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KepFox

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A member registered Apr 26, 2021 · View creator page →

Creator of

Recent community posts

Thank you!

Sounds like you had some good dreams? 👁👄👁

Thank you for playing! I can imagine it being a bit confusing at first, there's a lot of cards to get used to and it doesn't play quite like the usual deckbuilder, but I'm glad you sat through it! 

Thank you!

Release will be a little while longer, but we do have a new demo coming out early January, make sure you wishlist the steam page for more info 😈

Thank you for playing! Which mascot are you talking about? The mooncat, Charlie? If yes, he IS adorable! The click to place might be a future setting, but for now it'll most likely stick to drop and drag as clicking to place might come with complications that'll need to be tested thoroughly!

Whoops, found a minor issue in the new patch, hotfix coming up in a sec, reverted to 0.3.1.5 till then!

A patch a day keeps the life away 👁👄👁 As long as I patch I don't have to face life, it's a win/win to everybody

Thank you so much! I'm glad you enjoyed the results of months of almost 24/7 grinding haha, I've already been testing with the new decks and I can assure you... it's going to get even better!

Currently I'm aiming to stick to just mouse controls, but controller support might be implemented in the future (depending on how complicated it'd be), in which case we'd add additional keyboard support for that too ^^

Thanks for playing! Avis did amazing on the art! Was happy to have her aboard :D

Thank you for playing! I'll make sure to forward the compliments to our artist!

Good luck on the not giving up, you'll get it soon enough ಠ_ಠ

Thank you so much for playing!

The Dog Whistle is pretty much the filler card to the "Pets" starting bag, like Soft Pillow/Chandelier are the filler cards in the default bag. I should probably look into a way to make fragments with effects more distinct than those without them hehe, will try and get something going for our next (steam) demo! :D

Hehe, let me get a speedrunner timer with optional splits as well!

Makes me curious though, besides the obvious "beat a run" what categories could even work? (Not sure if it's the most fun game to speedrun though :'))

And now you thrive, with Dreamhound's grace,
Turtle King protects you dreams in every thrilling chase
You should've played your Starglow Bone, you should've stayed in Cozy Bed,
If you had known for the next turn how far these cards had led!

And so you go! with Mystic Duck
Chrono Trickster's bending time, now you're in luck!
With Happy Treats and Heaven Snack, your victory's complete
you're the player who survived and you just cannot be beat!

I hope the wishlist wasn't a dream though! Thank you!

Perfect 5/7 comment.

I'll see if I can add some variety in there to stop your pets from dying <3

Hi thank you for playing!

I initially had mouse controls set up, but I temporarily disabled it cause I was getting annoyed by using an ability when I just tried to click somewhere in editor, then in my sleepiness towards the end of the jam I forgot to re-enable it again :') I'll make sure to bring it back in the post jam update! Sorry for that! There ARE a bunch of alternative controls available as mentioned on the page :D (Usually we'd have rebinds too, but scope for the jam went a big too far and we didn't have time anymore D:)

The boss isn't broken, for jam reasons, this being a Ludum Dare entry, (we do want to motivate players to reach the end of the game) instead of giving the player any sort of game-over, the time just turns back a little. Not sure if we'll get to implement a proper game-over / life restoring system post-jam though, sadly!

Thank you for the little review, it's always nice to hear what people think! :D

Amazing game, beautiful artwork, responsive control, and gameplay that feels good. The level design gets increasingly hard as it should, and the plenty of gimmicks work well together to help you traverse through the landscapes. The soundtrack slaps and I was happy to read into the lore spread throughout the game- it really crafted a neat aesthetics in this... messed up world. Well done!

Disclaimer: I'm a playtester- I promise there is no bias in this comment, though!

OH man, there's not much to it, it's very simple but this is surprisingly addicting. Smooth controls, number goes up? Played this for longer than I should have probably haha. Also, is that a staple gun I'm shooting with? The art does what it needs to do; paints an office environment and shows me clear collision / enemies / myself. Audio felt a bit out of place here and there, but even adding sounds at all helps the appeal of the game! Thank you for your submission!

Fun little game! I love the theme usage, had me laughing! The controls were smooth and responsive and the music's got me revved up! Thanks for your submission!

