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Krad

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A member registered Dec 02, 2023 · View creator page →

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Wow awesome roguelike type game! I think the music and sfx were pretty good too! The only thing I wished was more clear visually was the spinning light things since they had like a glare thing that looked like something I had to dodge (same color as the other attacks that were shining lights). So it was a bit confusing.

Oh, a 2D Stanley Parable sounds actually pretty interesting! I really enjoyed how the game reacted to the player. Not sure if that is something you would do in this game, but I understand wanting to use the game as a medium of expression.

I really like the visual direction and concepts in this game! I don't know if I did it correctly, but I picked up this item from the ground that looked like a shell or battery then my screen turned black and ended there. So, not sure if that was the ending, but looking at the screenshots, I might have missed a few things. I think the main concern for me was the settings menu. I could open it but then there was no mouse cursor so it was hard for me to navigate and lower the sensitivity.

I really loved the art and music of the game! From the first cutscene, I understood the mood of the game and prepared myself but oh man, the ending still hit me hard. Great job! I also enjoyed the transformation mechanic. It would be nice if it was used only for certain situations though because right now it feels like the human form is unnecessary. I can see that there are other locked transformations though, so I can see that the game has a lot of potential to grow! I hope you can flesh out the game a bit more!

Fun little game, but not sure where the invincibility comes in. I also wished the character's levels carried from one stage to the next. It would also be nice to have some choices to choose from when leveling to make the gameplay a bit more dynamic. I liked the different types of enemies though!

I really enjoyed the sound track! For some of the puzzles, the space ship crashed into the spikes for me, so I didn't need to do anything haha. The dialog is pretty funny too! I like how there were a lot of stages and mechanics that were slowly added over time. 

Oh, space bar for the interact button actually makes a lot of sentence! I will definitely change the button layout so it is easier to move while picking things up!

Thanks so much! If you have any specific feedback, please let us know! We plan on polishing the game a bit more after the game jam. So far, we are planning on adding UI elements to see sanity levels, fixing animation bugs, and making the ghost have more visual indicators on their attacks.

I like the idea of the game, and the enemies were a good addition to make sure I wasn't too comfortable, but I think movement in general was a bit slow, or I wish there was more to do than fly back and forth between plants. Fertilizer seemed optional, so I just focused on going back and forth between the blue and home planet.

Yeah, our artist really did a good job at creating all the ghost concepts and bringing them to life!

I'm glad you enjoyed the game! If you want to get to the ending to see how it all turns out, it helps to turn on all the lights in the room (desk candle, wall candle, and fireplace) and stay in the light when you start to hear the character's heart rate increase. It takes about 3 seconds of being in the light for the character to replenish their sanity.

Very creative story telling and game design! At first I was curious if being invincible was a bug, but then as I progressed, I saw that it was a feature. I think I really started to understand the point of the game when I became "alert" again after walking into a spike. It made me hesitate and think about what makes life or games fun. With more polish or a different presentation, I think this could become an atmospheric story like game with a deep message about the importance of difficulties.

The font really matched the visuals of the game. In terms of gameplay, I didn't really get to play a long time since my screen kept freezing after destroying orbs in certain situations. I don't know if it's because of a shader taking time to load, but my screen would just freeze. I can see the appeal of this type of game if there are upgrades to make the mouse bigger and different circles appeared.

I love the expressions on the coconut and giraffe. I can really feel how annoyed the giraffe is at the coconut king haha. Gameplay wise, I think it is simple but fun! The only thing I wish could be adjusted is the possibility of an alligator spawning where a coconut is flying. In those cases, it is a sure fail, so it would be nice to be able to avoid those situations.

I enjoyed the game's simple yet alluring premise! It was fun trying to try my luck and see how high I could get. The only optimization I can think of is having the player flip the coin immediately after pressing the button to continue flipping instead of having to press spacebar after pressing the continue button. Besides that, it might be cool to have a leaderboard to see who got the highest score or to compete against other people but you don't know when the other person has stopped haha

I tried the game again and I think the green block is turning my invincibility off too soon, so I am dying in the red zone without crossing over. Here is a screenshot! 

Thanks for the feedback! Yeah, the walking animation is a known bug. For some browsers, it is really slow but if you wait long enough they will get to the right position. I'll create better checks next time so after X seconds, then the player will teleport to the correct position.

Nice and relaxing until boars start to swarm you. I like how hints were given for the secret treasure if you beat the game. The main thing I can see improved is how the camera moves. At the moment, you have to use the mouse to pan the camera. I think using ASWD keys to move the camera while using the mouse for its main function will make gameplay much more fun and convenient.

I like the ideas in the game and the story of an evil company that is experimenting on humans to test out invincibility. The hardest mechanic for me to learn was the wall run. The angle I had to be at required some high precision and then I expect to be able to jump more diagonally off a wall but the jump is very sideways, so it took a bit to get used to.

Oh, thanks for the info about what browser you were using! There was one other user with that black box issue so I wonder what the cause was? I haven't made many games for web browsers so I'll look into this more. As for the player's sanity, we originally had UI to show how much was left, but because of a bug, it doesn't show in our current version. One note I can give is that being in darkness will passively reduce your sanity, so it'll help if you stay in the light for a bit to generate back sanity. You can turn on all candles in the room and fireplaces as well!

