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Kaeselord

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A member registered Oct 22, 2021 · View creator page →

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It's mentioned on the game page, k to toggle mouse binding! Though thanks for playing nonetheless.

That's amazing!! Can't wait to see more updates

Really really cool game! Bit too difficult for me unfortunately, so I didn't play all the way through, but I really enjoyed the bit that I played.

I loved the movement! I can't complain about the simple act of moving around on the floor, acceleration and speed felt just right. Shooting the guns itself is satisfying, though the player feedback for actually hitting an enemy is a tad lackluster. The hurt animation seems inconsistent, and it's a little unclear if a bullet did damage or not. This was more of an issue with the ion gun than the shotgun(Since that usually just killed everything right away). I found enemies just a little too spongey as well, partly due to that lack of clarity. I would've also been more merciful on the player with how much health a pickup restores, and time limits on time trials felt far too tight. I'm a big fan of the kick! Killing enemies with a quick kick feels so great, and I loved the kick jump. Unfortunately wall kicking got kind of ruined by the wallrun. I also did get a little lost occasionally, since most rooms look kinda same-y, though this has been a universal problem across the jam, since decorating rooms properly takes a ton of time.

I liked the visuals, am a sucker for that PSX look. Sound design is great as well, I particularly liked the time trial theme, it's very catchy.

Amazing game, good job to the three devs!!
Here's the first half of my gameplay:

Oh shoot, I hadn't really considered the possibility of a trackpad, sorrey, that must've been incredibly inconvenient.

Hi there, cool game!

I'm a big fan of the grapple, though I feel like gravity might be a tad too strong, sometimes making it hard to align your hookshots properly. Not sure if there was none or I just stopped playing too soon, but there didn't seem to be any powerups, which is unfortunate, I think a dash/double jump and such could've been fun in combination with a grapple.

There's not a lot of art in this, but the bits of art that it did have were totally fine! Music felt a bit unfitting perhaps, but sound effects were pretty much on point.

Game's clearly unfinished, but if you expand on the whole grapple platformer bit and just polish a bunch, it could be a really awesome experience!

Sweet little game! It's the perfect length for a jam game, it took me about 10 minutes to beat it.

It felt great to play as the frog! Got nothing to say about the controls. Going into a door, collecting 4 keys(?) and getting the object created a nice little gameplay loop, and having gameplay be limited to one room really helps with not getting lost.

Art is neat! I have nothing to add on that, just, good art and animations. Music is funky, I like it.

Great game!

This comment made me unreasonably happy, as what you described is exactly what I wanted to achieve :p 

Thanks for playing! I'll give your game a try later

Neat game! I've been running around the 2nd area for quite a few minutes and have run out of patience, so I'll leave it at that for now.

The player character feels pretty good to control! I'd say the acceleration is a little too low, and I'd have appreciated variable jump height based on how long you hold space for. I am not a fan of how enemy/projectile-heavy the later rooms got, especially since the projectiles are tiny and attack paragraphing is nonexistend for most foes. I liked the missiles as a secondary attack a lot, instakill button in case of emergencies. Unfortunately all rooms look kind of same-y, so I found it very hard to remember certain rooms and figure out where to go.

I really liked the art! Awesome animations, and it all works together really well, nothing looks out of place. Music was a bop, good job on that, I have no complaints about sound effects either.

Really cool game overall, great work!

Really cool game! My game session was unfortunately interrupted by the family after dying to the big dino, lmk if I missed anything super vital to the game experience as a whole, though what I have seen so far is pretty good.

Gameplay! Your player movement is easily the best out of the jam, it's exhilarating to zoom through rooms and dash attack through enemies in a similar speed to a fighting game character. I didn't like the combat aspect of it so much, it felt kind of inconsistent when enemies hit you and when they don't, but it's fine, your movement makes up for it.

I think your weakest area in this was graphics, the mixed pixel sizes and partially weirdly scaled assets look out of place. Your audio is great though! Sound effects are super fitting, music is a tad repetetive but it sounds great.

Good job on making this, you can definitely steal some aspects of this movement for later games!

Cool little prototype! Unfortunately did not have a controller on me so I couldn't get the full experience, but I assume the rest of it is equally as polished. Obviously I can't do as big of an essay on here as I did on others, seeing as this is just a little prototype stage without visuals or audio, but what is there is really good! If you turn this into a game for the super metroidvania month, it'll be fantastic!

Good job!!