Hey! Tried adding you on discord but seems like the # tag is outdated

Hi! Thanks for playing and for the kind words!!!

Stoff, our artist, doesn't generally share the game jam's art online, so we deliberately left it out of the source files, sorry! HOWEVER, he does often make specific packages / asset sets that are free to download from his itch page, unfortunately, not these assets!

As for some of the scripts, I used a bought package called Behavior Tree Designer, and while I did code all of the actual behaviors myself, they wouldn't work without the behavior designer which actually put everything (enemy behavior that is) together. So yea, due to legal reasons I had to leave out the behavior tree stuff, sorry (can't just upload a paid package that's still actively being updated on the unity asset store @ an open source :D)

Thank you for playing! Sorry for the issue, we're not sure what caused it but I'll be getting a bug-fix up as soon as the GMTK jam rating period has ended :) (currently the submission is locked)

Hi! Thank you for playing!

Very glad to hear you enjoyed the game, it's been a tiresome 96 hours of working and comments like these add to the worth of that <3

As for the turn ending, I admit- oversight on our end haha. It will be fixed in the post-jam version (just bugfixes, no additional content, sadly). If anything else comes up for future potential, ever, I'm happy to come ping you in this comment :)

Hi! Thanks for trying our game!

The intro isn't mandatory, you're able to skip it holding space- Hope that helps!

(1 edit)

Hi Jitspoe! Thank you for playing! Sadly we did find a bug where the end-turn-button doesn't properly re-enable when a new battle starts (I fixed it but was just SECONDS too late to upload the new build). A potential work-around is to play the first turn of a new battle making sure you're fully out of energy, and it'll autoskip to the enemy turn, sorry for the inconvenience!
After the rating period (when the game unlocks) I'll be sure to upload the fix!

Hi!

First of all, thank you for playing! Second, thank you for the elaborate feedback including video footage!

The grapple buffer was something we'd talked about, but I couldn't quite find a proper-working solution for this in the timespan of the jam. However, your comment did just gave me an idea of a potential way to implement this, will be giving it a try for a post-jam build later this week!

As for the jump, you're absolutely correct about the jump sometimes being higher than intended- had me double check everything haha. Turns out a late "fix" I pushed in an attempt to fix another problem, caused this one: basically, the grounded radius has become a bit too big, which only sometimes causes the "isGrounded" check to return true more often than it should, causes you to get the first frame of a jump twice as you go off the ground, giving you just a tad bit more height than intended.

Once again, thank you so much for the elaborate feedback, it sure is very helpful and I'll make sure to get to it as soon as I can!

~Kepsert

Hi! Thanks for trying the game!

So in general, you're going to want to hold the mouse button to keep the grapple going- from there forward you can use your directional input (A and D) to swing back and forth, let go of mouse button once you've made enough momentum. Alternatively you could jump into an angled grapple (hold mouse click, when you do this!) and let the gravity's moment give you some start-up momentum.

Hopefully that helps! ^That's based on the game running as intended on your device, but in the case it's an actual issue, I'd love to hear about specifics so I can look into a solution :D

@Noaxen - I tried that for a speedrun leaderboard as well, which shows the results in the correct order- HOWEVER, lower times does not update the beaten time on the leaderboards. A higher time does :D


@WerwiewasAnanas have you found a solution? If not, check out my comment (most recent comment on here) or contact me on discord: Kepsert if you need assistance :)

(2 edits)

Hi! First of all.. thank you for this AMAZING system! I love it! Been using it in a few projects haha. Now for my question: Is there any implementation to have records based on lowest score by a player (such as a speedrun timer)? Or is the way to go right now simply checking whether the player has gone quicker than their previous time, and only THEN upload/update the result?


Thank you!


EDIT: Figured it out! In case anyone else needs something similar:
1. Upon entering wherever you would submit your new "high score", first check to see if a personal entry already exists.
2. If yes, check if your new score is lower than your personal entry.
3. If yes, and the user presses a submit button:
4. Delete current personal entry
5. In the "Success" callback, put the code to upload an entry.

Hope that helps!

