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A member registered Jun 06, 2020 · View creator page →

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Thank you so much for the feedback and the love! I'm the character designer/artist :) the player character's name is Dev, he's a jersey devil wearing a jersey jacket (He's actually quite stretched in the game over screen).

As for the round 2 bug, I'm a bit intrigued as this is my first time hearing about it from everyone else's feedback, but I will definitely take this up to my programmer. We did intend to have a more diverse style of targets/enemies, but we unfortunately had not a lot of time to add most of the ones in our list (Honestly my fault, I wanted to make at least 2 designs per target-type and it definitely cut us short on target-types)! We kind of compromised with the lack of more target-types by just making the targets faster for more difficulty, but now it's clear that it is a bit over-tuned. Sorry!

One of the existing targets (The human in a purple dinosaur-suit) was actually meant to be a switch-up type target that you have to shoot twice! First seeing through his disguise/costume which reveals that he's a human, then another to score the points.

For the ammo mechanic, it was a last minute addition to our brainstorming so admittedly it is actually the least developed mechanic so I understand the clunkiness. Thanks for bringing that up to us! The other bugs we also have attention to currently and have been reported to us before but thanks for letting us know regardless :) !! I really appreciate the detailed feedback!

Understood! I did think it was in the story, but I wanted to make sure as like you said I think a bit more focus would be nice. I understand the logic behind the jump-pads now that you've explained it but I definitely agree, it made timing the jump with the dash a lot more tedious since it was inconvenient. Still though, the game was a delight to play and I really like the story you put out!

I see! I definitely missed it then. Though if you ask me, this game is very successful already and you should definitely be proud of it!

The visual style is great, I love the concept of being a bug in a computer. I am a bit confused on where the theme is meant to be applied though. The core mechanic is really cool but I find it a bit frustrating, it doesn't really feel satisfying to nail a jump or a kill with it but I do like how innovative it is. The camera also kind of contributes to the frustrating part as other comments mentioned (falling into things I can't see). The jump-pads were a bit difficult to work with as I personally couldn't understand why the jump lengths from it were so different.

Overall, nicely polished work and very solid visual style!

I'm happy to know we achieved the intended effect with the small twist!
We did want the difficulty to increase with much more diverse target-types, but we couldn't make the time for it so we had to compromise xD Will definitely take the speed into consideration (I do think it's too fast as well!) so thank you for the feedback!

Glad you enjoyed it, and thanks for rating! :)
(A little fun fact, it was on my list of targets to make a super evil kid that you're meant to shoot)

Of course, very happy to explain things!
Me and my team are all Filipino actually :) !

Thank you for the compliments!! I came up with the light bulb idea :3 also, we have tried and rated your game! I just take a while to go through and send comments to the submissions.

Yup, the bug is definitely fixed! It takes quite some time to be able to recover after losing a ton of letters, but I think that is fair especially since you (the player) loses a life. Although personally I find the first UI design to be nicer to the eyes, since the apple letter being on the top right and Jack on the bottom left helped balance it out for me, being that they're the biggest elements of the UI. Overall though I love the fixes! 

(I got a higher score but I lost xD)

* Might contain spoilers

Thanks for the compliments! (as well as enjoying the twist :3), I'm the one who designed the characters/targets. 
Actually, the "human" you're trying to shoot is the manananggal! It is a Filipino urban legend with its torso detached from the waist. Honestly, I'm not surprised there was some confusion behind it, it's my fault for not making the floating half look clearer so I understand. It was also a general pointer that every target with a green outline is supposed to be human, and every target with a red outline is supposed to be monster (Though I also forgot to add those outlines to a lot of the monsters.) 

Here is the manananggal in a closer look! I designed her to look similar to Sadako (a Japanese fictional character) who has her hair covering her face. 


I hope this clears things up

Like suggested by most comments, I think an in-game/visual tutorial would be much more helpful as it was just a bit difficult to make sense of the text guide with the visual of the stone grid and such. The puzzles are great though, I enjoyed the level design a lot. I think the movement of the player and the enemies could be upped, it is a bit tedious to get around the levels since everything is so slow. I'm also struggling to see where the theme of the jam is applied.

Overall a solid game, very unique and innovative main mechanic!

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* Might contain spoilers

What a phenomenal game, absolutely wonderful work! The controls were vaguely reminiscent of Katamari games (which I love) so I had loads of fun with it, I love the way the story unfolds but I do wish it was a slightly bit more subtle with the actual event, would be great to form the event in the player's head rather than telling them detail by detail the exact actions. I feel that it would work a lot better considering the subtlety of the visuals itself, though that is mostly just a personal preference. The graphics are amazing but it made me a tad bit lightheaded with the intensity of the filters, amazing ending, I love how dreadful it is.

I was also wondering what the reasoning behind the title is, is it an acronym to something? I may have missed it if so.

Definitely an extremely effective way of telling a simple story. Amazing!

The graphics are quite nice, very simple game loop that is strong enough to leave room for lots of new features so I find that very innovative. This could use a bit more gameplay though, as I feel it is a little too barebones. Overall however, very solid and nice game. Great job!

