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Khao Studios
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Hah yeah one of our team members had a little gathering where they played it locally and came to the same conclusion that Mages were on the weaker side and Dragons and Cannons were quite strong. Thinking on it we probably coulda had Shield blocks stop cannons shots from doing AoE and keep Dragons as a "shield counter". Didn't quite get to the balancing part in time!
I was reasonably confused the first playthrough here, "How am I supposed to win!" Figuring I missed something I ended up finding the little secret, I didn't realize the first time you had to place them somewhere specific, just stacked up I thought. Well I got my revenge >:)
Fun mini-game. Could be a little quicker, and I figure letting the audio stuff slide given they had to also make music and the art for the map! My left ear was hating those evil raccoons! Good job overall!
I honestly couldn't really figure out this game. I found the hook and stick pieces, glued them together after a lot of work but then sometimes the physics would get angry and send my hard work flying to the stratosphere sadly. Gave it a few tries but couldn't find where or how to use the rod when I managed to bring it back to the starting water. Really love the art and the game concept, but needs some work on function.
I am quite bad at chess, so even the medium AI was wrecking me! Got a couple rounds in, I think my biggest issue was that the pieces were actually slightly hard to distinguish where I had to keep checking the reference on the right then have to check what it was capable of a lot. Liked the animations though! Fun for a bit, others would probably enjoy it more than I :) Good job!
I may or may not have walked away with an amount of money not displayable on the screen >:) The wheel can't stop the amount of bumping I am capable of! Fun concept for a bit, though I feel like a nice addition would be the house getting you in trouble if you abused the table *too* much haha. Great art and music choice also!
Game was interesting! Honestly there was a lot of dialogue so I ended up not really getting a lot of the limitation; did run into a couple bugs before I could finish sadly. The first platforming section warps you back to the start if you go right; and then after I turned into *spoiler* after the paper the game softlocked when I used the cave? to into the fox character again. Good concept, sort of just have to figure it out as you go along.
Cool idea, I really liked the art and how it moved a long with you and matched the feel the gaming was going for. Plus, as a sound designer, I enjoyed getting to mess with all the mixes and instruments! I did find the introduction a little long and that I didn't get what my goals were exactly for a while. That and I COULD NOT figure out the mix tape system haha. The controls were little finicky though, maybe could have had it so your camera pans over the panel to give you better control and then pressing movement keys pulls you out of it? Good job overall!
This game is pretty spectacular, I had no idea going into it that it was a puzzle story game! Very on theme, good music, great graphics. The only bug I had was if scene was changing during walking animation the steps would keep playing over the mini loading screen/title card, but it at least stopped when the next level loaded. I was also slightly confused on the goals in the between levels (it took a second for me to understand that those were generators and you had to reach them to progress). The gun highlighting the objects it would destroy was massive quality of life, good thinking. If you had time to make the different species have different audio sounds that would have been great! Alas it is a game jam in a week and this was a great amount of work already, great job, really. Also sad cat on the second station :(
Haha this game was great, the whole intro was pretty funny, the over the top voice over sealed the deal for me. Though it was maybe a tad loud versus the game itself. Wheels and Windows, arch enemies of the Doors and Keys. Liked the art, the gameplay was a nice bullet hell shooter, and the upgrades all did what I expected! Though I was sad finding the same upgrade multiple times as they didn't (seem to?) stack. Good job for sure!
Cheery art and music, I will say I enjoyed the time I spent in the game, mostly because of how difficult it was! I am not a platformer player mostly, and I got used to the controls pretty quick I'd say, not a bit deal. Though the difficulty of some of the areas was a bit much even for me. For example the quickly moving green vine to reach double jump was pretty difficult (until I figured out that horizontal acceleration carried into jumps at least)! I also wish maybe scene changes between levels had doors or something maybe? A little more incorporation of the theme into the gameplay would be pleasant. For a single new developer though, I think you did a good job for only week!
Just completed (Score 25.5k)! I loved the animations for this and the atmosphere you built with the music and room design was nice. Super on theme. I feel like this with being complete random that it was probably hard to balance. I ended up reaching a point where I had too many items and so could brute force through it, but that's probably better than having a bunch of people fail halfway through. A little more variation and this would be even better too! Good job!
I'm a big fan of stealth games so I had to try this! I do wish there was some little stealthy musical theme, but the sound effects all felt correct in the setting, and I really like the choice of using 3D models in a 2D settings like this (and it was probably some extra work!). Gameplay was fun, and I was glad the challenge ramped up once you got a handle of the basic mechanics in the first three levels. I did have a small bug where the target reticule wouldn't follow characters sometimes (I think had something to do with them going in the same door as another NPC), but it would fix after they left and reentered a different room. I enjoyed this a lot! Good job!
