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A member registered Dec 31, 2019 · View creator page →

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The artstyle is great, the idea is simple but well-executed, the sounds fit well and are very whimsical, and nothing feels unintuitive. I loved the puzzle design on this one! A lot of them were quite simple but still enjoyable, and the bonus levels were really engaging. I got completely stumped at bonus level 3 (or 2? whichever the one with the large rectangle map where you had a 5/4 signature and 4 loops is), and even though i kinda solved it through trial and error it has taught me some important ways of thinking about the puzzles. My only nitpick with the game is that the direction buttons are a little bit too similar and hard to tell apart from each other quickly and that the note for the "left" jump clashes with the notes for the "down" jump (or at least it felt like it).

Cool idea and pretty polished but i wish there was some sort of bonus for getting longer combos and some different point system because the current one encourages  missing headshots so that you dont kill the enemy in one hit

Very cool concept, though given the mechanics are pretty confusing a full tutorial would be a lot more helpful than just the text given in the game description. The game is pretty weirdly balanced too, some enemies like spinderella are pushovers while others like sir squeaksalot can checkmate you without any growth if you're unlucky and they draw the disease thing as their first card. The boss is also very difficult, without having the cards from funguy and the one other poison card in the game you can't beat it. Also, it's pretty easy to go back and beat enemies after you take or consume their attacking cards. And i would also like to add that the "slow" effect is useless for the player, since you don't have growth. I kind of wish there was an option to destroy a card in your deck too, because even though the game punishes you for cycling your deck - there's still starting cards you wanna get rid of and it'd be a cool risk-reward dynamic since you're risking decaying too fast but you're able to get to your better cards more consistently. Would love to see this concept expanded upon.

I love these kinds of games but I think the puzzles themselves aren't super interesting and also I don't get why moving causes the goals to disappear faster (which - its a miracle i even figured out what was happening - this is not communicated to the player whatsoever). It's also very inconvenient that there isn't a reset button and the undo button can crash the game.

I liked the spritework and the sound effects, though.

I like the idea of the game a lot! And the music is pretty nice, but i think the notes should spawn a bit earlier, so that you have more time to react, and i think that notes that require different keys should be colored differently or have different shapes so that it's easier to tell them apart quicker. I got a 93% accuracy on the easy mode but the game is practically impossible on hard mode. Also i think the song dragged on just a bit too long but that's not a big issue.

The game is really fun! its incredible how fast things escalate. I love how at the end there's just so many enemies the game can't even handle it on the web version. I also liked the alternative paths offering you an upgrade if you choose to go for them since they're longer (though i do think it would make more sense for them to give upgrades each loop, but be even more dangerous)

I do wish the enemies were a bit slower and less plentiful but stronger so that you had to actually strategize - like maybe having to drive around enemies or try to shoot them with your gun - because right now you can just keep driving and tank all the hits since they die to being run over anyway, and you can't outspeed them without putting a lot of uprgades into speed.

Other than that, i would love to see upgrades stacking differently, like i think the bomb upgrade feels very similar to the shooting so i think it should benefit from upgrades that buff the shooting, and maybe the bumper and the razors could benefit from speed upgrades.

Great concept but quite simple. Currently it is very easy to just keep doing the same thing over and over again without much risk. I think it could be neat if there were more types of platforms and/or ways to gain new platforms (since there are ways to lose platforms - since you dont get one back if you jump from one at full inventory, which isn't an issue, but i feel like if there's ways to lose platforms there should be ways to gain them too)

It starts out pretty slow, but with how fast the player scales you become an OP powerhouse really fast - it was super fun stacking upgrades over and over again until i was an invincible, teleporting ball of pain. I think the sound effects are really quiet, and the game could use some music. I really like the particle effects though! and all the animations are pretty smooth too, so the game's presentation is good despite the simple artstyle.

Really fun! I think the movement system is very fun to mess around with (though i do wish it was a bit more snappy and less floaty). The second mission is also way more fun than i was expecting once i saw the objective. Though i didn't like the fact that you can get double hit in the span of half a second (having some sort of invincibility frames system or a hit buffer would be nice). The UI is also quite hard to look at, especially the text boxes. I think the red "play area" boxes are also very intrusive and distracting - they could've been replaced with something that stands out less. I also think the lasers and the blink ability should have a longer cooldown - you can spam them very often, additionally the shield should recharge on some factor other than time because otherwise its very easy to just wait out the shield recharge every time you get hit. I also would love to have an in-game timer or maybe even a time limit - it would pressure players to take more risks and actually reward good movement.
The visual and audio design is bearable (other than the aforementioned text boxes).

