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KelvinHM

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A member registered Jan 28, 2024 · View creator page →

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This is a nice little dig game. I really enjoyed the game with a simple yet satisfying gameplay loop. Collecting resources feels super rewarding, with a surprisingly deep and feature-filled upgrade system! Not to mention the variety of enemies and environments as well. You must have spent quite a long time making and polishing the game, and that alone is a job well done! I played for around 15 minutes now and reached the bottom of the map at lvl 68, and I quite enjoyed it so far!

Other things I like:

  • Game looks really nice with visually pleasing pixel art
  • You've named the environment as well
  • Minecrafty block building
  • Sound choice is nice with calming music

Suggestions:

  • There should be some more balancing as it's super easy to spend the first 7-8 minutes farming and level up to max. It felt a bit sad to see the player rushing through the game once everything is unlocked. Maybe gem and ore should be worth much less in earlier levels and force the player downward instead?
  • There should be an ending to the game as well. Upgrading to max means you can't die (easily), and there should be a conclusion to the game even if you played well

It was quite an experience. The sadness was felt deeply, and I think you've done the atmosphere super well. The story is also nicely-written, with those day-to-day moments intertwining in between bringing out that sombre nicely. Well done! The game looks really good with the shader, and fits well with the narrative. Overall, it's a nicely done piece of art.

Other things I like:

  • Nice colour palette
  • The environment looks clean and does not distract the player from the story

Suggestions:

  • The camera is very zoomed in, and it feels really strange when walking. Could need some FOV changes/settings
  • The text is a bit slow at times. It would be better if you could press a button to fast-forward the text instead of waiting
  • It would be nice to have a background for the text as well, as sometimes it's hard to read white on light text

This is a rarely seen artstyle in a jam. Already huge kudos for that. The whole idea of going into different books and fighting there is really cool. Gameplay-wise, it's an interesting blend of real-time action and turn-based strategy, and I think it's a cool concept. It felt a bit weird seeing the enemies move even when you are pressing the cancel button, though. But I think this is a nice attempt and good job making the game!

Other things I like:

  • Three different environments to play with
  • A boss battle versus Captain Hook
  • Even the UI buttons are hand-drawn

Suggestions:

  • I think the heal action took too much time, and it felt pointless to use right now. Shortening it a bit would be nice
  • All buttons should be visible and should not require scrolling to see. It took me off guard when the move button was missing suddenly during the boss fight
  • Though the artwork is nice, it would need a bit more separation between scenery and character/objects. This is especially true during the Sherlock sequence, where I don't even know that grey blob is Sherlock until he moves!

Got a score of 49, and I don't think I can fit any more aliens in the room. The alien partying thing is such a wholesome idea that we should see more. Let's have some fun hey? I think the game mechanic is interesting and I do see some potential, but it would work way better if it were level-based instead. It felt a bit unfair when all available spaces on the dance floor were filled to the brim, and imagine how fun it would be to have new rules introduced to the player level by level, and having a super complex level as the final level!

Suggestions:

  • The rules would be easier to read if they were simplified with all names removed. It would be nice to have the rules shown on demand too, like a button or something to show the rule window
  • Some animations for the alien would make the game super cute. They are partying right?

This is quite a nice and short game, the story is really good, and I like how it slowly hinted what actually happened when exploring the strange world. The puzzles are a bit on the easy side with the helpful bolded text in each of the readings, and I would prefer more complex interactions to make the game require a bit more thinking. But overall the game is nicely built, and I do have a nice time playing.

Other things I like:

  • The idea of going through different rooms with a single door
  • Sound choice is nice

Suggestions:

  • I would prefer E to pick up a key object instead of directly picking it up when near it
  • It would be nice to combine the functionality of the Space Key and E Key as a single button, just to reduce unnecessary input complexity

This is a really cool and innovative game! I loved the idea of the game, and it works very well in creating that uneasy atmosphere you are going for. The story is intriguing too, with a sad twist at the end. Nice work! Also, thank god for having that visual substitution for the knocking, since I can't have absolute silence and focus on the audio, it was a really helpful QoL option indeed.

