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Kenji-chan

16
Posts
4
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8
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A member registered Jan 09, 2021 · View creator page →

Creator of

Recent community posts

Sorry for the late reply. Unfortunately we are using some Windows syscalls to do the sound. Compiling on Linux is hence not possible without changing the source code.

You're welcome! Ayaka's so pretty that I just had to take those pictures haha.

The asteroids are a little too unfair :'(

The math is too hard T_T

Can I pet the rat?

Playable Windows exe done

Thanks a lot for playing my game!

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Today I was reminded of how terrible my typing skills were. Why do i have negative wpm T_T

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It would be better if the objective of this game is more clear. Having a scoring system would be good too.

The sleeping cat animation is really cute! >_<

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I really liked the retro aesthetic! Did you draw this yourself? A short and sweet piece of surreal interactive fiction.

I found the text size changing, a little jarring however.

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Absolutely amazing game, but I would love it if movement can be rebind to wasd, and there is a toggle run. I <3 this game.

smilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmilesmile

I don't really know what's happening in the game, kinda jumps around a bit, but seems cool

Quality of game is high in terms of art and sound.

However, level design can be improved. While there are enemies, attacking them is pointless, making it feel like the attack button is just for show.

Furthermore, there is no ramp up in difficulty as the game progresses. When the final challenge was just to jump on top of a moving platform, I thought: "That's it?".

Also, I was teased that we will be able to jump to the other side of the hole at the start of the game, but left disappointed in never knowing what was on the other side.

Overall, the game has a good foundation, but doesn't have a very strong payoff... yet. Keep up the good work!

The concept of only solely relying on reflected damage is really interesting!

It would be good if an alternate key other than enter is used to progress through the tutorial, such as left click.

Field of vision for `traps everywhere` is too small, and enemies spawn right onto you with no warning.

Would be better if players have a need to choose which enemy to shoot, currently simply shooting close enemies and kiting everything else is enough. For example, enemies might be made to build resistance to voodoo-ism.