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Kemsou

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A member registered Jul 02, 2018 · View creator page →

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Wow, that's really nice. Thank you !

Thanks for your kind words, I am really happy to know you liked it so much :D
For the "zooming back" thingy, well, a magician is not supposed to reveal their tricks, but to give you a beginning of explanation it is all a really simple animation x)

The game is well balanced and the procedural generation makes it always well timed to find a battery! the different threats are nice, even though I would have loved even more variety ^^
The mood is well done and the tension is always there.

Good job, I had fun and lasted around 5 minutes at max :D

Rated! Thank you :)

The sounds and music are cool, really gives an oppressing vibe to your game!
A bit more variation in the environment would have been nice, but it is already enough to feel immersed in your game.

Good job :D

I rated your game :)
nice violin :D

Nice environment and music! I like the emphasis on the story too :D
The jump scares were nicely done, but I wasn't feeling too anxious, as the music was quite soothing ^^
Great game nonetheless! Thank you for this nice experience :)

I loved the visuals and the music and how it evolved with time, good job with that!
It felt maybe a bit tedious to me to have to do so many different things to finally get to the knife.
Otherwise, I  had a great time, good job!

Thanks a lot!

You don't have a GPU ?

Could you please tell us what your config is ? So we may know on what kind of hardware it starts running slow

I love the creativity and sensitivity of the horror community! I'm so thrilled to discover what people have come up with to make others uneasy, to surprise and break the rules in new ways.
This scream jam is no exception, and I would love to know more on everyone's creative process :D

Personally, I think horror comes primarily from anticipation of the unknown and secondly by a sense of immediate threat (it could totally be a non existing threat). So immersion really is at the core of my design process. The levels must feel tangible, the controller must feel as real as possible, the sound design has to be rich and creative, the lighting should be well thought too!

The build up and coherence of the experience are essentials too. The more you build up towards the threat, the bigger the anticipation and the payoff is! (you don't even have to have a payoff, the anticipation can often be horror by itself)
The coherence is important because it adds immersion, the player would always feel more engaged in a world that has been designed towards a single goal.
To have a result that feels the most coherent as possible, I try to think of a simple concept, a few words, and apply it to all of the aspects of the game.

For example, for the game we've made during the jam, we used the concept of "alienating job" to think about every aspect of the game. Everyone in the team worked so well to give the best experience possible. I must say I feel really proud of what we did. If you would like to give our game a try, here it is.

Please, tell me about how YOU design horror and feel free to share your games here :)

Thank you so much for playing and for this heart warming review :D
We are glad you enjoyed it so much. :)

Well, sometimes you don't have to look too far away to find true terror x)
Thanks for playing and appreciating our game! :D

Very cool mood, the voice is pretty cool 👌
Also, there is a really strong Iron Lung vibe, here! I love it :D I would love to see more!

The ending comes a bit abruptly, I would have liked to be introduced to the "entity" before (like hearing more strange noises, seeing shadows in the distance, more "blips" on the sonar"). But hey, you can only do so much in a week, right? x)

Thanks for this nice experience! Great work :D

I liked the style and animations :D

The enemies were maybe a bit too difficult for me, but it was still satisfying to reach the end :)
I wouldn't say it was "scary" or "disturbing". Actually, it was quite cute ^^

Good job ! 👏

The visuals and narration are working well! good job for making the AI generate something so coherent and fitting the mood of the game :)
It wasn't always clear where to exit a room, the ghosts were hard to dodge and I think it was lacking a bit of player intentionality (what do I do? Where should I go? Okay, I've found a key, but I have no idea where to use it. etc...).
But overall, the experience was pleasant! Good job :D

Nice! The game is juicy, the dash attack is really cool, I like that there is 2 types of enemies !
A bit more variety in the situations would have been really appreciated (maybe with blocks, powerups, a way to reset dash cooldown...), but there is only so much you can do in a week, right ? ^^ the result is still great!
Good job!

Well, that was fun! It was great trying to beat my highscore and trying again and again ^^
I made it to 2215m, I feel like I could go for way longer, but I am still proud :D
The art style works perfectly and you got the feeling of a good ol' Canabalt really well!

