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KawaPixel

30
Posts
1
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A member registered May 12, 2025 · View creator page →

Creator of

Recent community posts

The game was fun at first, though after a while, I feel like it was kind of repetitive. Need a little bit more of "progression".  Anyway, nice game.

Love the art!

Love the simplicity, the screen shakes, everything is great.
One thing though, would be great if bullet reload automatically after not being shot

I find a few bug, that you can spam left-right click to give significant boost, also the speed didn`t seems to be reset after hitting the square, allowing the accelerate really fast.

Really enjoy the game, the VFX feels great, the white flash though, little bit too much.
Anyway, the game really satisfying.

I kind of don`t like with the camera, for me personally I feel like the camera really janky.
Also, the text, would be better if fixed on different layer, than in world space

For the puzzle, I love it. The game concept is simple, and I enjoy the way of using it. Great Game.

No one mention about the game, but I found an issue with the password, I`m not sure I did some mistake or not, but with the dog's name and number, I still can`t get through it. 

Anyway, really love with the desktop visual, even each message, the system are detailed. Despite "Made heavily using AI", it`s still a good game.

One thing though, what`s wrong with the cover? I think using the desktop visual as cover would get more attention, the cover didn`t really represent the game.

Thank you for the personalized feedback, yes, I will improve the game after the jam period is over, thank you for playing and enjoying the story.

Thank you for playing, really appreciate it

Overwhelmed with the visual, anyway good games, love the voice.

Great game.

There`s quite improvement you can do like adding camera shake
camera.add_trauma(intensity)

Other than that, the control is good, VFX is also well implemented. Good job!

Thank you for playing

Thank you for playing, and congrats on reaching all the ending.

Well, the whole game theme is actually about "using speed as your weapon" *NO SPOILER*, only a few actually reach the ending. Anyway, thank you for playing.

I enjoy the game, but there`s definitely need some balancing.

This is for me personally, I feel the game is "Slow", in term of the "Dash" Cooldown, enemy movement speed,
I spend most of the time just waiting for this cooldown instead of the "Satisfying feeling" When dashing enemy. 
There are several ways, increase the dash duration by a lot, but slow the cooldown.
Killing an enemy reset the cooldown also keep the game more "Satisfying" allowing player to dash between enemy.

I love the idea, the art and the execution is great, but for me need more balancing.

Beating the high score was kind of hell, well I`m determined 26.71. I spend one hour for this, well definitely worth it. I enjoy this game very much. For the camera I don`t think it`s issue, though I believe having sensitivity setting would be great.
The level design itself I found it pretty solid.  Though I found the design at stage 3 little bit trolling.
Well anyway, I can say this game is my favorite in this Jam.

It was fun, a little bit confusing with the controls

I got the vibes, definitely need polish, also the ghost could be more improved.

though I appreciate the handrawn art. and for the mechanic wise, its okay.

This is really fun! I found the enemies to be pretty challenging at first, which made the game engaging.

Since this is a game about speed, I wanted even more moments that made me feel fast. Pulling off a combo is satisfying, but I think it could have even more impact with stronger visual effects, sound, or screen feedback to really sell the feeling of speed.

Overall, it's a really good game!

This is a really well-made game. For a 48-hour jam, the scope is surprisingly ambitious, and I think you pulled it off really well.

Since it's a 3D game, the loading time was quite long for me. I got a black screen and had to reload a few times, although that was probably made worse by my poor internet connection. I honestly think this game would be better as a desktop build than a web build.

The animations, interactions, and item pickup all feel well integrated. The only thing that felt a bit unclear to me was the overall pacing. Is the game meant to be a cozy, relaxing experience, or is it supposed to feel more fast-paced with the pressure to deliver? I think having a clearer direction there would make the experience even stronger.

Overall, I think this game has a lot of potential.

I think this has a really unique concept and a fun twist. The golf balls attacking humans was hilarious!