Other things I like:

  • Graphic is nice with a really consistent artstyle
  • I game tutorial and input prompts

Suggestions:

  • The game suffers a bit from a lot of waiting, as sound and wind may happen after quite some time. I would suggest reducing the waiting time for the effects, but adding more stuff to look for instead. This should make the game more enjoyable while not reducing the difficulty at the same time
  • Knocking sound should be a bit more distinct than the footstep sound
  • The idle animation of toying with the torch seriously messes with the whole flickering light, and I would suggest removing that
  • The environment would need a bit more variation too if the game is being further developed

This is super impressive! The whole game is super polished and well-made! It's a bit hard to believe it all got made in just a week, but somehow you've managed! The gameplay is silky smooth, with nice movements and jumping. The wall jump also feels super great, though the decision to limit it to just 2 jumps feels a bit weird, and needs to be conveyed clearly to the player if there's a strong reason behind it. The game gimmick is really unique and fun too, and I think the puzzles are super satisfying to solve without being too difficult and causing too much frustration. Overall, I think this is a really well-done entry!

Other things I like:

  • The graphics look stunning, especially the spacey background in the cells
  • Music choice is surprisingly fitting
  • Loads of secondary gimmicks, i.e. double jump, boxes, man-eating plant

Suggestions:

  • I think using the space key to jump mixes badly with WASD movement and feels a bit awkward to play. My quick suggestion would be either W to jump, or change movement to the arrow keys instead
  • An undo button for cell placement would be handy
  • It would be nice to have a way to preview cells in other locations as well, making planning out stuff easier and reducing guesswork
  • Some graphics, i.e. the box, feel a bit out of place and might need some modification, maybe due to the difference in artstyle? 

This looks really nice! I love the graphics and art design a lot, especially during the first part of the game. It looks really polished and well-made. The ledge grab too wow that's a nice thing to have in a platformer. Sadly, the game ends so abruptly during the dream sequence, and it felt a bit rushed too later in the game, not going to lie. Probably time running out due to how game jams work, I guess. Anyway, I think you did a nice job making this. Keep up the good work!

Other things I like:

  • The sound and music feel super good
  • Character animation looks really great

Suggestions:

  • Movement speed could be sped up a bit. It felt too sluggish right now to play
  • In-game tutorial would be nice too. Didn't notice that the green net thing could be climbed at first, and took me half a minute to figure out what needed to be done

Thank you for playing. Those bugs definitely need fixing, and we hope you still enjoyed the game regardless!

Thank you for playing. Hope you enjoyed the game!

This is excellently done! I am lost for words. The art is already stunning with that beautiful hand-drawn graphic. The quality of the artwork extends throughout the whole game, and there's even a bonus screen too! The story is amazing as well. I've been expecting it to have a darker turn midway through the game, and I was still stunned by the final puzzle. I loved how you incorporated the puzzles as a form of storytelling as well, it makes everything made so much sense and ultimately extremely enjoyable. Well done! Btw, the game reminds me of A Little to the Left a lot with that flower puzzle. Loved that game a lot!

Other things I like:

  • How the world subtle change after each puzzle
  • Eerie music that doesn't make sense at first, but is actually perfect for the game
  • Loads of puzzles

Suggestions:

  • The hitbox for the puzzle pieces might need to be bigger, as currently it's a bit hard to pick up a piece quickly without precise mouse controls
  • The final puzzle would be better if the paper edges were a bit more uneven, so that it wouldn't rely on guessing where the pieces should go. All looks too rectangular right now
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Survived 13 cycles after I finally understood that you are NOT supposed to put the souls into the centre area. Took me long enough to figure that out. I think this is a really different and strange game. I quite enjoyed the vibe of the game. The music also makes the game feel really cool. It's just that the game suffers a lot from not enough explanation of how the game even works. For example, it would be nice to let the player know what the portals (?) created by the E button even does rather than "help manage souls" only. Anyway, I adore any experimental games, and I am fully aware these games are hard to make right. I will say that it's still a job nicely done, and keep up the good work!

