong aspect of the game that could definitely be expanded upon in a future iteration.

As far as areas that could be worked on, I can only comment on a small part of the gameplay experience, since I played by myself. In terms of mechanics, I think that the wide scope is a strength, but the many controls became difficult to recall later. I think it might be the fact that you have to remember both how to set traps, and also how long you need to hold the key down for them to place. It might be a good idea to have a little guide somewhere on the screen for the players in this case. 

In terms of errors, I only encountered one. The "pull" function for player 1 can be exploited by pushing instead, and it would also be good to note that the player should press Q again to release. Otherwise the game ran very smoothly and I didn't encounter any other problems!

Overall I think this is a very strong iteration of your game, and could be easily polished for a further version. Keep up the good work! 

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I really enjoyed playing this game! Zompire reminds me of old flash games I used to play in the browser, especially the mechanics like pulling platforms, ragdolling upon death, etc. I think the strongest part of the game is the puzzle aspect. I personally thought the zombie's movement speed was well paced, the gameplay was smooth (especially the animations), and it was well explained in the beginning. One thing I think could be improved are the instructions in the beginning, since I think the "spacebar" listed as "s" for climbing walls is a little unclear. I think that perhaps a background design or lore would also be good for context, as Ava mentioned in her comment. 

I think this game has a lot of potential and is going in a very good direction design-wise!