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Kaideu

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A member registered Nov 07, 2018 · View creator page →

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Indeed. Always a good time performing a good catch! Hopefully I can turn this into a proper collection game in the future.

Thanks! Glad you liked it

Glad you had fun! I thought about upgrades to the lasso, but I couldn't think of a purpose for it. So I felt it would be an empty mechanic. Instead, I opted for a simple relaxing game. I hope to add more to it in the future though as a collection game!

I appreciate the feedback and glad you enjoyed the mechanic!
Unfortunately I couldn't think of any gameplay that would be fun beyond the main drawing mechanic that would be doable within the time constraint, so I ended up making it a simple relaxing game in the end

Glad you enjoyed it! Gamaray definitely did a great job on the art

Glad you enjoyed it! Was honestly surprised how many lasso game there were. Although, with 37k participants, I shouldn't be.

Ya, I noticed during playtesting that I was able to tell when the auto close would take place since I implemented a distance requirement from end point to start point to ensure nothing was caught when the player just makes a line.

Great double entendre on the looping concept. Although the movement felt a little weird and the corner collision were bothersome, I was still able to complete the game fully.

If you'd like tips on the collision issues, I would consider looking into the "Collide and Slide" collision algorithms. Poke Dev on youtube has a good video explaining it

great puzzle concept! Time loops tend to be overdone, but this was a great implementation of it. (Also, love the squishy)

I was having trouble keeping rythym and moving around at the same time, but rythym games aren't my forte. Cool concept though!

That was very unique and well done! Caught myself playing longer than I meant to haha

Great job on the looping mechanics! I really like the idea of capturing multiple enemies then using them as weapons. The bowling part was fun to!

Glad you enjoyed it! Fishing games are relaxing 

Planning on making this a full mobile collection fishing game. Gotta add onto the design and make some updates, but hopefully that pans out!

Glad you like it and thanks for the feedback! We noticed a few bugs that appear inconsistently, so they're hard to track down, but we're definitely looking for them.

Glad you enjoyed it! We did include a pause button in the upper portion of the screen, or by hitting the esc button. In the pause menu, we included a reminder for the colors :)

Feel free to continue trying to the end! It's basically a rock-paper-scissors style game, so try to go for the win instead of ties!

Interesting game play for sure. I was a little frustrated having to wait for the timer without knowing when it was going to change, but that's just a personal issue. 

However, on the second level, I couldn't progress because I pushed the block against the wall and couldn't get it away from the wall without restarting. Maybe having a reset level option could help?

I don't know if it mattered or not, but for a jam game, I'm definitely not clicking "I agree" to something that prevents me from playing if I'm not sharing data from my device.. It sort of falls into the realm of downloading a random file. Sorry..

Great tutorial design in the level setups! Seeing the blue walls was hard since I'm colorblind, but I was able to finish all the levels eventually. I appreciate that each color had a distinct visual difference with the shapes as well. 

If I wasn't colorblind, I'm sure i'd get past the first section of level 1. lol

I like the idea though! Seems like it was put together well

Interesting game, took me a good while before seeing where the colors game in. I'm also terrible at combo games, so I didn't get very far lol

Pretty good base concept here! It's interesting when the game doesn't revolve around the theme, but still makes good use of it within the gameplay. Well done!

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Great simple gameplay and sound design, well done!
I'd probably ask for either more color scheme options, or customizable colors. Unfortunately, I can't actually see the difference in color between the left and center. But I'm colorblind, so... If you don't want to add extra colors, I'd suggest making them a little more vibrant, alternating vibrance, or adding a pattern/shape difference to compliment the colors

Thank you, glad you liked it!

Solid mechanics and gameplay! Definitely a winner. Honestly, there's not much critical feedback I'm able to give on this one. A suggestion may be to allow the player to save some of their art, but probably not a simple task for the time allotment or WebGL. I would absolutely love to know how the pattern recognition for scoring was done though!

I can't actually seem to figure out how to play unfortunately.. I'm not sure if it's a bug or not, but the bullets don't appear to be hitting the tanks. I had it happen maybe twice and I even destroyed 1 tank somehow. I couldn't figure out why though.