Other things I like:

  • Simple yet clear graphics
  • Punchy effects for the purge, also the radial fill is nicely done in conveying the remaining time

Suggestions:

  • It would be nice to decrease the downtime waiting for that "+10 souls" screen
  • I would suggest making the purge feel punishing (e.g. red effect, big number -1 popping up) to encourage players to remove souls from the purging circle 
  • UIs should always be in front of everything, so no portals can block the UI

This is quite a weird game... strange place game perhaps? It's giving me a lot of Snake Pass vibe here. I guess it's because of the unconventional controls and the strange physics. The gameplay is pretty cool and challanging, and the levels get progressively harder as well. The spike wall climb is probably the hardest, but I am imagining there could be more difficult stuff ahead, and thanks god there aren't. Speaking of wall climbing, the slow climbing suggests to me that it wasn't an intended mechanic, and I don't think performing that feels good in the game. It would be nicer if the speed were a bit quicker, or changing to something else entirely. Anyway, this is a pretty interesting and different entry, good job on making this!

Other things I like:

  • Graphics are pretty nice
  • Ragdoll physics for the player character  ferret

Suggestions:

  • Music sounds a bit eerie, and I don't think it matches the game. Consider something more lighthearted
  • The final drop of both the cave and the pyramid feels a bit off as the ending section of the level. It looks like the other death drop instead, and I would prefer some gateway/cave exit to make the level ending more satisfying

Thank you for playing! Glad you enjoyed the game!

Yup, the caret would need to be adjusted as a lot of people had pointed out too. It's funny cause real typewriters had way worse caret that what we modelled, but I guess from a game's perspective, realism might not always be the best course of action. Lesson learnt.

Thank you for playing! That's a strange bug indeed... clicked enter while the ghost is typing.... hmm...

Anyway, glad you still enjoyed the game regardless!

  • Interesting biblical-themed puzzle game. Though for some reason, the game gets creepier and creepier, especially at the final level, and yet it turns back to that holy golden feel at the ending. I am super confused. The game is really intriguing. It reminds me of Rooms: The Toymaker's Mansion a lot with the room-moving mechanics. Really cool, and I think there are loads of possibilities. The puzzles are well-made too, though I think for some of the jigsaw puzzles the image got blocked by the room frame and is really hard to figure out which should goes where. The worst offender is the last level. But overall, I think this is quite a solid entry, and you all did a fantastic job making the game!

Other things I like:

  • Nice hand-drawn graphics
  • Cutscene before and after the game
  • Lots of levels

Suggestions:

  • The controls, namely using M to toggle movement and rooms is a bit strange. I would suggest using the right mouse button so that you don't need to move your hand away from the mouse for that single key press
  • Maybe allowing W for jumping too, I don't know, this feels more natural
  • The story and scenery need a bit more explanation, as it's a bit cryptic right now. Going through the airport, factory, and some mysterious hard place?
  • Some sound effects for the actions (lever, room movement, correctly assembling an image) would make the game feel more polished

Done all the levels, and I think the game is quite fun! It reminds me a lot of the flash game Shift, with a similar level rotating mechanics. The platforming challenges are quite nicely designed, clearly with quite some thought behind each level. I especially enjoyed the level with the grey box trapped in the centre of the room. It feels so satisfying when you finally get that cube outside the confinement and use it as a stepping stone. Nicely done. The 2D to 3D switch is also quite nice, though I would hope the game would collapse the dimensions instead of staying on the same Z position after changing to 2D. (think FEZ) It would definitely make the puzzle more enjoyable without some phasing through walls nonsense. Overall, this is quite nicely done as a jam game! Keep up the good work!

Other things I like:

  • The eye in the little player cube looks really cute'
  • Simple level design
  • Sound is really nice too! Kudos for music composing in a jam
  • Colour palette feels nice and not overwhelming

Suggestions:

  • Downward shadow would be super helpful in judging where the cube is in 3D mode
  •  I would suggest some indicator (icon, text, whatever) to show whether the player is in 2D or 3D mode. It's sometimes really confusing when the white wall doesn't work, only to find you are in 3D mode
  • Maybe defaulting to some angle like 15 degrees after switching to 3D mode?
  • A level counter would be nice too

Despite the camera issue that other's has been having, I think the game is quite fun. I do like stargazing, and I am always happy seeing that in a game. The concept is really nice, and I think there is potential to make it a cosy observer narrative game, if that makes sense. I quite enjoyed the AI and the things it said. It's a bit sad seeing how it ends, but I swear I've read all of them, I promise.