Good job !

I enjoyed playing :) I love how everything responded, the art is very good and the mechanic when I can save or slave the ghosts is interesting :D

Personnaly, I think the game could feel even better if the arena would be more open, there would be more enemies and the character would be faster. At one point I was just constantly attacking because I felt it was making me go faster.

But it might just be my own preferences ans the game is still really good as it is ^^

Good job to the team!

Great take on the top down shooter genre !
I was actually getting tired of top down shooters in this jam, but this one was refreshing ! the mobility is nice, the possibility to shoot and melee really enjoyable and the main mechanic of getting your health back when you've hit enough enemies makes you try to take risks and it's really satisfying when you can press 'E' when you only have a few HP left!
I like the art style too !

Amazing entry, I had a lot of fun!

I stayed way too long on this game x)
I had a good time, I think the idea of adding stuff to the game when you buy new developpers is great and create engagement! The balancing is well done, the progression is smooth at the beginning and the "peak of productivity" are well spread across the whole game.
I would have love to see even more differences from cookie clicker though, it still felt like I've already played that game, even if the visuals are different.
Good job! it is a great entry :)

Thanks, we really appreciate your feedback and kind words!
To be honnest, I don't think we tweaked any post process parameters (maybe one of our artist did something with the LUT, but I am not even sure) sorry for the motion blur ^^'

Wow, thanks a lot, that's a really flattering feedback :D
I shouldn't take all the credit, I'm just a part of our 7 people team ^^ But I will make sure they all see your nice comment 😊
We are happy you had a good time :)

Thanks for your kind words :)
Yeah this bug is quite annoying and we have no idea where it cames from, it might be something malfunctioning in the Apex Destruction plugin and there isn't much we can do about it :(
Hope you still enjoyed playing!

Good job at managing to get something close to the Vampire Survivor addictive gameplay in such a short time! that's an impressive balancing for a jam game :D It's even juicier than Vampire Survivor on some aspect!
The art style also gives it a lot of personality. Well done and thank you! I had a great time playing :D

Thanks for your feedback.

Making the main corridor very linear and recognisable was a design intention to help the player find their way through the building more easily. Thanks for pointing out it didn't work for you, I will try to think of a way to make it even clearer.
As for the empty windows, one of the goal we were aiming for was to reproduce the look of the 90s shooter games (doom, quake, duke nukem, ...) with a really blocky architecture.

Thanks a lot, we are glad you enjoyed our game 😊

Having to use your score for everything you do is a great idea!

You probably already know it, but I think the lack of sound prevent it from delivering the full impact it could have. All the texts above the characters and the bullets on screen makes me want to hear the chaos it could become ^^
I'm wondering, why did you choose these controls? I mean, it works ok when you get used to it, but it's so different than any other games we are used to... is there any perticular reason for you to make this choice ?

The systems with the civilians and cops look really deep and complex, good job with that! But I don't feel like it impacts gameplay that much, since all you want to do in the end, is shooting the bad guys. But maybe it's just missing a small thing to create more engagement around these systems (like enemies getting stronger when you kill civilians, or civilians you saved giving you free upgrades)

I would love to see an upgraded version! I think it has a lot of potential :)

The gameplay loop works really well and the fights are interesting. I really wanted to gain more money to upgrade my ship ^^
But it was hard to find enough money for the last upgrades, especially since I had to pay for the repairs :/
Also, the tractor beam is cool, but when I realized that I just had to move on the minerals to collect them, I completely stopped using it.

I played the game through the end and had a blast! Thank you! :D (And I see you seem to enjoy the last puss in boots movie too with a little reference at the beginning, haha)

The art is outstanding! great job. With your art skills, you could have easily try to make something closer to a visual novel and have something amazing! but you've got even more creative ^^

The story and gameplay introduction are very nice. Main gameplay, even if a bit simple, works really well, is well polished and feels cinematic with the screen rotation! I found myself laughing when I was upside down and realizing my controls where also the other way around!

Thanks for this entry, it was refreshing and I feel like you put a lot of love in your game :D makes me want to try your other games ^^

The 3rd party assets are well chosen and work well together, but I think it's lacking a bit of personnal touch visually.