One thing I noticed, though, was the 3D positioning. The ball's trajectory didn't feel "quite right" like what I expected, although that might just be a skill issue on my part.  But I found a few times, the ball got stuck, I`m guessing its either the Y axis, I aim the ball directly down, or the collider from ground is kind of weird

Overall, it was a fun game!

I'd love to see more variety in the spaceships, and a sandbox mode would be freaking awesome!

I really like the game's concept, but I struggled a bit with the progression. Since the buffs from "good" ships and the debuffs from "bad" ships aren't that different, the optimal strategy ended up feeling like just spamming as many ships as possible. I think the balancing could be adjusted to make each choice feel more meaningful.

Other than that, this is a really good game!

Good game!

I found the progression to be a little repetitive after a while, so it started to feel a bit monotonous.

The sound effects and music are great, but I think the game could use something more to keep the experience feeling fresh as you progress.

The boss fight is freaking awesome! During the boss fight, I got Just Shapes & Beats vibes at first glance, and I really liked that.

I did run into a couple of bugs, though. The boss fight feels very different depending on the screen resolutionplaying in windowed mode versus fullscreen changes the experience quite a bit. Also, if I resize the window during gameplay, my character seems to get stuck.

Other than that, I really loved the sound design and the boss fight. It was a really fun experience!

I was a little confused at first about why I was shipping radioactive packages. (That's probably because I didn't read the instructions carefully)

Once I understood the instructions, though, I got the gameplay, and the core mechanic was actually really fun.

I do have a few thoughts about the instructions and balancing. Labels like Not Flammable and Not Fragile eventually became more of a comparison exercise than decision-making. I understand that's part of the experience of being a courier, but as the game progressed, I found myself just holding onto almost every package because meeting all the criteria became increasingly difficult. I'm not sure if that's intentional or simply due to the random generation.

One small thing that really got me was the timer. using 100 seconds instead of the usual 60-second format. I was mad.

Anyway, I really love the idea. It would be even better if the packages had more visual differences to help identify them at a glance, but considering this was made for a game jam, really enjoy playing it

I love the twist on the classic racing game! This is a really fun multiplayer game.

I did run into a small bug while playing with my friend. In the player lobby, some of the text didn't appear correctly, although the game itself worked fine.

The boss fight was also really fun! I think the laser beam could use a small adjustment, though. Sometimes it spawns at the same time as the regular attacks, leaving almost no chance to dodge.

It would also be great if the progression after the boss fight was balanced a bit more. I found myself becoming a little too overpowered after getting the upgrades, which made the later parts of the game feel much easier.

I really like the concept! It reminds me of Undertale, which I absolutely love.

One thing that kept throwing me off was that the arrows didn't feel synchronized with the timing. I found myself struggling to hit them accurately because they felt slightly out of sync.

I love the concept!

At first, I found it a bit confusing because I didn't realize the enemies couldn't be killed. Once I understood the mechanic, though, the bouncing, momentum, and VFX felt absolutely great.

One thing I wanted to ask: is it intended that the explosion can push enemies back toward the center? Sometimes when I'm chaining combos, an enemy gets blasted into the middle, which a bit annoying

I loved the pixel art and the VFX.

One thing I found a little annoying was the attack mechanic. Having to hold down the key to attack didn't feel very comfortable. Why not make it auto-attack instead? Or was that an intentional design choice?

The difficulty scaling also felt a bit off. I expected the game to gradually become more challenging, but it felt like I was being overwhelmed almost immediately.

Other than that, I think everything else was good.

The game was really polished. I loved the sound design, the pixel art, and the VFX.

However, I do have a few suggestions

  1. The sword attack feels a bit delayed. I'm not sure if that's intentional or not.
  2. It would be better if the trail merged together when making a full circle (like slashing and closing the loop). I think it would also make combo attacks feel even cooler.

Also, I found a funny interaction:

  1. If I keep my cursor still and just scroll, the character keeps looping in place. I guess scrolling is treated as an input like clicking, so instead of clicking, I can just scroll.