Good stuff! I liked the art and sound in the game, music swapping between tense and calm outdoors was nice. I did find the bank boss pretty hard honestly, I think maybe partly because the aiming has some spread on it so you miss some bullets during your damage windows when the chain gun isn't firing. The death sounds were pretty hilarious too! Also maybe a map to show you were you still need to go would be helpful, as I ended up spending a good bit of time wandering trying to find houses I haven't (broken?) into yet.
Apologize for the audio glitching sometimes, I've never had an issue with this on previous jams, but I believe it might be an optimization issue where I set audio quality slightly higher this time, and Vorbis uses more CPU in a tradeoff for compression ratios. So it might be people's individual computers having issues streaming the audio out of the linker.
Hmm, that's weird I know there's some chop in the music I believe during scene transition (that's my error I think events got reloaded instead of being kept active during initial menu -> game scene loading). It was choppy during normal gameplay though? I haven't run into any choppiness past that initial load though on my Chrome or Edge that I tested! Not sure what's going on if so.
Woops, not another! Do you have any memory of where in the map it was? I tested specific areas out, but as the sound person I didn't end up fully testing everything. Thanks, we all really enjoyed the void and gravity system too, could have some cool puzzles and systems, or if we leaned even further have it add even more to combat!
Well, if it's any indication, I got to Floor 20 with more than a minute extra time as I was enjoying it enough! Not much to fault here, I'd have liked an indicator what block I was drilling and maybe a sound, as if you're nudged in a corner on some of the "harder" blocks I would have to second guess and look at the keyboard to make sure I picked the right button. In total, good job yo!
Thank you for the kind words :) I feel our team all pitched in really hard for this project and it was a lot of fun working on this jam. Getting the branching paths working was difficult, and we had a lot of back and forth of how to incorporate it. Since you want the player to understand that they might be missing something, without making it too obvious; especially with the red herrings.
I liked this a lot, and I understand why the screen is small with you aiming for an old gameboy game aesthetic. The graphics are nice, the gameplay is fun, it's tuned well as I had to pay attention to energy and it took me just enough time to figure out the controls where I wasn't annoyed but had a fair learning curve. As an audio guy, I'll say the music was great, and the sound effects were okay, but needed variation and rate limiting. For instance, if you dig yourself down and bounce off the walls really fast the audio gets a little too hard on the ears. Outside a few small things, great job!
Ey! Fun concept, I'm a horror enjoyer for sure. Really liked the atmosphere and having the eyes glow in the dark gives the game a really cool feeling. I think it would have benefitted from another mechanic or two (time constraints hitting here) maybe a hiding mode when you shut the sub off (this would have required more structure in the water to hide around), or even make the sharks faster but give the sub a limited sprint? Some ideas for future advancement! Very minor point, when you play long enough the music loop restarting has the initial sub diving in the water effect. Overall great job for being solo in the jam time!
Funny play on words for the title haha, though maybe could have been like Dark Stone Cosmic or something even! I liked the gameplay as it took you around the map, and the footsteps were definitely a help for some points as it was a little confusing at times. Audio was synced up good, graphics definitely had me noticing the play on DRG with a very different tone. Only thing I can say is after placing and using the oxygen tank I assumed I was supposed to progress past it. However I quickly learned that the pit I thought I was supposed to drop down was not in fact the correct way, but DEATH. Learned it the hard way! No mining my way back up today, this dwarf is going to need a recovery team. Fun game!
Oy! Fun concept with unique art style I like it! Especially with the short blurbs between levels, really fitting the vibe with the music choice. The animations for attacking with the Mage and Archer were quite unique, though I was sad the Warrior had a shield but couldn't block with it, I assume time restrictions. Two things I wish was there was a reticule as the aiming was difficult to really know where it was sometimes; and as an audio guy some of the effects were a little too loud. Good job overall for sure!
Oy! I ended up getting my retirement plan (lucky me!) and I will say this was some great design. An endgame condition for the game is smart as I was just reaching the point where I was kitted out with everything. Great fun with simple but engaging gameplay with enough shop choices to keep you switching things up. I did feel the fishing rods was too strong as a source of free constant income in the early game. I just put all my money to it and it funds itself so fast it just spirals out of control a bit. Other than that maybe just a little more variation in sound effects would have been (though the ones there were, were good!) and good chill music.
Hey! Here I am wondering after playing if touching the red fishes are dangerous or not haha. I like endless runners, I didn't even notice the speed increase until I got to around 80 or so points then I felt it started ramping up fast! The additional mechanic of the bubble springs is smart. However as a sound guy I have to say the coin collection noise has a tick at the end of it that is pretty hard on the ears, I had to mute after a bit from it (Hey at least you had a button for it!)
A bit loose on the theme, but it's outside the normal framing so I'm cool with it. I've always been a fan of these shoot em up action games and you got down the resupply requirement. I do feel there needed to me some additional mechanic for combat though, as I ended up just walking backwards in circles to beat everything. Oh also the shotgun had A LOT of ammo haha. Start off with 110 shells so I started blasting! Fun as a reprieve here!