I'm not entirely sure what the ending/twist suggests, it does leave a lot to interpretation but I would prefer a bit more details. Overall though, the game is pretty solid, the driving mechanics are a bit buggy but I think it is at least enough!

The art for Hayato is incredibly nice, I would have liked to see a bit more of it. The twist is subtle, overall everything is very cute and charming. The writing is also really nice, you did a good job at making me (the player) feel like I'm actually friends with Hayato. My only issue is that I don't think making the mini-games each day more "difficult" was that necessary, it just made progressing the narrative a bit more tedious. 

Otherwise, very cute and simple game!

I really like the concept and the quality of the game, I'm not super into puzzles like this but I was looking forward to it anyway as it seemed that the game was like a dish being served on a silver platter. I think that the visuals are spot-on, very immersive especially with the voice acting.

But I do admit that I had quite a lot of issues with the game and was left feeling pretty frustrated.
It was first hard to tell what was turned off and what wasn't whenever I went to check the fuse boxes, I wish there was some form of indicator that tells you that the power for that box is turned off, same for if its turned on.
Second, the time it takes to go to check the boxes and then go back to the computers and vice versa is so long that often things would lose power in that window. This is what I was frustrated with the most and I found that it made the game almost unplayable, you (the player) basically cannot ensure everything is powered because of how long this window took. 
Third, I'm unsure why we have the option to install multiple fuses in a single box at once as it doesn't seem to extend the life of that box anyway, I have accidentally wasted some of my fuses due to this (and frankly my double-clicking mouse's fault) but I feel the overall fuse box mechanic could be more polished.

It's a great concept, I do like the visuals again and the difficulty of the micromanagement and resource management tag teaming me as the player. If it wasn't for the bug mentioned by another comment, I feel I could have at least completed the game. Still, great work on the polishing of the graphics and the feel of the game, I think that if the issues weren't so persistent it could be a top-notch experience with how immerse it is!

This is some incredible level design, genuinely top-notch I wanted more! It is hard to find a flaw in this game aside from the fact that I wish there was more levels, I love the visual style and I was definitely really into the title screen. Incredibly charming. The main mechanic isn't the most unique I've seen, but the way it was executed in the levels is really what made this game shine. I love it a lot, great work!

Thank you for the compliment! We meant to make the gameplay more compelling by introducing more complex enemies, but we couldn't sneak that in on time. Though I'm happy to hear you like the art direction! 

I'm happy to hear that! We definitely intended the game to first feel frustrating or confusing, I'm happy the death message was able to clear things up as that is definitely its purpose. Happy you enjoyed the game! 

Your hard work really shone through with the smoothness of it! I think that in this case you went for quality over quantity, and I find that it was a really good decision as in my opinion, it is a much better experience for a platforming game to have little to no faults in the feedback, controls, and gameplay but just a few levels versus the possibility of clunky, frustrating, and hard to manage controls but a lot of levels. So I find that you really knocked it out of the park with this!

It is very understandable to mistake hints to be sufficient, and I find that it is still a good word to use! Though as I suggested, there may be others much fitting so I'm happy to help. I myself am not educated on skinwalkers though, but I found myself to be immersed in the way you guys implemented them regardless of the story's completion. Still a really good job if you ask me!

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Fantastic and whimsical game, adored the art a whole lot! I found the story really charming and I'm a huge fan of the twist. Super cute! Though I'm unsure if this is a user error, but I wish the flashlight could be used for more things. In the third level, a lot of the pixels also inconveniently got in the way of my (the player) movement and frankly it was a bit frustrating. The boss I feel the exhaustion window could be a bit longer, and maybe make the attacks feel more interactive, especially considering how the player already has the option to dash/blink. You (the player) can kind of just stand in the far left side of the screen above ground and shoot slightly upwards and basically be free of any damage whilst continuously doing damage. It was just a bit underwhelming considering how much trouble the other enemies gave me.

Overall I loved the game, I love the graphics a lot! The pixel style is incredibly well made and I think that it definitely played a big part in the game's identity. 

The main mechanic is really nice, I didn't expect the double vision but I find that it was a perfect way to introduce a new difficulty to the game. The level design is great as well, I did immediately fall through the holes the first time they showed up because I couldn't really tell they were supposed to kill you like that. I think a bit of clarity on that would be nice, there was also I think the sun? In the game which was okay but often it would reflect glaringly on the glass floor and frankly it made it hard to look at the puzzle for a long period personally. I think that the tutorial posters in the first few levels could also include an option to interact with so you could view it closer.

Other than that, very clever use of the theme. I'd also like to commend the design of the game's thumbnail/cover, I think that it is really cool and really shows how much you care about the intended style of it.

The art style is really solid and well established, I love it a lot! It definitely built the identity of the game right from the get go. The mechanics are intuitive and creative, and it feels really good to play with alongside the polished platformer mechanics like the long-press jump and coyote time. I do wish there were more levels as the designs were just starting to get interesting and well crafted, it was suddenly the end.

