Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

keyshooter

69
Posts
3
Followers
1
Following
A member registered Jun 20, 2018 · View creator page →

Creator of

Recent community posts

I understand that the idea of a 5 minute timer might as well ruin the experience, but i think that maybe a middle ground would had work out instead, 3 minutes, 2 minutes, maybe a successful puzzle gives you 10 seconds on the clock, small things that makes you go "ok, i get it"

This is quite the solid game but it has 3 main issues that stick like a sore thumb at the start, and in two specific cases, in every loop, the first one would be the long amount of dialog at the start of each loop, it does deliver some cool "lore pieces" but they could be perfectly be fit with all the other pieces of lore you already have to read due to the puzzle nature of the game, the second issue lies in this two rooms in particular:





It doesn't matter how many iterations i was in, i 6/5 times would faceplank on the wall regardless. or be force to do a sharp u turn, making me waste time, better level design is needed in this parts, the bridge controller is also extremely far away for the amount of times you have to spin it, once you reach the end of the game is a sensible the location, but that's WHEN you already know how to solve the game, which leads me to point 3, puzzles are extremely harsh for such a low timer.

I want to give the benefit of the doubt and believe that the developer REALLY wanted to make it feel like you are running out of time, but the puzzles resetting themselves is already hard enough, and on top of the extremely low timer, the whole level design you have to learn, and the interactions between elements, is a lot of information to digest all at once and in a low time frame, I would had made the timer been 5 minutes and the puzzles reset on player command, that been by a button you can push that resets the puzzle or by leaving and entering the room, the developer even acknowledge this by making one of the hardest puzzles just pause time,which it could had been avoidable by a 5 minute timer and a reset on command instead, after all, these puzzles are disposable, and once you know the answer and got your reward, they are not worth going back to, in this sense they become pushovers rather that problems that you have to solve and that you felt worth solving.

In summary, better map design to avoid your players getting frustrated, manual resets on puzzles and a longer timer since there is a lot to take in, quicker resets to allow me to fail faster and learn from my mistakes, aside from that, is a really solid game with a quick emotional gut punch, and leaves you with many question left unanswered about our protagonist, which i think is a good thing actually, great work for a 4 day game

Really fun game! sometimes the level design becomes confusing with what is a wall and what is not, but really fun regardless

Fun game! some levels felt rough and i really didn't liked that the click like "lost momentum"? i want to aim where to go, not just to push it, corners and walls are the biggest hurdle in this game because of this, so i appreciate the "skip level" button so i could see the rest of the game

Honestly, I feel the game has a lot of hidden potential, the controls are a little bit confusing at first, having to hold click to aim is a little bit counter intuitive to the standard experience of "bubble shooters", setting that aside, the game is missing a lot of feedback and synergy, i don't know if the use of "water, fire, earth, wind" is to "avoid" gambling or just to stick with the theme of a mage using elemental attacks, my opinion is that it would had been better to stick with the traditional card symbols specially since, in the tiles, i don't really know which one is which, is teal hex with blue circle wind? or is it water? and why? something that could had been solve by just using already existing information from the real world, sometimes i would made a straight and it won't trigger but so far this is the only hand that had given me problems, the thing that really hurts the game the most is the "bomb tiles", aside from been just an indicator of how much time you have left before you lose life, they contribute nothing to the poker hands, they are an obstacle towards potential poker hands, and if the game wants to just throw you an entire row of this with no card tiles it just does it, sometimes i would just use "pairslop" to get by with those. Again, I personally believe there is a really fun game underneath this, more polish, more options for hands, modifiers like "you draw more cards" or "this card is of type any" that sort of things could go a long way, but there is so much you can fit in 4 days, hopefully this game evolves into something cooler in the future

absolutely cool game! i wish slapping others people's hands was easier but aside from that, incredible fun!!! my favorite so far

Great game! suddently became puzzlish which was a nice surprise!!