Sweet little game, though very rough around the edges.

First off, gameplay. Moving as the cat actually felt really good! One thing I would do is make the cat jump higher/lower depending on how long you hold the jump button, but that's about it. I didn't like the combat a ton, I think this would've done better as just a platformer, without the added complexity of combat mechanics. Player feedback on hitting an enemy/getting hit is nearly nonexistent, a screenshake or zoom in or particle effect, just anything upon being hit/hitting would be rad. You also need to adjust hitboxes to be wayy smaller, typically you give the player as much room for error as possible without it looking weird.

The art is neat! Don't really have anything to add to that. Music is also decent.

About all I've got to say. Keep gamedeving folks!

(This video isn't really accurate to my actual experience, I went to play it again, found the dash and poison thing later, though I hope having a bit of gameplay footage helps for gathering feedback anyway ^-^)

I'll give it a go when I'm back home!

Yup I was referring to the speed, and after checking the video again, I died 2 times during that first boss escape.

Hello there! This was quite a nice game overall, I have a few gripes which I'll write down here, but for the most part it was an enjoyable experience.

I softlocked once at the beginning, a video of that is attached.

I feel like some timed sections were too tight, one comment already mentioned the first bossfight being too tight, which I agree with. In the final boss room, shooting the second button also had a tight window and took me a few tries.

The gameplay felt super neat for the most part, there was one tiny thing that I didn't like about the character controller, the character x velocity seems to get reduced/set to 0 when hitting the floor after jumping/falling, which feels super awkward, you should be able to keep your momentum after jumping. Aside from that, dash and regular movement felt great.

Your audio department did such a phenomenal job all across the board! Great sound effects, super fitting, never felt out of place! Music is fantastic and always fits the current situation. Great work guys, keep doing what you're doing!

The art was fine on paper, if you look at an individual sprite it's good, but I think you had multiple artists working on this, which made some sprites have different styles from others, which does look kind of odd. You also have uneven pixel sizes which is generally more of an amateur thing to put in your game. The visual effects are amazing though! Very over the top, in a good way.

The story was good, though I feel there was a missed opportunity to give us an alternate ending where we side with the robots instead of shutting them all down. It's okay, there's only so much time in a month.

Good game, very well done!

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So, there's a lot left to be improved here.

For one, it does not feel great to move around. The acceleration is super weird and you basically don't get any midair control. The game's level design is confusing at best.

The graphics look super blurry, which is something you do not want for pixel art, though that might be Unreal Engine's fault, no clue :/
It'd also be nice if you optimized loading times more, the game takes far too much time to load/reload.

Additionally, the little voice messages are very unnerving, and you could've focused your time elsewhere(i.e. making the map more metroidvania-like and building points of interest).

Good luck on your next game projects!

Alright, cool little demo you've got there!

I like the character movement, slide, walljump, jumping, all feels pretty solid, my only major gripe is combat. Animation takes too long, doesn't do any recoil on enemies, hitbox is too small, boars are too fast. Aside from that, everything felt really nice.

Can't wait to see a full version of this!

Hi, you didn't seem to upload a build of your game which is a little unfortunate, as of right now you have 9 hours left to upload one, so it'd be pretty neat if you did that

So, first off, great job on finishing your first game! Most people quit entirely due to the complexity of it all.

Now, obviously this is not finished, and it's also barely a metroidvania, but that being said, the few bits you've got are quite rad! Movement actually feels buttery smooth, take parts of this into a new game and you'd get a really nifty shooter.

That is about all I've got to say, keep doing gamedev!

So, unfortunately this game doesn't seem super finished, so there's not that many specific things I can point out to be improved, since the graphics are clearly placeholders, there is no music or sfx, no kind of polish, etc.
From that little bit I've played, the character controller itself feels pretty good, and you seem to have some character swap stuff going on as well, so

Just keep working on this, I'm sure it'll be great once it's done!

Hi! Yeah, thanks for the kind words! There actually is a "proper" ending if you go up/right from the coolsville area, you don't need to bother to replay it though ^-^. I've had your team's game on my list for a while, ideally you'd provide a downloadable build in addition well as the web build, that works a lot better for me, but I'll play it on the web anyway if you don't get one out before the extended deadline.

Hi! I played some of your game, though not all of it, I quit after getting the wind arrow, running around for around 10 minutes trying to find the path forward to no avail. So here's my thoughts on what I've seen so far!

