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Kauyon_Kais

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A member registered Jun 15, 2020 · View creator page →

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Thank you for your feedback!

Yeah, there's a lot of RNG that can just go bad at the moment - I fear that's a classic jam problem. As for the controls: We've noticed during testing that it depends a lot on the player and how comfortable they are with fast context switches and mouse handling. For me, the game is about mastering the controls, while the actual defense game is very much secondary to that. So the overwhelming part is the challenge. But I hear you, there are also a bunch of games that just do not work for me - bullet hells for example.

Thank you! The controls being the "hard" part of the game was inspired by Kenney's Frick Inc. I can't say I particularly like defense games either, but it was an easy, fast to grasp concept to apply the controls to.

It's always been a dream of mine to build custom controllers for highly specific games. Maybe one day I actually will, but this is a close second.

Really would like to try this in VR though

Thank you for playing!

Honestly the main intention was to allow players to come back to the game without having to start everything from the beginning. I think having an easy unlock option is a good feature for jam games, we'll definitely keep that around.

Nicely done! I wish I had had some kind of idea of what a trick or a treat could be - maybe even, seeing both and just not knowing which one will be picked in the end. Would've given my choice a lot more meaning.

I love the atmosphere you created. I not much of a horror game player and this definitely reminded me why. Good job!

Very ambitious concept, well executed style. It's a bit slow going for my tastes, especially for a jam game - but kudos for pulling this off!

Thank you!

For me, the big inspiration was Kenney's Frick Inc. But PVKK has a very similar "hands on" concept, I agree!

First game I've played this jam with a proper cut scene. Very cute idea!

I gotta be honest - this game is not helping my headache today. But I love your interpretation and the creatures and text in the noise are a super cool effect. Cool concept!

Super cute! Love the interpretation and good work on making three minigames!

My first game was Asteroids, felt very similar! Personally, I found the inertia of the paddle to be too high, made it hard to me to accurately steer it. Music, sound and palette, as well as VFX were well chosen, nice job!

I'm very late in responding, but that's actually not a Godot issue. We just didn't want to deal with figuring out certificates in that environment during the jam itself. From what I hear though, it probably wouldn't have been all that difficult.

This is great! It could be, and I mean this in the most positive way, a very good base for a mobile game. A few more options and levels, some kind of progress, monetization and you can put that right in the Play Store. Wonderfully made!

I expected a classic tank game and in a sense it is that - but the full speed twist is a nice one. It's a bit underwhelming against static targets, but I think this would be great fun as a local-versus game. Great idea, nice job!

Thank you! It's pretty much based on the physics enabled sphere style, which made implementing it very easy. 

We originally planned for the non-track ground to slow the player down even more, but it turned out to be too difficult to stay off of it, even for us. I'm glad you had fun!

For me it's Team Losi's RC Racer - though I haven't played that in about 25 years or so.

The car controller definitely is a sore spot. On one hand the difficulty can make fun, but I think it also could be a lot better. But that's a jam game I suppose. Thank you for playing!

I believe the optimal route is actually to veer off track and abuse the physics bug that lets you speed up indefinitely when jumping in the right rhythm. Outside of that, I honestly do not know. There are a couple of shortcuts I can never pull off right, but my team mate has a better handle on that.

Thank you for playing and taking the time to give feedback!

When my teammate wanted to make a synchronous online game, I said it's too risky, too difficult. LOOK AT YOU GO.

Hot darn. So juicy. Multiplayer sessions. Very good job!

I have to admit, I struggled to find all the batteries and wasn't really sure where I was supposed to go with the flyer. But such are jam games, a bit rough around the edges! Good job finishing your submission!

I like to think the car is notoriously bad at staying on track :'D

I'm definitely not the right person to enjoy this kind of platformer, but the concept is solid and someone with faster fingers will likely get a lot more out of it. I've seen light play in a few platformers, but I don't think I've ever noticed it as a central aspect. I bet you can turn that into a somewhat niche, but very fun fulfledged game!

Very entertaining, a good base for a calm evening session. Very good for my post-jam brain. Nice work!

Love the vibe of it! Very nicely designed levels

This is the kind of game I wish I could get myself to make! Easy to grasp, fun to play. Nicely done!

Fast growing pumpkins grow a tree powering a monster mining truck. All with beautiful matching colours and happy, but calm music. Great work!

Very fun concept with shifts kept short enough to not drag on (unlike the real deal, I bet)

If I wasn't running on four hours of sleep I probably would've tried harder. Maybe I get around to it later this week, it really deserves to be finished

The tricky triggers have been mentioned a few times. I don't have the mental fortitude to get past the coins, I just keep missing the last one. But looking at the screenshots I wish I did.

Because hot dang from what I have seen and played, this is a great entry. Wonderful concept, nicely executed. I can see a story forming and whether it's actually being told or not, little Spark has so much potential as an interactive companion. This is one of those jam games I will show to non-jammers simply because its creativity is so well paired with clean execution, it's a treat to play.

Ah yes, the bunny hop! I can't say it's in there on purpose, but I also didn't want to deal with working out a fix

Bet that's a fun one to watch :D

25 seconds? Please tell me you played with the windows build, I want to check out that run!

So much money to spend, so little time. The shopping breaks were the most stressful part about this whole thing. Tons of fun, well done!

Very cute concept and a nice base for a hectic co-op game. I think standalone it struggles with longer play, as there's no end and the gameplay itself slowly turns tedious. However, that's mostly an issue with lacking variety, which isn't exactly surprising for a jam game. Reminded me of Overcooked!

Nice idea! Your level concepts are pretty nice and varied, I enjoyed them! I could definitely see a larger game based on this, with a few more abilities being unlocked later on

Did I see that right, the lightning gut is actually arcing through the enemies? Neat!

Between the music and the low-intensity gameplay, it's just what I need after a 48h jam!

Some more polish definitely would help this game stand out more. Since the gameplay itself is very relaxed, having more interactive visuals would help keep the player entertained without adding to mental load. Very solid foundation you have here though!

Super cute!

Something about the webplayer doesn't interact nicely with my keyboard, I seem to miss every few keystrokes which makes it a bit annoying. But the concept is super nice, I adore it!

Cute! It's hard to gage what ingredients to use to get a good potion going, even with the brewing being available at all times, but it makes for an interesting base to build upon.

Thank you for your feedback!

Camera will definitely be worked on. My current plan for the proper version is to do handmade levels and some event-style tiles that tell a story or something similar. If you have ideas for additional tile or resource types, I'm happy to hear them!