Other things I like:

  • Funny flavour text for each observable planet
  • Nice gameplay loop
  • Music sounds really nice

Suggestions:

  • The camera issue obviously needs some fixing, and I think a sensitivity slider would be helpful
  • I wish the ending were a bit more elaborate. It currently feels too sudden and left me really confused
  • The quest UI should be fixed to the side instead of the centre, so as not to block too much of the view of the game
  • It would be nice to have some difficulty increase when getting further into the game e.g. camera issues, stars being blocked by something else, different lens etc. Yeh true it's hard to make star gazing difficult

Finally played and completed this game! I've been seeing you posting stuff on the Discord server from time to time, and the game hasn't betrayed my expectations at the slightest! The game looks super good, and the gameplay is excellent too! I really liked the level design of the game. Every puzzle is well thought out, and feels good to solve, too! Special callout for the ledges that restrict the movements of the boxes. This is the level of detail that I really want to see in a well-made game. Congrats!

Other things I like:

  • Smooth movement and jumping
  • Really cool visual effect, though it makes the resolution a bit low, and would require some zoom in to make it look comfortable
  • The environment is really well built! I love industrial ruins
  • Signs in the environment to show where to go subtly

Suggestions:

  • The camera moves a bit too quickly and would clip into stuff. Feels a bit dizzy after seeing that for a while, and would need some tweaking
  • Using the right mouse button to progress dialogue seems an odd choice
  • Would love to have some more parkouring sections (like the one near the end of the game)

Anyway, would really want to see this turned into a full release! Well done!

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Wow, this is really well made! Pretty heart-warming too! I loved every aspect of the game. Loads of attention to detail, gameplay is surprisingly cute and cosy, and it captures the childlike joy super well! I wish I could have a childhood like that too, but I digress. Overall, this is a game that I enjoyed dearly. Very polished, professionally made. Well done! 

P.S. 1984 in a children's bookshelf, someone must have been sneaking into the study lately

Other things I like:

  • Pixel art looks really nice
  • Loads of different dialogue for almost all the stuff in the room. The attention to detail
  • Really nice floor-is-lava effect, parkour feels good to play too
  • Nice story
  • Music choice is excellent for the game

Suggestions:

  • Can't think of much to be honest, the only thing that comes to mind is that it's a shame verticality isn't much utilised in the game, and it's definitely there, seeing how you can jump into the table at the very start of the level. But time constraint is a thing, so I guess that's it

The atmosphere is really nice and on point, and I quite liked the black and white tone too. This reminds me a lot of Limbo and another old Flash game about a crow for some reason, with that eerie feel through the whole world. Well done on that part. Gameplay, unfortunately, is a bit lacking right now, as it basically boils down to a walking simulator. I thought the boy might do something like a chase/jump scare of whatever, but that sadly didn't happen. Anyway, I think you've still done a nice job making this demo, not to mention being solo too!

Other things I like:

  • The intro has a really nice suspense vibe to it
  • Sound is done pretty well
  • The torch part feels really nice

Suggestions:

  • Would be nice to have some more gameplay, puzzle, action or whatever

No, I don't think I've found the glide power up. Might need to try again for the full experience hmm.

(Wait, so the pixel perfect jump is not intended?)

Thank you for playing! Hope you enjoyed the game regardless!

Thank you for playing! We know full well that typing games is a really niche genre, and It's nice to hear that you enjoyed the game despite not being a typing game fan!

heard this game called bug_hunter is pretty mid.

Jokes aside, this is really fun! For some reason, that god damn meganta missing texture colour feels so right to exist in the game, alongside all non-polished programmer art stuff. This genuinely makes me smile as a fellow game developer. The puzzles are quite nice, though I would say the traffic level felt a bit annoying given how quickly the traffic resumes. I don't think I've been able to clear the platforming there without getting hit once. Anyway, good job making this mess of a game, and keep up the good work!

Other things I like:

  • Voice over
  • Programmer art
  • Quite fun final puzzle, thought it took me a while to figure out you could clip the clinders through the missing texture part of the floor

Suggestions:

  • The player character seems super small, and it would be nice to push the camera upward a bit
  • Not sure what the dark level is about, maybe some more descriptions?
  • It would be nice to have subtitles for the voice over, and sometimes it gets missed easily with low volume settings

I quite like these 3D tower defence games, and I wish there were more out there. I think you've done a nice job making the whole tower defence system, with turret placements, enemy waves, etc. Generally, it's quite enjoyable. I've encountered a slight issue where some enemies got into a place where no turrets are able to hit them, causing a direct loss from that. I've managed to still stay until day 4, though.