Also, i assume this is your first game jam since i dont see any other submissions on your account, so i wanna clarify that even though i had issues with the game this is a pretty good result for a first game jam (and a 4 day jam at that)

just double-checked, yea those are the levels i didn't like (though J is the aforementioned maze level)

Level P just kinda didnt offer much in terms of puzzle - the solution is obvious from the start its just kinda wastes time i feel like

yeah the maze one was definitely the worst level and i think level P and level J were the ones that i didnt like if i recall correctly but i may be wrong

Cute art, great sound design,  and a fun gameplay loop! Would love to see this expanded upon further.

Very fun game, most of the puzzles are well designed, i like the inspiration taken from A Can of Wormholes (assuming  its intentionally similar), and the sprites are cute. There were a few puzzles i didn't like and i think the game could use a tutorial but overall its a pretty good game.

the visual style is pretty cool  and the puzzles are fine i just wish the snake was just a tiny bit longer so that biting your tail wasn't so tight of a timing.

The sound design is really good, the gameplay loop has potential but its lacking currently, also i don't think the gameplay has any relation to the theme of the jam, its really only the programming theme being somewhat related to looping i guess.

Also i think the "click this error first" errors should be a different, more easily noted color

The player is REALLY slow, and the delay between pressing jump and the player actually jumping is very annoying

The idea is neat, but i feel like some of the actions dont do what you expect them to? For some reason going to the library feeds you but going to a cafe doesn't (though at least you dont starve when going to a cafe).  And taking a walk only affects the mood but not creativity which i thought was weird. Otherwise the game is great! Would love to have some audio though

The idea is cool and the aesthetic is nice (though please turn down the bloom, its way too bright) but i didnt like how fast the difficulty scales. Also i think going back a loop if you die without the shield is a bit too harsh. Other than that game is pretty good

That did nothing for me, or at least it didn't change my stats after resetting, it might've reset the level back to level 1 though

An awesome spell system! I love creative spell systems in games, and i would love to see this concept expanded upon with maybe more spell types. The art is pretty, and the sound effects are nice. Though the background song loops a bit too abruptly. Overall, very fun game, i have a high score of about 11k, really hoping this project is continued post-jam!

Good presentation, fun concept. Though it is very easy to never have to fight enemies after the first round - you can keep putting 3 enemy tiles and 1 tile you actually want on the wheel and passively gain money that way. It's really fun stacking damage and move speed upgrades though!

Please let me know how you got it to work, because i couldn't get it to work at all

Super fun game! All the puzzles are well designed, the hints for solutions are integrated really well into the surroundings. I wasn't a big fan of the final "sequence" puzzle (mostly because of the betting hint, i felt like "the way" should be referring to something else, but its not a big deal since every other puzzle in the game has been awesome).

The visual style is impeccable, though my PC was struggling to run the game at a consistent framerate. The voice acting, the background music, and the sound design is all really really good! And even though the ending twist was kind of obvious from the start, it's still an okay timeloop story. One of the best games this jam (that i've seen so far), Great job!

Oh, also, it'd be nice if there was a way to manually restart, instead of having to wait out the timer.

Very polished game with good presentation and a consistent artstyle, but the actual gameplay is a bit lacking. I don't like how when back-tracking parts of the snake remain "glued" to the wall, as if you were wrapping around it. The puzzles themselves are also pretty simple, there's not really a sense of progression. The game is short but that means it doesn't drag on for longer than it needs to so that's not a big issue.

I LOVE the gimmick of moving your towers on a railroad track, it's very unique and creative. The game is pretty fun, though it usually ends with you spamming the regular turret / the "shell" turret because the other towers are way weaker in comparison and the perks don't really change anything significant. Couldn't beat level 3, but i still had a blast playing. The sprite-work, animations, and text need some work though - only the towers really felt consistent

I don't think the looping works, no matter how many times i pressed R while paused or unpaused when the message "Reset now to gain these stats!" appeared, my stats would not change

Game's fun, the visuals are gorgeous, the sound design is good, the music is hypnotizing. I like the enemy designs, but i feel like the shotgun fishes deal way too much damage with just one shot alone and the coin bombs are evil - i don't get why they look like coins.

I feel like the upgrades don't scale in cost as much as your money gain does - i got the shotgun after the first dive and the two most expensive weapons after my 2nd and 3rd dives respectively.  Though, to be honest, after you get that much money you don't need weapons at all - dynamite is just way better. I'd like to see more upgrade variety as well - upgrades to your flashlight's FOV, stamina and health upgrades, maybe even reload speed or clip size upgrades. The "loop" part of the game just ends too quickly and it becomes throwing attempts to get to the end without dying.

