I can neither confirm nor deny
Karkaranos
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Recent community posts
I don't know if there's a way to make this not sound rude, but were you able to complete your game when you tested it?
I was unable to get to the battery recharge station after many attempts, and while I could get it on screen, I couldn't get further than the last? dropdown section.
It also felt a bit weird to use W instead of Space to jump in a 2D platformer. Pressing "ESC" on the start menu would cause an instant loss condition.
That being said, I did like the music- it felt like it took inspiration from the Mission Impossible theme, and the art style was pretty cute.
I think your outline shader may have broken a bit- I was able to see interactable objects through walls, and sometimes meshes retained the shader after being hidden/interacted with, and some assets had fully broken materials.
I do like the concept of a timed escape room. I was able to get out within a minute after interacting with the door next to the room with about 2:10 left on the clock.
I really am not a fan of horror games, so this freaked me out. That being said, so much about this was very well executed! I hated having to go into the bone circle. The contrasting audio between the level and the elevator was so sharp. Watching the lantern tick into negative seconds for the first time before it exploded. This was awesome!
It was a bit tricky to figure out what to do at first, and I wish there was a way to skip to the waves once I'd placed my tower as I found myself waiting 40-50 seconds before the enemies approached.
Congrats on completing your first jam! It can be a bit daunting to get in to, and I'm impressed that it seems to have been done through scripting alone without a game engine.
I don't know if it was because I have a 16x10 ratio instead of 16x9, but most of the UI on the death screen overlapped, and sometimes you could get hit from behind and not know why you died.
That being said, the rest of this worked really well together! The art style and audio style complemented each other, and I liked the responsiveness of the gun. The chat feature was also pretty neat and I liked that it affected gameplay.
Nice job of picking one mechanic (timer = health) and making everything else revolve around it!
The art style was super cute, and I really liked the concept! The sound effects felt disjointed, such as the countdown finishing after "Go" appeared on screen. Echoing what CecilTheHuman said, some of the icons were a bit confusing at first, but once I figured out what they meant, made a lot of sense. Fairly solid work!
It was very hard to tell when I was hitting something without feedback or a visible projectile. I also encountered the random streak @Rosthouse did after selecting more time for the second time on one of my runs.
The art style was pretty consistent and it was easy to navigate around the world. The audio was intentionally crunchy and invoked a feeling of early 1990's shooters, though was a bit too crunchy for my liking.
This is beautiful.
However, I finished Crazy (Cat) Cookoff by Karkaranos, Cisco (itch.io)













