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Kebberz

28
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4
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A member registered 18 days ago · View creator page →

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Movement is incredible! It feels nice to tokyo drift around the floating rocks.  I love the idea of having to anchor down to combat the gun recoil. It feels very slow for what's described as a fast paced game. I would like to see the rate of which enemies spawned increased as increasing it by .01 of a second every time takes a long time to build up, especially when I can cheese it by camping at their spawn. Another suggestion, if I may add, is having more than one spawn point for enemies to further combat the spawn camp cheesing. The enemies you've designed are very cool, on their own they're really not much of a threat, but as a swarm would be a nice challenge. I hope that's something for you to consider looking forward. I'll look forward to seeing this game get developed further. :)

I like the idea your mechanic presents. I would like to see more asteroid variations to make the game more interesting. For ease of use I would recommend increasing the rotation speed, it feels like it takes a long time the the eye to reach my mouse and can be frustrating when I can't destroy an asteroid in time. Overall good work!

Thank you for positive and extensive feedback! 

  • Your experience in the supermarket is interesting and something I didn't expect. 
  • Different flashlights have different sized beams, I hope that's something you were able to experience (or get to). 
  • Having a light at workstations was an idea I had originally but not something I got round to, thanks to your feedback that's definitely something I'll add. 
  • It's interesting you mention your trouble with not know how to close the workstation, I'll add another back button in that menu for clarity. 
  • It's annoying about the load time at the beginning, it's not something I had when testing the game in the engine, only in the browser does it take a second to load for some reason. I'll see if Gamemaker has anything like I've seen with those who've used Godot for this jam. 

Thank you again for the feedback!

Animation was awesome! The music was cool but I didn't feel like it was suited to a stealth game (it's also very loud). I loved that you could go to the other side of the house, but I think level design technique could be improved. Introducing how power ups can benefit the player should be added as I didn't understand how they benefitted me, I'm not someone who want's to read how to play, I'd like to discover how to play. The diving into the chimney is awesome and it's hilarious when you fail! Good job with this. Level selection UI is cute and well laid out! Overall a very interesting game.

I'm very impressed by the art style and the mechanics were smooth. Shooting and sound effects have an amazing feel to them. I would like to see more of a challenge for future levels, but these starting levels are great to introduce the player to the mechanics. Biggest disappointment was it being so short, I could've spent a long time having fun with this game! Please add more levels and put it on Steam!

Cool game with very cute simplistic art! This game has a nice challenge most of the time, but felt tedious in other parts. The hit box for the water fountains I felt was a little too big, it felt frustrating thinking I'd nailed the timing to find out I was ever so slightly off. The rate of the ducks coming at me was also a bit tedious. Overall however, I think this game has a lot of potential, and if this is to be made as an endless runner I think it will be very addictive.

I couldn't get the game to load for whatever reason so I can't give any feedback. I just wanted to say you have a very cute take on the theme!

Really interesting game. I love the atmosphere, may I suggest adding some random vocal lines every now and again that give a "What if they're talking about me?" feel. For an extra challenge, and to utilise your look mechanic more, may I suggest needing to look at what you need to pick up in order to do so? Or perhaps needing to look to see where people are before you get too close. At the moment it feels as though I'm just avoiding eye contact and can see everywhere regardless of which direction I'm facing. Overall you've nailed the feel of what you're going for, and the game over animation is very good - made me feel uneasy!

Incredible atmosphere! And texture style too is amazing and original. You really nailed the unsettling vibe. However I didn't feel any sense of danger. The portals are a really cool addition. Mouse sensitivity is too high in my opinion. Overall great work!

Ah I see. The beams are a good addition. If that's the case (with the axis) I would make them beam lines instead of a cone. The cone graphical indication suggests they have the line of sight of a cone as well. It would also be better for player experience if there was a small line emanating from it as well (like a laser that fades out) so we can pre-empt when we'll take damage. May I also suggest quicker health regen times - it can feel a little sluggish waiting to move again.

Thanks for the feedback! It seems I may need to add a similar flash effect for the bulbs as well. If you talk to an NPC while an important item is nearby, they'll clue you in on that. The monster is also supposed to despawn if you fix the lights so that's weird...