The gameplay is nice and the VFX and floating texts really helps making it juicy. The grenade that uses your health is a nice touch to make the game more than a classical shooter, nice! :D

Good job, nice entry :)

Everytime I tried to add something to my character, I would lose control of it :/ (I'm playing on PC)
I still managed to play by just skipping the "build your character" phase at the beginning.

It's an incredible game! lot of polish on the animations and gun feel (I would say there is just a bit too much camera movement when you shoot for my taste, but it's still really good and juicy). The visuals are amazing too!! And the dialog at the beginning is really funny, but a bit too long.

everything about the rail gun is incredible!! I love how you have to charge it with the normal attack, the animation, hitstop, VFX, floating texts, everything is out of space!!! I wouldn't even expect this level of polish and juiciness from your average AA game.

The boss fight is really top notch, especially for a game jam! If I would judge it as a released game (since it's way over my expectations for a jam XD). I think the moment where the boss rushes at you could be better telegraphed, and there could be a  bit more feedback when you get hit.

thanks for making this game, I had a blast playing it!

Nice little platformer you've got here :)

The visuals are nice and engaging and I really like the checkpoints and infinite lives, so I can try and fail as much as I want ^^


I think the camera always centered on the character makes your surrounding hard to read when you move. The fact that it's so zoomed in also force you to have a lot of "leap of faith" where you jump without seeing where you will land, which is a big problem for a platformer (unless you want to force your player to do something specific to know where they will land)

I would say the attack lacks a bit of range and/or duration, I've got killed several time because I attacked an enemy just a bit too early or just a bit too late which was frustrating.

Good job for all the work!

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Thanks for your feedback and kind words :D

We were aiming to make it a speedrunning game, yes. In fact you can see a small "1", "2" or "3" next to the timer while you're in a room, which corresponds to Gold, Silver or Bronze depending on how much time you're taking. We didn't have time to implement this system better than that, unfortunately :/ The balancing is probably off and the bug which make furniture disappear is also probably preventing the speedrunning from being as smooth as intended. But each level was designed with a "fastest" route in mind

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Nice tower defence, it feels satisfying to improve the defences and see the zombies get impaled on them!

The tutorial is a great touch, it helped me a lot :D

In term of juiciness, I think a lot could have been added, the VFX are cool, but I would have lot to see the enemies become ragdoll when they die, screenshake when big towers shoot, more particle effects everywhere, enemies losing blood or flashing red when they get hit...

I wasn't sure what the most expensive turret does.

The packs that where used are very cool and the game looks really great!

It's a very cool game and I had a lot of fun playing. Great job!

Very cool platformer, kept me on my toes and trying hard. maybe a bit too hard... I think not having lives would have been better for a jam, so we don't have to replay from the beginning as often.

The whip is really cool and feels so good to use!

I think the game could have been juicier, especially in the walking and jumping animations and physics who felt a bit rigid.

The level design is top notch, great job!

Having to improvise with the items you got is a cool idea ! the effects are interesting and the drawings are funny.

Unfortunately, I never really felt smart using the items, I don't know if they work or not, but I couldn't block enemies using the bubble gum or understand what most items were doing.

I still had fun exploring the mall and readidng items description, goodd job ! :)

Good shooter with nice, original and polished aesthetic!

I think it was a bit classical in its gameplay, but addictive nonetheless! The twist at the end is good, fits the theme well and prevent the game from becoming too repetitive, very clever!

Good job to the team :D

The game is really juice with a lot of VFX, SFX and post process. The car's drift works really well!

Iit's really hard to collect the money because of the controls of the car and I can't read the texts because of the blurry effect.

Still a nice entry! Good job :)

The presentation is quite amazing, fight and run animations and models are very polished and I've seen released games that looked way worse than this.

The storytelling and setting of the game works well!

the fighting mechanic lacks a bit of depth to be interesting. Maybe adding a block/dodge mechanic would have made it more engaging.
The screenshake is a bit too hard, I would have loved to see hitstop, VFX and/or post process to add more juiciness to the fights.

Good work :)