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Kelrol

15
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2
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A member registered Apr 11, 2019 · View creator page →

Creator of

Recent community posts

The cow was my favourite feature.

I agree with your two ideas and the unfairness of the game. I am currently making quality of life changes to the game, such as the automatic power rerouting to the bullet shooter you have mentioned. It feels a lot better this way!

And fret not, I too found myself completely overwhelmed by the sheer amount of asteroids and their ridiculous speeds. Unfortunately it was something I overlooked in order to finish the game within the given time period. While this is not the best of excuses, I feel that your second idea, which revolves larger and slower asteroids, is a perfect solution to this issue. More time to react is wonderful, as I currently plan to keep the scanning feature and reroute delay just about the way they are, since I like the system-management aspect of the game.

While the concept might be good, I will not deny that unbalanced and unfair gameplay takes away from the concept. I will make sure to keep that in mind for future versions and future projects, and not rely heavily on concepts alone. Thank you very much for your thorough comment. It helped a lot!

This is a great play on the theme! It is a nice variant of the one-bullet theme, and it is well executed. But man, do I love the bouncer, though!

I was caught off guard by how effective this game is, despite its simplicity. It sticks to the theme like super-glue! Your one-button-for-everything approach is unique and clever, since it serves whopping four different mechanics and purposes. Awesome!

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Oh snap, that was unexpected and heartwarming. Thank you!

I totally agree with you on the controls, I just grew fond of them during development and did not realize the issues that would follow. I had the idea that when you want to move, it "automatically" turns on the engine. As for the other controls, they are pretty bonkers. I think I will give the 1-4 numerals a go, though! Sounds like a fair way to fix some of* the controls.

EDIT: *Added text.

Wonderful! It felt great to have the opportunity to try out parts of the level before you had to go all in. It's very fair in that sense!

Awesome of you to say that! Thank you! That's a dank score, too!

Not only is it an incredibly intuitive game, but it is beautiful visually and auditorily on top of that!

Simply brilliant! The game perfectly sticks to the theme. I am blown away by your creativeness!

Nice way to go about the theme! The first level is wonderful, as it lets you learn the mechanics at your own pace. Great job on this!

I have one issue with the game, however, and that is that the screen shaking becomes unbearable during the third level and makes it frustrating to play. It is hard to tell when you have to switch dimension in the small areas due to it.

Very clever mechanic! It took me some time to figure out how to defeat the boss, and once I got it, I kept annihilating myself in the process... It was doable, though! Great job on this!

Although short, the level is surprisingly fair to play, to the point where it is satisfying to squeeze through two narrow spikes. Additionally, I feel like I got some great saves catching the robot before it fell off-screen!

Nice game! You stuck with the theme really well. I like the room designs, too. You are telling a story with the backgrounds and cameras, which is a great addition to the game!

Yooo, that's a bullseye! Thank you very much.

Really well done! The recipes make sense and are fairly easy to remember. Additionally, the game becomes surprisingly satisfying once you get a routine going!