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Khyi

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

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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.

Very funny bite-sized game with fitting art and music. At first I didn't realize the chef's ghost was chasing me, because he started off-screen, but it is a nice touch. Not entirely sure about the lore though, didn't the chef's soul fly into the sandwich? Or did his death somehow just make the sandwich sentient? This plot is thicker than fondue.

Neat idea and easy to understand at a glance, but the inclusion of a restart button would have made it smoother to try different approaches, and at one point I got stuck/noclipped into an inaccessible area. 

The jump pad to the next area is physics-based, it might get slightly different results on other PCs, but if you hold forward in the air you should still make it.
The minigun has a spinup sound every time you click to help the player understand how it works, but I accidentally set its volume too low in the last version.
Shift is dash, I just might have to increase its speed.

Love how funky and funny this game is, and the double down mechanic really fits the theme of the jam, well done!

Thank YOU for playing!

I showed the game at a local gamedev event as well and got the same reaction :D I hope you saw both "fatalities" too.

Thank you! Always love to hear from people who enjoy my games.
The music is by Rory Donovan: https://soundcloud.com/r4ry_donovan/albums
He helped me with a bunch of previous projects as well. This time I basically told him to make something inspired by the nightclub fight scenes in John Wick, Blade, The Matrix etc., maybe with a bit of Perturbator, and he really nailed the vibe, even on kinda short notice. I had also made a beat counter system for one of my previous projects and was able to reuse a small snippet of code here.

Another inspiration was an old Flash game called Death Vegas, it has a few similar elements but without the rhythm aspect.

For a bigger, more polished game I would probably include more than 5 moves per character, different characters with unique moves and expand on the resource management/special attributes of their specials. The special or "X" meter ended up being crucial to making VS interesting, since you can cancel any move into special, and follow up with anything after it, without any recovery. Combined with the fact that simultaneous attacks always clash you can use it both offensively for combos and defensively to clash with an attack that would otherwise punish you after a whiff.

Another game with just WASD and arrow keys, great minds think alike!

Very cool concept, in some ways reminds me of Samurai Gunn.

"Shadooow Duel 😎"

Love the minimalist concept and colorful style! Very easy to learn too.

One thing I noticed, when playing the browser version in fullscreen it often lags or even freezes (using Firefox on Windows)

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Am I understanding correctly that credits are disallowed outside the jam's submission page?

If someone stumbles upon the game from outside the jam I would still want them to know that the musician who made the soundtrack has a Soundcloud they can follow, or link to a team member's Artstation, so I would at least want to show those on the game's main page, if not in-game.

Thank you for reminding me! Just filled out the form.

Love the humor of the dialogues and making a game in two languages, in just four days is no easy feat. I didn't really understand what I was supposed to do in the third task, so never got past it.

Lovely little card game and very charming. I wish there were a few more card abilities, and new cards should probably activate when played with the "plate" ability to allow for longer combos.

Great ideas! I initially planned to have the bird simply hit the ground if you collide with anything, but felt that it might encourage players to just plow through the levels, since there's effectively no penalty for crashing. Maybe a life system would be a fitting middleground, where you can crash 3 or 5 or however many times before a game over.

I will check out Midnight Echoes, thank you for the recommendation.

Thank you!

I will consider adding different types of levels, for now I simply randomize the level's layout each time so it doesn't get predictable.

Thank you! I agree that I could still improve on the sound design, with the wing flaps I prioritized clarity and not making it sound too high pitched, but it may not make sense for a canary. Adding ambient sounds is a great idea, I briefly considered adding a quiet piano tune, but was worried about drowning out other, more essential sound cues.

A közepes pálya kis erőfeszítéssel sikerült, a nagynál csak utólag vettem észre, hogy az egyik narancs nincs a helyén, a menü gomb mögötti narancs hexeket észre se vettem. Talán még az segítene könnyebben értelmezni a mozgást, ha a mozgatandó emberek valamilyen highlight-al ki lennének emelve. Nagyon ötletes Rubik kocka-szerű játék

A minimap could help with the sudden turns you can't see coming, but so could pushing the camera forward a bit. It's also difficult to look at a minimap when you have to keep watching the track you're on to react to stuff on time.

Love the atmosphere of the game and how each character has a bit of a personality, could be a good basis for a more fleshed-out game.

I'm usually not a fan of Sokoban-style puzzles, but this one's really well executed and the minimal artstyle feels intentional. Perhaps if your past clones were different colors depending on iteration it would help rethink your path if you get stuck, if the whole board is full of grey guys I won't be sure where I messed up.

I like whimsical story focused point and click games. Perhaps you could add more details to the rooms to make them feel different, or even use them to give some clues as to what's behind the next door.