The regular movement feels good, not too stiff, I like it. The dash, on it's own, feels good as well, I just don't think it should be on a cooldown. Having to wait on a platform for the dash to regenerate is wasting the player's time for no good reason.

Art and music are both good, nothing to point out there. I feel like you could've toned down the fancy effects a little, my framerate was dropping a bit sometimes.

All in all, this game is a lot like hollow knight if it didn't have that big of a budget. Some mechanics are very clearly inspired by it, maybe by accident, but I assume not. This game isn't bad, don't get me wrong, presentation is decent, gameplay feels acceptable as well, it's just that it isn't that original. If you really want players to enjoy your game, consider coming up with something that re-invents the genre a little.

Super nice game mate!

The graphics and animations are buttery smooth, really loved that asthetic. Obviously it could've looked a lot better if the environment wasn't white boxes, but oh well, we only had so much time.

Gameplay felt great, all of it, I don't have a single annoyance to point out, it just felt awesome to play.

Music was rad, though I felt you could've added a lot more sound effects for various things(swinging the sword, hitting an enemy, gliding, etc), though I'm sure you're aware and just didn't have the time.

That's about it, cool game, super neat asthetic!

This was such a sweet little game! 

The art, especially those character portraits and powerup illustrations are super cute. Tiles, enemies, all look amazing.(I like the implication that all the dead bigoofys turned into gosts and can now live happily :))

I really liked the music! It added so much charm with the recurring instruments and melodies, I wouldn't mind if you uploaded the soundtrack to youtube, it's quite a bop!

I have no gripes with the gameplay either, some rooms might be a bit ridiculous, and some boss attacks felt a little silly, but overall it's just a super solid metroidvania!

Great little story about a monster, good job on making this!!

This was such a joy to play!

Easily the best game out of this jam that I've played so far, I have nothing negative to say either, it's just a really really good game!

This game is charming in theory, but I found it quite gruelingly difficult, for various reasons.

The player movement is very hectic and feels extremely out of control. The jump is always the same height instead of cutting out when z is released, and the player just moves too fast for how small screens are, especially since there's no acceleration/deceleration. Less instant screen transitions would also help in not dying as often.

Checkpoints are placed far too infrequently, heck, I'd just save on every room like celeste at this point. The hitboxes of spikes could also be a lot more generous.

Enough about that, the art is super simplistic but it works, the music is good on its own, though it did get to my nerves hearing the same tune over and over again due to repeated dying.

It's a good game in theory, just far too finicky and difficult for me.

Good job!

Alright, this game is solid. It's essentially a shooter except you only get one bullet.

The gameplay was fine for the most part, movement feels a little stiff and platform movement was clunky. I was also not able to beat the final boss guy, no clue how to do that :/

The art is good, just a little repetetive, some tile randomness, maybe a parallax background and other stuff would be cool. Character animations for walking and jumping would also be rad!

The audio was a little out of place, I would've appreciated some music instead of the slightly unnerving background noise you've got going on.

That's about all I've got to say, decent game!

This game was AMAZING! My little ultrakill brainrot heart is pleased <3

The movement is just fantastic, every aspect of it, at most I would've asked for some more vertical options, since the player jump is kind of weak and doesn't do anything. Everything else is a blast! Axe feels great to swing around, and as soon as I figured out the parry it was sublime.

I just really wished that it was longer. The potential here is off the charts, combat is such a joyful experience. Please expand on this game, add more rooms and more enemies, it's great.

Good job!

This is quite a good game. The movement feels fantastic, and the powerups you get add to that, the combat is buttery smooth. However, I didn't play all the way through, and I don't know how much is left, presumably a lot because I only have like 2 of the 10 journal entries.

The game is massive, there's a lot of things to collect, a lot of lore to be found, and a ton of rooms to travel through. There's nothing inherently wrong with that, just that some other parts of the game kind of lack in content, noteably how unique each room is and the enemy variety. If you had used your time to add some background decoration to rooms, add more enemies, cuting on map size and amount of collectables in the world, your game would feel a lot more compact and finished, which would also make the world easier to navigate, as points of interest usually stick out(Imagine a worn down village, a greek temple, that kinda stuff!)

I have nothing to comment on audio and art, they're great.

I enjoyed this one, great game! Might come back later to finish it, not for now though.

Alright, so I can see the vision, multiple characters to solve numerous obstacles in a very hostile world. I feel like you kind of fumbled on the execution though.