If you're having an issue with the physics system and the bullet going to fast, I would suggest using the Mario  physics check method. Essentially, before you move, you calculate your next frame position, then check between the positions two positions to see if something will be hit. In unity, this can be done with the SphereCast or BoxCast

The idea is great, although I'm not sure if I should be rejecting anyone with any single 1 of those 3 colors, or only people that had all 3. It's definitely a good start to engaging gameplay, forcing the player to pay attention to detail!

Definitely an interesting concept, although, I didn't really understand the concept of the controls until I read in your description about hovering the mouse over the enemy. I wasn't even sure why I was dying until I realized the things at the red light were the ghosts. I can tell you tried with the tutorial though!

The aesthetics are also very well done! Very indie-early-console-esque

The game functions well! However, I don't feel like I have much to do in the game other than just placing a new turret/block every now and then..

Some design suggestions would be to engage the player a bit more. Even if you're only using a build mechanic, just giving the players different turret options that affect enemies differently or giving the enemy dynamic movement can help stimulate creativity on the player's end.

That said, the game seems to have been built well and the visuals are very pleasing to look at! As simple as they seem. 

Great use of color shifting as a mechanic! Love the color scheme options as well, especially since I'm color blind!
At times, the shifting was only hard because my hand was trying to do too much at the same time.
My only suggestion, for what I was able to completed, is a simple accessibility functionality to allow both shift and ctrl keys to perform the color shift ability. Since you already allow both sides of the keyboard for movement, it would make sense. But also for those who are opposite handed and don't use WASD. 

Glad you had fun! No worries on the memory, you can always pause if you need a reminder :)

I'm glad you enjoyed the game! And thanks for the feedback. We really tried to figure out a way to make it more manageable when down to one lane, but couldn't seem to figure out a way that would help without taking away from the overall design. In the end, we tried to manage the settings so the player could potentially make their way out of a bad situation by simply getting better over time. We added the abilities afterwards and they seem to have ended up helping the situation, but we didn't get many play testers unfortunately..

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Understandable.

The potions are simply the goal. Once you complete all 5, that's the end game in the current state of the game.

Unfortunately, we neglected to convey that in game

We unfortunately had to cut out the 4th work station which added extract infused items.

Glad you like it!

I don't think we took inspiration from it, but it would be great to know what that game! 

Glad you enjoyed it nonetheless!

Apologies! I don't think we clarified that the WASD keys were usable for movement as well. We incorrectly assumed it would be implied!

Let us know if you're having issues with using WASD though, that would definitely be a bug

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Bold indeed. Gamaray stayed up all night the last the last 24 hours of the jam to get it done. They outdid themselves!

I hope you enjoyed the game!

This was really well put together, although I did have the issue where the time kept getting spawned on the edges where I couldn't get to them. I also really like the main menu idea!

Glad you liked it!

I appreciate the feedback!
The hay-bale trigger has been identified and I'm still trying to find the issue unfortunately.
And I'll keep the suggestions in mind for the possible post-jam update!

Glad you had fun!
I had intended on giving the coins motion at least, simple rotation, but I didn't get to it/forgot about it at the end haha

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Thank you very much for the feedback, especially about the pitchfork bug!
It will help me improve the level design for the post jam update.

  • The UI seems to be fine for most people, would you mind sending a screenshot of what you've seen? It could also be a browser issue.
  • The score is actually below the timer in white. The timer has a black rectangular background, but the score is just below it. (Admittedly, I should have made it a little more contrasting.)
  • The trigger does seem to break after consecutive runs and I'm still unsure what causes it. However, it's simply triggered after reaching a specific point in the track.
  • The coins, I agree, need to be more balanced.  The initial design was to make the majority of the score dependent on the time, then the coins would determine the "tipping point" factor. Typically this is used to try and beat a previous score by trying different paths in the track. I was unable to get a decent balance between paths however...

I also made this with a possible multiplayer update in mind, so hopefully I can get this balanced enough :)