Other things I like:

  • I liked the turret models for some reason
  • Interesting hill map for a tower defence game
  • Satisfying particle effects and sound for the bullets

Suggestions:

  • May be allowing new turret placement locations through the game? The current placement doesn't seem enough
  • Turret upgrading is a staple of tower defence games. It would be nice to have them as well
  • Consider adding a damage animation for the core tower. A blink of red will do the trick
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Thank you for playing! It's a really hard typing game not going to lie, hope you still enjoyed the game regardless!

Thank you for playing! It's really nice to hear from someone who actually used a typewriter for real. We've never touched one and tried our best to recreate one in the game. Pleased to hear it felt accurate!

Thank you for playing! Glad you enjoyed the game! Hmm the fonts you say, that's definitely something that we can look a bit more into.

Thank you for playing! Hope you still enjoyed the game!

Thank you for playing! It's a shame that the spam typing happened in the worst possible timing. Hope you still enjoyed the game regardless!

Thank you for playing! Glad you enjoyed the game!

Thank you for playing! Hope you enjoyed the game!

Thank you for playing! Glad you enjoyed the game!

Yeah, the correction stripe is a real issue as many have pointed out. It's a real thing that correction is a headache in old typewriters (The game was modelled after a underwood bank 4, which was made around 1920s). But since it's a game after all, it won't hurt to have some kind of easy mode of simplifying the process. Oh well.

Thank you for playing and for the wonderful comments! This really makes our day!

For the correction stripe tactic, we found that out too during play testing and decided to keep it as is. It's like one of those indended cheese that felt so obvious once discovered, and would be really satisfying once known. (I said one of, which there's another cheese tactic that will make another risk obsolete once found :P)

The caret is an interesting one. I've looked at a few images of different typewriters, and some of them have way worse caret! Not sure what to do, but there must be a way to make the caret look authentic while functional in-game.

Checkboxes are a really good idea. Why haven't we thought of that earlier?

Anyway, thank you hugely for the comments! This would definitely help us a lot!

Thank you for playing! Glad you enjoyed the game!

Thank you for playing! Hope you enjoyed the game! Caplock is an oversight that we should have implemented, but got forgotten during development :( It's also possible to see what was typed by zooming in when in typewriter mode, but I guess it was not clearly explained and got missed out by quite a lot of players.

Thank you for playing! Glad you enjoyed the game! Currently, it's possible to see what words are being typed in a particular position by zooming in when in typewriter mode, but I guess this wasn't explained very well.

Can't believe you've done voice-over for the game! That alone deserves a lot or parises. The platforming challenge was decent, being not too hard but not exactly easy either. The difficulties come from the controls being quite floaty, which just don't want to stop where you want it to be. My biggest complaint would be the colouring, specifically the bright red background in the last level. It's a colour that makes my eye hurts quite a lot after playing for a while (caused quite some afterimage too, which I think is not a good thing to see) and I would strongly suggest changing that to some smoother colour. Anyway, I think you did put a lot of effort into making the game, so good job and keep up the good work!

Other things I like:

  • I do like the storyline the game is going for
  • Background music sounds really nice
  • Down slamming to stop all momentum feels nice

Suggestions:

  • I think the physics need to be looked at a bit more, given how easily the player character got stuck in the walls
  • The air dash should have a consistent length and duration, where currently dashes can be way long that normal from time to time

I would really want to like this game! Curling is one of the sports that I wish to play irl, and seeing a game doing so makes me excited. Unfortunately, the game currently suffers a lot from the lack of introduction of all systems in the game, as well as not being able to pull back enough to even reach the centre. I am sure these would be quick fixes, and I hope the game gets improved soon!

Other things I like:

  • Nice graphics
  • There seems to be a lot of fun systems in place
  • Sound choice is nice too

Suggestions:

  • It would be nice to have an in-game step-by-step tutorial teaching how the game should be played, and how each system works