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Karkaranos

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A member registered Nov 04, 2022 · View creator page →

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I can neither confirm nor deny

I think this is the raw project files zipped as I couldn't find an executable file :(

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 couldn't figure out how this one worked. I got that it was WASD to move and Space to jump, but I couldn't seem to interact with anything despite clicking, nor could I get on the desk. 

What controls/inputs am I missing? 

Hello! I'm a bit curious- what about the main menu did you have issues with, and which version were you playing? The volume sliders/quit don't work on WebGL

I'm glad you enjoyed the chaotic nature of it!

I was unable to run this project as it was missing the .pck file :(

I do like that it closes the application when you hit something- it adds to the impact and finality of the explosion

This seems to be just the raw .exe and is missing the .pck files :(

(1 edit)

This seems to be the raw project files itself, zipped. I couldn't find an executable file anywhere :(


Congrats on making your first 3D game though! It's a big step forwards

Before people click the download: This is what happens when you do

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. 

Oh wait- I think I see what happened. This is the raw project files themselves, including the editor config, .gitignore, and .gitConfig files. This is not a build

I was unable to extract this game as the file path was too long for the .cache files

I think it was :(

I wasn't really sure what to do during the game- the plug frequently went outside of the window and spazzed out, and inputting the correct code did not seem to do anything. 

It's missing the .PCK file and can't be played :(

I love the graphics style on this! It feels like my sibling and I had fun on a rainy day and put together a play box set. Movement feels pretty smooth and it's well executed. 

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!

I love the attention to detail you were able to add! Footsteps syncing with animations can be tricky to do, but you did a nice job with it! The animations themself and the lose/win screen are also cute

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. 

Having played Nethack, the smooth movement caught me off guard a little. That being said it was short and sweet

Love the pun of Count Down being a vampire pillow!

Somehow managed to crash my computer and was convinced it was malware

This feels really smooth to play and the style is cute!

Egg

Agreed

This is beautiful. 

However, I finished Crazy (Cat) Cookoff by Karkaranos, Cisco (itch.io)

You only included the .exe file so this game does not work- you need the .dll file in the zip as well as the assets

This is ridiculous- I love it. I could not stop laughing!

I will add- there is a way to win, or you can try to survive as long as possible.

I didn't realize I was moving the map; I thought your twist was trying to not get to the goal and flipped controls.

It seems to be Q W E