Overall, I really like the concept and design. I definitely see a lot of potential with the obstacles and possibly opponents, very cool and would love to see more of this!

Good to know I wasn't just doing a really bad job LOL good luck on the bugs!! Looking forward to the fixes so I can aim for a higher score next time hehe 

just got a new score hehe

2 hours is incredibly impressive and I commend you! 

I think being able to save your progress would be nice for a story game like this one, it would also be helpful in case you (the player) needs to restart like myself. I lose progress every time I restart after getting stuck from a bug and I'd have to play the beginning part all over again. It is just a bit inconvenient, but it's all good!

I'm absolutely head over heels for this game, I've finished it so many times now (my current high score is 137730). It's insanely addictive and I just can't believe I'm still constantly discovering new things. My favorite part of this game has to be the visual design and style, it is so well-established it definitely boosts my enjoyment playing it. Not to mention just how much I loooove Jack, he is so cute I cannot get over it.

I suppose my one issue is (I think this is a bug?) If you collect a lot of the apples/"objects" and then lose them, they don't seem to change anymore after that which sort of softlocks me to lose a run since I can't pick them up anymore after the letter change.

Though this is my favorite game by far out of the entire jam and I love it to bits!

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The twist is genius, I liked it a lot! I'm very impressed with the implementation of the perspective shifts. I do have a concern with the computer game though, I feel that it was a bit repetitive and could potentially stop someone from reaching the twist. The background also made it a tad bit difficult to see the obstacles. 

Other than that, I loved it! That twist still got a laugh out of me because I was getting really frustrated with the game myself, I felt like that twist was made for people like me lol.

* Might have spoilers

I think that the main mechanic of the game is very clever, I really enjoyed it. Could use more playtime since the existing content feels a bit lackluster, there was that strange cutout in the first person view but there really isn't any info on it. Overall a solid concept and I enjoyed it a lot.

* Might have spoilers

I like the visual design, very cute. The story is intriguing but there are a lot of times where I couldn't tell if I got stuck in a bug or it was part of the story, like when you pick up the flower before talking to the mother the first time, the flower disappears and the mother cannot be talked to again (which softlocked me and required me to start over).

A save function would be good, but other than that I think the game is very solid!

First thing I noticed when playing was that I really like the art style of the characters, it's very charming and made it easy to enjoy interacting with them. The concept of the gameplay is smart, I like it a lot and find that there is a lot of potential in them. 

I'd say that there can be improvements to the meeting phase of a day, there were times where what they would say contradicts their dialogue after the "ask for info" option. One time one of the NPCs said that we should keep an eye on the Father, then in the ask for info he said that the Father was acting fine. The movement speed of the player is also too slow, there wasn't really anything to run from or something and it was a bit inconvenient to talk to the other NPCs given how long it took to reach them.

Other than that, I enjoy the overall concept and enjoyed the game. I see a lot of potential with it's visual design, given that the current direction is already charming!

You know this game did a good job when it took me a while to check all the luggage perfectly. Would be much better if there was replayability of some sort, maybe randomly generate the contents of the luggage or something similar. Though in place of that was the clever design of each luggage, I really liked that you (as the player) actually need to put some effort on looking into the luggage. 

Overall a really good game, very polished and had lots of fun with it!

This game incorporates the theme very well, you can really see how polished and completed the game is which is very impressive. It feels good to play and it's very effective in doing it's job as (presumably) an irritating game. 

I just have one glaring issue and that I find that the visuals and the gameplay altogether is extremely similar to an already existing game, it is a bit hard to appreciate the visual style because of that.

Gameplay is good, I like it. But it is basically impossible to know what to do without viewing the hints, so I would recommend to instead label that as "criteria" or "tasks" instead of hints, since they're less of hints and more of an actual checklist of things you (as the player) need. It's also a bit confusing on the skinwalker situation, are the skinwalkers the objects and that's why we have to take pictures of them like what the client requested? I was just unsure of the point of the object search gameplay when taking in consideration the story since the game doesn't really have a proper conclusion to it. Other than that, very solid visual style and gameplay.

* Might have spoilers

The game is great! I like that it has a balance of humor and conciseness in it's dialogue, I really enjoyed that part of it and had fun playing this game. I will say that I wish there was a bit more interactive capabilities with the evidence, since it mostly felt like the dialogue took care of it (like just passing it off as the main character saying "I've already checked the evidence" but me as the player haven't experienced it) But I find that the game is still sufficient at making use of them. 

(Also, I'm pretty sure it's not intentional but you're allowed to interrogate/talk to the suspects more than once in the 2nd day except the last one. But if that is intentional, I wish that instead of closing the conversation after 1 question/dialogue option the game would prompt me if I wanted to ask again instead of having to talk to them and go through the first few dialogues again. Otherwise, I enjoyed the writing in this section a lot!)

The twist is great, definitely a fun experience. Great work!

I really, really like the real-life traditional assets from the introduction's cinematic. Though, it would've been cool to have some sort of conclusion since the story was a strong part of the game, instead of just either winning or losing at least.

Aside from that, the gameplay I would say is fun.