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khel

105
Posts
3
Followers
8
Following
A member registered Mar 05, 2025 · View creator page →

Creator of

Recent community posts

Loved the tutorial and progression! The use of the bubble to make different platoforming pieces was interesting and kept me invested to play a lot of it! 

Hilarious game! I love a funny/comedy game. ( I made one too)  
Great use of the theme and impressive implementation. GG!

I would pay for this game!

It felt like a sequence from Severance in terms of the art for some reason. Great implementaion of the idea! 

Extremely relatable and great use of the theme!

 I sent my girlfriend the link to this game, and she still hasn't picked an option out of the ones you had. 

Great game!

Full marks for creativity, sir; the ideas and implementation in your game are amazing, and I thoroughly enjoyed playing through them.

Art direction for the game and the game page was so cute and nicely executed! The game needs more work in terms of design, but it runs well and loved the idea!

Thank you for the feedback and rating! 
I'm glad you liked the character and sound.

One of the best aesthetics/art of any game for this jam! 

Thank you!

Thank you!

Thank you for the feedback, I'm glad you liked it!
I added an ambient train sound, but kept the volume low since I haven't developed a mute option for the audio.

I see what you did there ;)
I didn't conceive the idea as an RNG when I started thinking of it, but then the time constraints and solo dev made me adapt it. Yes, I could have improved on the RNG design for the game, and people are right about feeling it that way. 
Thank you for the feednback though! 

(2 edits)

If you do outlines of where things should go, the puzzle won't exist to solve. If I had to suggest some ideas, they'd be in form of either through level design or affordance. Examples for both - 

Level Design - The background image can help through signposting/ help guide the player. Drawing over the background image or having them be a little more scenic can help denote a narrative and guide the players. The small spring can be visuallised  through objects that can gain be jumped above. A small tree as a reference for the small spring, a taller tree for the bigger spring.  Once the player goes through the first trial, they start relating to what the environment is asking of them and what the mechanics can do. Get it?  Also, you can create whole worlds with different objects guiding the same way, a Mario tunnel means go down, an Alienship beam means go up, get wild with it. 

Affordance - Your game already has some elements that use this, but you can add more clearer versions as well.
Spring affords bounce,  double spring affords bounce but twice the height? Similarly arrows - → means right but there can be another one that functionally does the same things, but looks like  ⤷ or ↳  to denote being dropped from height and going right. 

Maybe there are better ways but maybe this helps to still make the player think. 

The devil is in the details - the skip now rage transition screen, audio, tutorial character poses, and there are so many little gems of polish and humour in your game! Excellent, a must-play for everyone.

Great implementation of the theme. I hope there were some sort of hints to help the player after they can't seem to figure it out.

Thank you for providing the feedback and I'm glad you liked it!

I feel some questions are more internal or rhetorical, perhaps, but I'll try to answer the best way I can. He didn't ask you to help, hence you're a "nosy" stranger. Some people get bothered by the actions of others, so maybe you care cause it's bothering you too? You have to touch his nose to restart cause you were already touching his nose for a successful input. Habits are loops as well, and we keep repeating those actions, so no, it's not a time-loop, instead an action loop. You can also choose not to stop him. 

Again, I'm not sure if the questions were meant to be answered, but thank you so much for the feedback! 

Thank you for live-streaming, playing, reviewing the game and having a conversation with me! 

It felt like I was playing through a narrative Rube Goldberg machine! The game looked nice, and the slide of the ball on the ramps was oddly satisfying. 

I'm so happy to receive this comment! 

It boosts motivation to work on the game when people say they would love to see a fleshed-out version, and also read the other comments. Thank you for playing and rating the game, friend!  

Thank you so much for the feedback; it's as if you read my mind!

I've planned and designed a lot for this game, taking your feedback into account, and I'll release a more content-loaded version based on the feedback I have received!

I love where your mind went with that idea! I will work on this project to turn it into a full game full of wit, humour and challenge.

Thank you so much for playing and giving out this feedback!

That's an excellent idea for the penalty; I'll think about it and implement something when I turn this into a full-fledged game!
Thank you so much for playing and giving out the feedback!

Between the two of us, I designed five additional bad habits and came up with 14 in total. I couldn't develop them due to solo development, but now that this game has received so much love, I'll create them and improve. 
Thank you for the feedback though! 

(3 edits)

You're right; I need to add and balance specific mechanics to make the punishments more evident and fun. There are many more interesting mechanics designed for this game that I couldn't develop because I prioritised the hand-drawn art aspect. 
Thank you for the feedback, though!

Yeah, there are many more interesting mechanics designed for this game that I couldn't develop because I prioritised the hand-drawn art aspect. 

Thank you for the feedback though!

Thank you so much!

(1 edit)

I have classified this game as interactive fiction or a point-and-click game. However, you're right about its depth and challenge. There are many more interesting mechanics designed for this game that I couldn't develop because I prioritised the hand-drawn art aspect. 

We can't win it all, can we? 

Thank you for the feedback, though! You've got a great rain world-inspired game.

Great game! I thought I was playing the interstellar sequence at one point when I missed the trajectory of the ship completely—good UI and accessibility (zoom) feature. 

Thank you!

You are right about the vibes of Murder 2, I might have unknowingly followed in its path (get it?)

Thank you!

The art and animation are top-notch, truly one of the more beautiful games and game pages. The game page is underrated with the screenshots, and the background sets the mood. The economy balance for the dish and control over where the dish gets placed on the belt can be better, but great game overall

Thank you for the appreciation! 

I love the idea of it being an arcade game, and yes, I do plan to consider and implement all the feedback to the game when I work on it for a full  release after the jam.

Thank you for the suggestions! They are truly great ones, especially the array one.

I do plan to add a lot of variety and a better balance for the actions post the game jam when I make this into a full-fledged game.

The intro cutscene's a cinematic masterpiece. Great way to set up the narrative! 

Couldn't poop a log that long, but loved the execution of it. 

Absolutely loved the idea, obstacle design and levels around them! 

I got till 227, which isn't much, I suppose, but the core loop was fun! Also, thank you for not penalising the orientation of the left or right leg. GG!

Beauitfully crafted! The screen transitions, quick onboarding and simple but a challenging core loop. I'd end up playing this game a lot on my phone, you should do a mobile version. 

Great idea of the head scratch! You're right about that, the implementation needed more work, but time didn't allow me to fix that, good catch though

Thank you!