Cool game!! the difficulty spike was nice, sad that there is no sound since it has such great visuals

Could not pass the first level, lots of screen crunch makes it difficult to navigate

game doesn't work

I got a little confused on why the sideways is going.... sideways... and sometimes it misses the number even if you enter it, aside for that, great game! enjoyed the concept

sad i just found out about this game after the gamejam, honestly short and sweat and a 10/10, there is a funny interaction with the ropes that may lead to breaking, like.... if you cast a rope at the same level at the anchor it will be extremely short and unreachable, but aside for that, still solid

really sad that there is no audio because it could give a lot of punch, some microgames feel harder than others, specially the safe for example, which has a really short time limit, aside from that, 9/10, hopefully in the future there is a full release with audio and more stuff, this one has a lot of potential

game feels good and plays good but there is a little bit of a balancing issue, you can cheese the very start by spinning a lot in one direction and then just tank hits with your extra HP, aside from that, 10/10

short and sweet honestly, great job!

love the "maze screensaver" aesthetic, and the platforming was good, my only grip is that level 2 should have a checkpoint once you reach the big platform because i didn't knew what to do until i looked up, aside from that, 10/10

It was fun for a while, I personally think the ranged enemies have advantage over you over melee weapons, making them really inefective, so i just avoid using those against them

this game was absolutely fun, and probably so far one of my best top 5, is incredible that this was mounted in a week honestly!!! i wish there was a way to upgrade your dash, and the roulette in the continue screen is such a nice concept that i am gonna steal it for the future

we made it thinking in a session of 8 minutes, but after that, you can go as far as you want

really fun platformer until the blind jumps part, which i just drop it there, also the spikes are a little bit too unforgiving, aside from that, fun mechanics

while couldn't finish the game because playing with a mouse ball was an absolute torture to no one to blame but me..... it was super fun, the hook mechanic is a little bit..... hard to grasp.... but aside from that, it was such a solid game, i could see myself playing this with a controller

we never have to play a new gacha game ever again :D

me investing in nothing but speed



seriously fun game

thank you!!! that's what we tried to aim! simple but fun! glad to know you enjoy it a lot!

and I enjoyed yours!! :D

you know, at least has more involvement and gameplay that a lot of triple A games nowadays, manage to break the economy with 2 dollar lemonade

(1 edit)

While the game gives you plenty of resources to beat it, since there is no way to influence the RNG, it can become a really really frustrating experience to waste spins into what basically ends in a back to back "damage" zone or trap zone, sometimes the slot feels like it stop in a good spot just to move one more time and land in a bad spot, might be a delivered choice by the developer, but still, you end with a sour taste in your mouth.

Regardless was a really fun game, visuals and audio are great choices, and the way the slots spins feels really good to watch

Only I dare to try this game with a mouse ball I guess.... absolutely hilarious, after a while to be looking at the rotating canvas the entire screen feels like is rotation as well, quite a dizzy but really fun experience

Challenging and enjoyable, while some parts of the levels can be cheesed with well timed clicks or movement most of the game is challenging, and is fun, level 10 was way more difficult that 11 for me, and releasing the click just in the right time felt incredible

it has an interesting concept and i think the idea of "planet fighting" is fun, but i found that the easier strategy was to just let the ai opponent cook itself with heat which.... defeats a little bit of the excitement it tries to build up

You always get killed by something outside of your range of view, and when something is on the screen you just spam space but there is no true visual feedback of what you are actually doing

Is fun but lacks vision, first it starts as a digging game and suddenly it becomes a rythm game, neither of them well instructed, regardless, had a fun time

Spinning feels REALLY GOOD, knowing when and enemy was attacking was a little bit tricky but aside from that game was fun!

Super cool puzzle!!! I love that you can connect the same cables in multiple ways!! wasn't able to finish it but at least i know it was fun

Reverse autoclicker with moral dilema is fun

i really love the idea of a companion bot that help you clean off enemies from the distance!! looks like it was also aimed to help you with platforming? a lot of cool stuff!!

It reminds me to the Animaniacs console game!!! Really cool!

I feel the hit box or the attacks are really big, is hard to avoid attacks and attack, overall, great game idea about switching to capture souls, i just hope it were easier to catch

Is like Sky but you go up instead of down, and all the snowman are fairies, cute visuals, i wish i wasn't that bad playing this game, love the hide and dash