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Khyi

233
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25
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A member registered Apr 25, 2024 · View creator page →

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Extremely serious premise with equally serious presentation. I feel like there's a lot of potential here, but the wobble is way too much, I couldn't play longer than a few minutes.

Extremely serious premise with equally serious presentation. I feel like there's a lot of potential here, but the wobble is way too much, I couldn't play longer than a few minutes.

Thank you! The semi-randomness of the arrow it is intentional, but I also lowered the target scores because of it, so I hope it's not too frustrating!

Stonks indeed.

Thank you, I was committed to exceeding the KPIs defined in the SLA and am happy to hear that I could successfully capture the generated value.

Neat concept, good take on the "spin the level" type games. I wasn't sure why you could only place portals next to specific walls.

Very fun take on the theme! I just wish the music didn't restart every time you try again, maybe add DontDestroyOnLoad to the object playing the music and add it to the menu scene.

Very serious and a lot of fun. There seems to be a bug, after upgrading firing speed once my weapon instantly turned into a machinegun which made the rest super easy.

Thanks for the review! As for the BS mechanic, the arrow changes direction in specific intervals, so if you use it right before the next direction change it might not be noticeable. I wanted to rework it eventually, but ran out of time. Glad you enjoyed the theme and sorry if the sounds scared you!

Thank you! 📈💰🪙

But is Wall Street prepared for you? 🤔

Thanks! It takes a moment to get it, but I hope you had fun!

Thank you for playing!

If you don't spin the chart the arrow moves to the right with some up and down zig-zagging. It's easier to observe without spinning the chart at first.

Thank you! 

The arrow tries to move to the right, with some random variation up and down. If you look at how it moves when you don't spin the chart it should be clearer.

Thanks for playing!

Super cute style and fun core gameplay. My only criticism is that after some upgrades the controls actually became harder, like jumping flung me across the room after upgrading it too much.

I like the core concept, how it's more a first person spatial puzzle than a platformer, but sometimes the gravity change happened without me interacting with the levers, which was confusing, and the camera seems to drift to the right when I'm not moving the mouse.

360 noscope simulator :D

Like others I also got stuck, there weren't enough outlined enemies and the others don't seem to take damage. Maybe rotating the player automatically and having you just press a button at the right time to hit an enemy would make it a more interesting challenge.

Lovely concept, the game show idea combined with relatively short minigames kept me playing until I got the 1 million.

The music gets a bit grating after a while, and while I like the color scheme, you really should desaturate some of the background elements for better visibility.

The concept of replacing RPG dice rolls/percentages with a wheel is interesting, especially if you can somehow manipulate the wheel. In its current state though it is hard to tell what's happening and what I can interact with.

A little clue for the key: you can carry objects from previous rooms (pick up with left click).

Although I'm curious, how did you complete the game without the key?

Hi! I saw your post on the GMTK team finder, but the contact link is broken.

Let me know if you're still looking for a team!

Thank you! It's always motivating to hear from people who enjoy what I make, and this was a pretty fun project, using a lot of stuff I had learned from earlier jam games

Köszi! Igen, tervben volt az is hogy minden alkalommal randomizáljam a pályát, de arra már nem volt idő.

Very fun concept, though a bit too difficult at times, but the controls being challenging is part of the fun. A map marker or arrow showing where to go next would be appreciated, it's very easy to get lost without it, and after a while my arm was physically too tired to continue playing. Still, it's an interesting challenge, reminds me of old GTAs and Micro Machines.

Thank you!

As per usual, I still have a lot of ideas how to add variety to the game if I continue developing it, but I could only make so much of it in two weeks.

Thank you for the feedback!

I was debating making the orbs proximity-based instead of raycast, but for the sake of it being "self-explanatory" I wanted to make sure the player is looking at the orb to see the energy flow into it, and positioned the gate such that the lights display going up is visible at the same time. If I made this into a full game I would probably change some of that.

I agree that it would be nice to have an ending, but imo the only ending that would make sense in a game like this is a bossfight after 2-3 floors, which I didn't have enough time to implement.

Thank you! If you go near the plasma balls it should show a button prompt, maybe I should make it bigger. If you hold down that button you should see what they're for.

Very cool concept, love how the real world space is reflected on the scroll. Sometimes symbol recognition was a bit rough though, giving me walls instead of fire circles and such.

Great example of a short, simple but enjoyable game, reminds me of a lot of Flash game era interactive toys, but with more polish

Thank you for the feedback! 

I had briefly considered simply making each weapon less effective to the opposite colour, but part of the core concept I wanted to include is a risk-reward relationship with higher level weapons, meaning a fast-firing but inaccurate weapon is technically better at taking out crowds of enemies, but also riskier to use because there's a punishment for mismatching weapon and enemy colour. 

Focusing on the sacrifice mechanic seems like a good direction for future versions, a lot of commenters seem to like that segment of the gameloop "chain" ;)

As for the narrative justification, I have a sci-fi concept in mind involving hard light fabricators which would also explain your weapons magically upgrading mid-combat, but telling that story was beyond the scope of this jam entry, especially with such a small team.

Thanks for playing! I'll try to make the weapon transition more obvious, right now it plays a sound and of course the model changes, but I was considering flashing weapons white before they change.

The stun happens if you shoot an enemy with the wrong color, if it also happens at other times let me know, if so it's a bug.

The minigun speed ramp-up is a great idea, I'll have to try it out.

Thank you! Glad you enjoyed it, I'm also proud of how the radar turned out. There's definitely a lot I could still improve, already added some minor changes that I'll update after the jam.

Interesting concept, it was fun figuring out that the beeples all had different senses and what they reacted to.

I generally like games about conlangs, so this was a pretty interesting minigame, although I'm not sure what kind of contract I agreed to before beginning my job at blobshake. Oh well, I'm sure it'll be fine...

Great combination of intuitive controls with a gameloop that encourages experimentation, meaning it's okay to not explain things upfront.

The visual style is also great, love the alchemy theme, but I wish there was some way to pin the scroll so I don't have to hover over it every time, or if the combinations were more obvious. It all made sense until I saw yellow+blue=purple, and then the second and third tier doesn't seem to have any obvious logic I could discern.

Very good game though, out of the few I played it might be my favorite so far.

Very fun!

Neat survivor/crab-like game, but I have a few bones to pick with it. Being in a herd of identical looking dinos can be confusing, especially when all of us are green and so is the background. I wasn't sure about enemy attack ranges, areas and timing, a few games solve this with a visual indicator of where an enemy is going to attack, rather than just relying on animations. The evolution animation and the different dino forms look cool, but didn't really add complexity, since all 3 attacks behave pretty much the same.

Fun take on a rarely explored gameplay mechanic. Sheepsheepdog finds a good balance between a puzzle and a cozy game, although I would have liked some skill check with the reward of the herd moving faster/further, even if it's just timing my barks or moving in more specific ways.

Cute premise and art style, would have been even nicer with some music. The controls feel odd, in one place you use WASD to move but have to press space first to fly instead of just W, in another you move with the mouse, but still select with E instead of clicking. A more unified control scheme would make more sense.