I want to find a balance of feeling lost but also sometimes you need to know where you're going. In future I'll consider adding a map item so you can see where you are, unless this is fixed with procedural generation.

Thanks for playing!

Thanks for the feedback! Batteries will appear without a light but everything else can only appear and be picked up if lit by the flashlight or by other means.

A smaller and procedurally generated map is something I intend to work on going forward. And also a hint/tutorial system, along with objectives.

A fun thing I want to add as well: if you spin around an NPC their heads can turn faster than their torso cause their head to turn 360°, so this should snap their neck and cause them to die. I hope this fuels your imagination for your question. :)

Thank you for the feedback. The horror setting was my main focus for this jam. Again my tried and frazzled brain forgot to mention you can sprint/run with shift in the controls section. Smaller map is understandable, my original idea was to have a procedurally generated map, but I haven't figured out how to do that with this engine yet and time is short. Something I'll definitely consider in the future.

Thanks again for playing my game, I thoroughly enjoyed playing yours. :)

Thank you for the feedback. The controls page was a last minute thing added to the game and I forgot to show you can run with shift. I'm not sure if you managed to discover that.

I like the idea of having to direct the attacks, it's a breath of fresh air from idle tower defence games. I would like to see some visual elements as well to show the timing windows for the attack input (accessibility is important). Overall great idea, please keep developing.

I was instantly blow away by the music, and then further impressed by the art style. The watermark drawings paired with the happy music put me in a really good mood! I would like to see a little system how understand what effect the other options had and there was no feedback on clicking (e.i. sound effects are an impact frame). I would also like to see the game force me to make bad decisions so the player can understand how bad choices have consequences. Overall very cute and I would like to see continued development of this game.

I like the simplicity of this game, but I love the art style. The pixel art that is also not quite pixel art is really cool! I would like to understand what the upgrades do when I select them, it did feel as though I was blindly making a choice not knowing how they benefit me, if they benefit at all. Overall I like what you managed to achieve.

Some of the prompts are funny and I like the art style. I would like to see a better ability to understand how answers might affect certain groups and how each group raises suspicion. Overall very enjoyable.

Overall mechanics of this game are incredibly fun, I like the low gravity and moving platforms. The commentary is also hilarious! The sound effect (e.g. footsteps) are quite jarring however. I would like to see more pick ups and I didn't understand what the lightning bolt at the top is meant to do. With further development I think this will be a very fun game!

The art is phenomenal, but it's clear to see where most of the time has been spent. The story hook is interesting as is the design of every creature! I would like to see more interesting combat options in the future and either damage is too low, or enemy health is too high in my opinion. Please continue this story!

Love this! Simple and effective. It took me a hot second to understand what I needed to do, but once I got it I was hooked. I think this game may have gone viral if it were in the early 2010's.

Very addictive game! Music and art is incredible. And the idea is magnificent. My only nit pick is I found the section to delete chat a little unresponsive, saying that however it's of a nice difficulty level when trying to earn money. Top tier work!

Love the art style and character design! I would like to see more weapon variation in the future, like what we can see from the enemies. Aiming is quite difficult, I think this can be fixed by having the camera angle look down more and across less.

Love this game! Animations and art style is incredible. Idea and story very compelling. However I found the constant backtracking a bit tedious but that may just be a nit pick. I'll be upset if this isn't a winner.

This game's cool! I like the upgrade system and the mechanics in general. I would like to be able to switch sides as when the monster is on the right side to the screen I can't hit it without getting hit myself.

I'm not usually a fan of management sim games but I LOVE how simple this is! Sound fx are very cute. I would like to see a more obvious tutorial system as I missed it the first time. I don't know how to fix the overcrowded problem, I tried adding more fast checkouts but all the customers seemed to pile onto the same one and complain that it's crowded (at least it's realistic).

I agree with Orangudan. Cool concept and I like the eye creature design and mechanics, but there's a very high difficulty at the start. I would like to see easier levels at the start for the player to get used to the mechanics before we get to the high difficulty levels.

Thank you!