Let's start on the gameplay, the beginning was kind of neat, getting the three characters and figuring out what they do, yeah, pretty cool. My main issue comes in after you get the wind guy, the rooms are just cruel and not fair. The character movement isn't very fine tuned in the first place, having to do precise jumps over pits of fire and avoiding enemy bullets is not a fun experience, expecially since a bit of knockback can kill you immediately by sending you into a fire pit with no escape.

The art was a bit odd, it felt like you mashed together a bunch of assets with different styles, which is weird to look at. The character, tile and background art were good by themselves, but they don't really fit when you combine them. For sound effects and music I think that they are very out of place, especially sound effects. The music is very calm, which adds a strange sense of comedy as you frustratingly throw yourself into a pool of acid over and over.

All in all, I didn't really like this game, but the idea has charm. If you were to redo this and improve upon all the critical points, I'm sure it'd be a pretty sweet game!

So, this game seems quite promising, art is very charming, controls feel good, and the beginning of the game feels very finished, with the intro cutscene, dialogue and everything. I felt the combat was a bit clunky, some hits taken seemed unfair, enemy hitboxes seemed too small, such stuff, but I assume that's gbstudio-related issues. Sometimes there'd be a visual issue, though that was more funny than annoying.

As far as I can tell, the game currently consists of the few intro rooms, and then you're sandwiched between a bathroom and a dead end? This might have been an issue with my emulator, or some other unknown cause, but if not, I feel like the end of the demo could've been marked more clearly.

The art is fantastic, I really liked it, the sound effects felt fitting, the lack of music was a bit odd, but there's nothing that really felt out of place, good job on the visuals and audio!

As of right now, the game is unfinished(at least from my experience), so I will only rate what I saw, not what could've been there, but the few gameplay sections that it did have were quite nice, the intro was great, rooms are fun to navigate, my only real complaint is enemy combat, it felt kind of lackluster.

Good game!

All good mate, scope creep gets to all of us

Got a score of 11000, I assume that's about as much as you can get. Gonna be honest, this one doesn't really fit the theme, and it's not really fun either. It really is just a walking simulator that makes you press E occasionally, there is no obstacles or threats at all. One thing I can praise is the visuals though, it looks a very certain way that tickles my brain idk. Could definitely be expanded and polished further.

So, clearly, you're trying to make this a horror game of sorts. And you've almost got it, the environment is very grim and dark. It's just that the main threat(sharks) aren't really scary, as they just appear right in front of you, and all they do is swim towards you. You also never have a reason to swim upwards, as all artifacts are on the sea floor.
I have a few suggestions:
- Make sharks spawn when you go to down instead of up
- Increase the player movement speed
- Give the player some kind of indicator to know where to look for the next artifact
- Make sharks appear from the dark, and make them something you can actually escape from

Alright, I like the kind of aesthetic you were going for with this yellow/orange to dark blue contrast, though I must admit, the controls are kind of finicky(Boat slows down seemingly at random, it's unclear what hurts you and what doesn't), and it was somewhat unclear what individual level elements(like the treasure or crabs) do. You just need to work on clarity, everything else is okay!

Thanks for the kind words!

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Okayy, thanks for playing mate(That hyugghhhhhh sounds very relatable by the way)

Not a very big fan of this one. While obviously you seem to be talented with crafting a world, and making it feel alive via graphics and music, I believe the gameplay falls short tremendously. 
All you do is:
-Follow the trail to your next goal
-Click through 15-ish lines of dialogue
-Enter a combat sequence(Which are identical except for the amount of times you need to hit the target)
-Repeat
And you do that over, and over and over again.
I don't think you really incorporated the theme either, it feels very stitched on top.
Nice graphics, nice little village world, but it lacks in gameplay variety.

I really liked this one, the first level is really sweet, and getting out of the signal tower area in the end is quite terrifying for a moment. The next level builds on that, and it's absurdly fun, dashing from one tower to the next as quickly as possible. I could unfortunately not beat the game however, due to this one ridiculous jump. It really took me out of the flow, which is a shame, because the remaining level is probably equally as fun as the sections that came before this.
Going away from gameplay/design, the presentation, while simplistic, is masterfully done, mostly due to the dramatic shift from a flowery mario-like landscape to a hellish, sad and grey deadland.
Congrats on making this!


It should be? It has 50 health points, each gunshot deals one, when the creature is down to 1 hp, it will not trigger the ending until the player himself guns it down. Thanks for playing and the kind words!