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CallumKeene

26
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A member registered Aug 05, 2020 · View creator page →

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I am so bad at this game but it's a great puzzler. If you develop it further, you may want to give the player the option to turn on visibility for the trajectory? I'm kinda thinking of the way you could see it in Peggle if you turned on that mode. 

Great work!

This was a cute and clever take on the theme. I really enjoyed it!

This was a cute and clever take on the theme. I really enjoyed it!

Thank you! Blame my bad art for that one...

Haha I joked with a friend yesterday that if I really wanted to make a hard mode, the healer would run around and break LoS. XD

I like the story premise! If developed further, it would be nice to see the graphics tie into it a bit more. I also could have used SFX and maybe a flash or screen shake when I take damage, but obviously 3 hours is not a long time to get everything in.

I suck at this game but I still enjoyed playing it. Great job!

Cool little game! The death particles are great. If you bring it forward I'd like to see more juice added like that, but as it stands it's simple and fun.

Great job!

Very cool and original idea. Like others, it took me a bit to figure out. If you develop this more, maybe a short tutorial? I would also love to hear tense music during gameplay.

Great job!

Fun little wave shooter! I didn't understand what the non-heart pickups were.

I also wanted some more feedback on hit, maybe just a white flash on the sprites you hit? 

Great work! Perfect for the theme.

Cute game! I love the player character. The animations are solid. Also love the music and SFX.

Is the upper right number a countdown timer? Because it's currently going into negative. I also think the game could be a bit more difficult across the board. Even the fastest was pretty easy.

Great job!

Thank you! Yes, for the future I've already put in a variable that triggers once you go through the tutorial. The items snap back when they come into contact with an occupied space, but once I get a grid system in I don't feel that will be necessary. 

This is a fun one. Gorgeous art, focused concept. You knew what you wanted it to be and stuck to it.

I could see this being expanded, but honestly just adding in music and SFX, maybe some VFX and other juice for polish and it would be good to go as a small but enjoyable puzzle game.

Great work!

It's awesome you were able to get your kids involved with this!

I think it's a decent start to a platformer. I agree the enemy hitboxes could be tweaked. Good practice is to make enemy hit boxes slightly smaller than you think they should be because it feels more fair to the player.

I would've liked a quick reload option. Like just hitting R to reload the level since it's possible to get stuck and be unable to jump back up. And if you develop this more I think it's worth tweaking jump speed and gravity to get it feeling just right.

Great work! This is my first Trijam as well and 3 hours goes by so, so fast.

I'm glad to see someone else thought of inventory management for this jam theme! I really like your take on it. Combining items is fun and responsive. I agree with others that number keys would improve the experience.

Part of me wishes you could overwrite a slot's contents if you don't have a matching item, but I do like the strategy of not locking yourself into one type of item. Maybe you could overwrite but at a penalty to your score? 

Great job!

Great game! I agree with others, you should continue working on this and release it!

I'm unsure if it was my monitor, but I had trouble seeing the enemies. That was my only real frustration with it. It's otherwise very responsive and the reload time is incredibly generous, but not in a way that makes it feel too easy.

Future iterations could possibly include random powerups that change the way you use the light, and of course different styles of enemy.

Great work!

I love that you included 2 death animations in this. The art is delightfully twisted and the fast pace of the game keeps it exciting. 

Not sure if this was just my computer or the intended design, but audio didn't work for me until the timer reached 10 seconds. (Made me jump to suddenly hear sound, haha) 

For future iterations I'd love to see a simple animation of the character lifting its arms when it comes into contact with a box. Just a polish thing. I agree with another commenter that you could probably decrease the level size by about 20% and have a much tighter game. 

Great work!

Thank you! Yes, snap to grid will be one of the major changes I'll make before completing the game.

Thanks for your feedback! Yes, my preference would be items snapping to a grid. It's obviously pretty buggy what with players being able to place items mostly out of bounds and still get points. 

I originally did have just 10 items spaced out. In the end, I think that's best considering you have to spend time sorting through items in the pile right now.

Thank you! Diablo II was a big inspiration.

I agree on the time crunch. At least that issue will be an easy fix.

Thank you! Yes, I'm going to continue with it with the intention of making it playable on mobile. It's sized for it, I just couldn't get all the touch commands working properly.

Hey a fellow Construct dev!

This was an interesting idea. The art assets were used well and the systems in play all seem to interact well with each other.

As an idle clicker game, I do think it could use more to click more quickly. Future additions I might like to see are music and SFX (SFX I think are a big part of clicker appeal), and maybe specific items. This may be beyond the scope of your vision, but it would be cool if a customer walks up and has an icon for an item over their head and you have to click it in time to sell it to them. The more storage you have, the greater your chance of having all the items.

This was a really impressive submission for 3 hours. I like that the order of how you do things matters.

I do think there could be a bit more clarity. Maybe if the game is developed more you could consolidate the icons for spells and have a tooltip that states how many slots they take up this time, and on each subsequent cast. Also more variety in spells to fill up those pesky gaps.

Overall, fantastic job!

Thanks for the feedback! 

Definitely intended to call back to RE and then old dungeon crawler games. As for some objects not moving, in the future I'll be having them spawn a collision box that will hopefully give more leeway for clicking and dragging. 

Thanks for your feedback!

Yeah, items not moving was a big problem. In the future I'm going to just have them spawn their own collision boxes so the player can drag that. I think it will be much more responsive.

Agree with other comments. Great use of art assets. Controls are responsive. Gameplay does get a bit repetitive but that's to be expected when 3 hours is only enough time to drill down to one core concept.

For future work on this title, I'd love to see background music added in as well as some wrinkles to add in difficulty. Less time each round as you continue on, obstacles in your path, exploding boxes, etc.

Great work!

Cute graphics and sound design. I like that the physics are a little wonky--I think it makes for a quirky game.

If developed further, I'd ask for more precision in picking up bombs (it's way too easy to grab a whole cluster) and more clarity on which scoreboard is the one we should be looking at.

Great work!