I think the overall vibe of this game was really good! I liked how it was first person so it made me feel like I was going through the stages personally. I think this would be a good VR game actually! The only mechanic I wish would be less tedious was the coin gathering in the corridors. It's a nice source of money so I wish it was more convenient to see and gather. Besides that, I can see this actually becoming a full Steam game! 

Thanks for the feedback const0! The art was done by our amazing Ari Lee, so all credits go to her for that. From looking through the comments, visual feedback on ghost hits is a top concern. We originally had a UI to show sanity level, but there was a bug last minute, so that was a bit misfortunate. But that is something we will add after the game jam. Thanks for the feedback and for playing our game!

The tower is surprisingly very long and there's a lot to overcome. I wanted to get to the end but I'm not really good with platformers so it was difficult. I think the main thing that could be improve would be the beginning when the camera is scrolling down the whole tower. It takes quite some time so something faster would be nice. Besides that, the controls feel like old school precision jumping games, so it was a bit nostalgic.

I liked the concept of the game where you are a liver fighting off fast food! For gameplay, I wish I could move separately from the heart so I could go to the left and right side. At the moment, gameplay is mainly just camping under the heart and spinning the cursor. The boss battle was more challenging though, so I appreciate the change in gameplay there. Of course, pizza is the boss haha

I thought wasd moved the space ship but it was about rotating the screen, so after I realized, then it became easier to aim. I think with a bit more polish (upgrades, ways to heal, more units), then this could become a fun little arcade game!

Wow, the ending of this story, too... I don't know if there are different endings, but I think the text medium made it so that I could focus fully on the story and that made it more impactful. I think if there was some more text or something to allow for more contemplation at the end, then that would be good. At the moment, it feels a bit so sudden, but I do understand the limitations of time of the game jam. Anyway, good job!

Fun small game! The enemy went to the corner of the screen so when my units couldn't attack, I wished there was a way to end the round faster. I was able to eventually kill the enemy so that was nice!

Thanks for playing the game! Yeah, the cutscene walking bug was definitely something I didn't expect. It seems to be okay for some people and not okay for some people, so I've been thinking of other ways to check for the player's position when moving the player to a certain position.

Thanks for the feedback! When I was setting the hitbox, I did have questions on how to best visualize the hitboxes. I put it at the ghost's feet but since there isn't really any visual indicator, I see that people have been getting confused, so I will brainstorm ways to make it more clear. 

Thanks for the feedback! We original had a sanity UI but there was a bug during a last minute patch that made it invisible, but that is one thing we will fix right away after the game jam! Being in darkness also passively decreases your sanity, so one tip if you want to see the ending is to turn on all the lights before the battle (you can turn on the fireplace too) and it should help.

I enjoyed the concept but the parry mechanic was a bit too difficult for me to utilize. Instead of just changing colors for when an enemy attacks, it would be nice if the color like filled up or something to help give a visual indicator for when the enemy is attacking instead of just where. I think if you add in better visuals and balance the game a bit then it will be more enjoyable!

I'm glad you enjoyed the overall game! I have to give huge props to our artist Ari since she was in charge of the direction of the game and even creating each room. And as you suspected, she drew everything by hand!

Thanks so much for playing our game! Our artist really did a great job in designing the concept and art direction for the game so it turned out really well.

I'm so glad you enjoyed the story, music and art! After the game jam, we'll relook into the ghost attack patterns and hitboxes and also add in UI to make it more clear what the player's current state is. Thanks again for playing our game and giving feedback! 

Thanks for playing our game and giving your feedback! We'll definitely fix the bugs people were facing after the game jam, so we appreciate the honest feedback!

I thought the player's 3D animations were really well done. It was a bit hard to judge the distance or hitbox I had to be to hit enemies and I wished I could attack in the direction of my mouse instead of the character's facing direction, but after getting used to the game, it was enjoyable! One thing to note is making the exit direction of the upgrade or death area  a bit more apparent since I didn't know I had to go through the stone pillars for the longest time haha

I loved the idea of the game! I didn't know why I was dying until I realized I had to recharge at the white lights. I like how each light had different functions and the overall narrative! I think some parts were a bit challenging, so it might be good to have some leeway at least in the first few stages. I felt like I had to jump perfectly or else I would restart. It would be nice to have more check points as well.

I think the theme of the game really matched the game jam well! Since it looked like a flying simulator, I thought there would be more physics like drifting but it seems like the player stops pretty quickly, so it took some time to get used to. Other than that, if there was a bigger goal besides getting a higher score and some progression, then I can see this become more like an actual game!

I love the feeling of the character upgrading, so I wished that I could upgrade my character more. Upgrading every 5 waves felt a bit too slow for me. I really enjoyed using my body as a shield though. I think you utilized the theme for this jam well!

I enjoy all roguelikes and upgrading the characters in this game feels nice since you can see the impact it makes visually. The VFX of the rogue dashing and the arrows homing in on characters were really nice to see as well. The theme was also very strong with the whole halo invincible team as well!