I haven't beaten the game, but i've been playing for a while and i don't think much changes.

Also, this isn't a big issue, but since enemies don't despawn the game starts lagging if you keep going down without killing enemies.

I've only played a few games from the jam so far but this is by far my favourite! It's a very clever puzzle platformer with a neat GBA aesthetic that it recreates very well. The early puzzles all feel great and have their "eureka" moments, and the game's mechanics interact in very interesting and intuitive ways.

That being said, even though i liked most of the game, i think the later puzzles rely too much on execution rather than puzzle-solving, which isn't inherently a bad thing but it clashes with the fact that the earlier puzzles are more puzzle-solving than execution, which means that the early game and the late game cater to different playerbases/preferences. I also REALLY don't like the enemies that are introduced near the end of the game - they add nothing to the puzzle solving, they add nothing to the platforming, they just force you to wait a lot of the time or pressure you to throw random solutions at the wall until you beat the level by chance. They're cool for the ending but in my opinion gameplay-wise they require a complete overhaul - i really dont think that they should move independently of the player's actions!

Even though my comment elaborates more on the parts i didn't like rather than the parts i did like - i still enjoyed the game very very much. I think the game works well as it is now AND has a lot of potential if it were to be expanded upon - there's a lot of interesting mechanics you could introduce and there's still some unexplored ways to utilize the mechanics currently in the game for puzzle-making.

Thank you! also yeah i spent like an hour trying to figure out how to make the game launch in fullscreen correctly (at least for the web version). For some reason the itch.io "click to open fullscreen" option would also hide parts of the screen even though my window scaling options are set to "scale viewport".

Glad you enjoyed the game!

I felt like timing actions didn't come into play at all, and instead spamming one action thrice a day was more effective, thus leading to no strategy being required.  There's potential here though

The puzzles are well designed, but everything else was a bit lacking - the graphics are very simple, the one loop of music gets repetitive, and the mechanics are pretty simple. It's a functional game though, and the sound design is pretty good

General: I liked the game! It's pretty fun, and the idea is cute.

Creativity: The idea is pretty creative but i feel like it had little impact on the game itself, i think it'd be neat if to buy loops / scripts you had to solve a programming block puzzle and had to construct the loop yourself

Visuals: I think the pixel art stuff is okay, i think it could've been slightly different to signify the relation to programming - like having some of the sprites be fake placeholder assets and stuff. I really disliked the UI, i get that it's trying to mimic software UI but i think something more stylized would be more pleasing to look at. It's also quite confusing, and i think the script loop part could've omitted the unnecessary parts and only kept the actual loop.

Audio: I liked the sound design! especially the fan whirring sounds that get louder the closer you are to the meltdown. The music felt a bit repetitive but the game is pretty short so it's not a big deal

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Very addicting game to try to highscore - the cheating detection seems pretty profound - but the fox does seem to have a bias in what unlikely events make it more suspicious (having multiple of the same face in a row for three or more rolls makes it *really* suspicious for some reason - and not just because it plays the text prompt calling it out). Also, the luck option does not seem to decrease the fox's stress levels like the in-game tip says (though it makes more sense this way i think).  And also also the amount of money the fox bets on the "wow i have an (x) win streak!" seems to vary DRASTICALLY, whereas the regular bets range from 2-5, the 3 winstreak bets range from 6 (going net 0 after 3 perfect rolls of 2 dollar bets to artificially lose) to 17-ish (getting between 2 to 11 net positive of money depending on what rolls you have to artificially lose to get the fox to that win streak)

The sound design is also pretty satisfying - the ambience in the back creates a really cool atmosphere along with the dim lighting, and the card flipping and coin flipping sounds are very fitting and add a lot immersion.

My highscore is 57 (death) and 46 (alive)

Awesome game! Keep it up!

Thank you for the feedback!

I think that adding a max speed and increasing the acceleration time would make the controls much more precise, that way you dont need to add velocity damping (which would imply friction)

The game is very fun, I love the ideas, I love the sound effects and the music, I love how unique it is, but the one thing i don't love is how the movement feels so slippery. The player has barely any control over the cube, with the most snappy movement being using the little circle tool, but that is a limited resource that is automatically placed twice when you press right click and doesn't always work in your favor. I loved the game but the fundamental slipperiness of the movement made the experience quite frustrating (also why do all objects get placed twice per right click?)

Damn, good on you for finishing every game lol, i couldn't imagine going through 56 games in just three weekdays, even if they are short.

Pretty fun game! the concept is really good, and i like the art. My only issues with this is the UI, it looks kind of compressed. I would also love to see more mechanics added into the game in the future!

(Also my PB is around 11 seconds)