Thank you for playing! I'm glad you enjoyed the aesthetics, it took me a bit to get music that sorta fit the vibe I was going for :) 

As for the balance, I agree! It was very hard to balance it around different builds- I'm hoping to get back to it post-jam, more abilities, a better "upgrade"/"shopping" system, more enemies, and hazards ^^

Powerup visual feedback (but also the feedback for pickups) were on one of my to-do lists but sadly didn't make it in haha. Time constraints D: Maybe prioritizing a palette swapper was a bad call by me :D

I'm glad you enjoyed the chaos and the game! Thank you for playing!

No problem! Also, didn't mean to say you should add a leaderboard, just wanted to let you know this exists and it's surprisingly easy to implement, in case you'd like to :D

Hi!

Interesting use of abilities, but I found them somewhat hard to control (especially the dash and the bounce ability). The graphics, while not amazing, were very clear which I really like! Level design is interesting and made use of the different abilities in different ways, which is a big plus as it stops the game from feeling repetitive. Controls were very responsive, but the physics felt just a bit clunky(?). Overall a very cute little entry. Looking forward to your future games!

Cool concept! Controls were responsive, music was banging. As you'd mentioned yourself, the physics DID feel a little bit clunky at times. I feel like the core concept was great and there's a lot of exploring you can do here! The graphics were simple, but cute and nice animations; did exactly what they had to do. The gameplay felt a little slow but I read below that this was a bit of a physics issue, hopefully you could get it sorted out in a potential post-jam (otherwise if you choose to focus on other projects instead, completely understandable haha).

Also, you're using Unity and a scoring system so let me just drop this here: https://danqzq.itch.io/leaderboard-creator (I'm not related to this creator in any way)- it's a very simple tool, with unity integration, to set up online leaderboards. In case you're not familiar with it, pretty much THE best thing I ran into for my own game :D


Thanks for your submission and looking forward to future games!

Cool game!

Pros: 

- Controls were responsive

- Both art and music did what they had to do, and even though not triple a game "amazing"-like, it didn't matter for the type of game.

- Direction of the game, was clear (grab 2 keys, head towards the exit).

Points of improvement:

- COYOTE JUMP- please ;_;

- The levels seemed a bit lackluster, more so a random jumble of tiles and the player could use whatever abilities available to get through them. I think it'd have been super neat if the platforming was more built around figuring out which ability to use when (but if the abilities are taken away in a random order- I didn't test, then this might've been the best approach.)


EITHER WAY, I enjoyed the playthrough, very simple, but the different abilities were entertaining. Did end up beating all levels but 1 and the final level using just warp though :D

I saw the screenshots and sort of expected a platformer. Did not expect a gambling game haha. The idea was interesting, roguelike gambling where the upgrades influenced your gambling luck? Don't mind if I do! It did take me some time before I properly realised what I was doing, but once I got there, I enjoyed the grind to escape. Fun little entry, wonder if there's more you could do to explore this direction!

Interesting take on the good ole energy concept! Responsive controls, a banger of a soundtrack choice! (Even though from what I understood, not made by you? But it definitely adds to the aesthetics). Has a coyote jump. Level 3 had a really rough segment in my opinion with the coins directly above the spikes, but a very neat entry overall!

Cute entry!

Very simple, but enjoyable! I feel like it might've been a bit better if the snake didn't fill up the entire screen right away, though! Controls felt a bit unresponsive at times, maybe just a WebGL build thing? Besides that, the game did what it promised on the package, and fit the theme well!

Thanks for the submission!

Cute little entry, fun idea with picking up the keys you can then press! The music did start to get a bit repetitive after a while though!

The level design was simple but neat, exploring the many different possibilities with this gimmick. The controls were very responsive and I think the game itself was very self-explanatory. Some of the platforms felt a bit toooo small for this type of game but it didn't bother me much. Beat the game, flexed in each level!

Thanks for your submission!

Great graphics! Very nicely done! Another commenter mentioned the music being appalling, I beg to differ. While not perfect, I think it fit the game perfectly, it brought me straight back to the old-school games, gave me a bit of castlevania vibes even, perhaps?

The gameplay was somewhat limited and sometimes I had a bit of a hard time keeping up with the text panels; also, were they more different outcomes to the game than the one I got?


Thanks for your submission!