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Khyi

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

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Very much on-theme for the song and Necrodancer is one of my all time favorites. I felt like the rhythm wasn't quite on point with the music though, it's something I also struggled before finding a solution.

Very neat playground with plenty to explore, the exit "easter egg" was pretty funny the first time.

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Using the movement keys for rotation should work fine as long as you check whether the key was initially pressed in the air. Alternatively you could have one extra key switch between movement and rotation, like "hold spacebar and use WASD to rotate in the air".

Giving the player faster movement once you get the shoes was a nice touch and overall it's a pretty challenging game, well done!

Very addicting incremental game with simple but effective graphics and UI. Eventually though it becomes more about patience than player action, since you can passively generate any amount of money without your energy going down.

Lovely artstyle that stays true to the theme and lyrics. The exploding muffins may be a bit too big, but since they're late-game obstacles that's not necessarily an issue.

Beautiful game with a lot of attention to the source material. My only criticism is that the controls feel a bit too sudden and jumpy, and it can be difficult to judge how high or low an object is in terms of perspective, sometimes it almost looks like things are spawning below the ground.

I had a lot of fun overall, but there are definitely a few things I'd change:

With my resolution the speech bubbles often covered up my character

If you land incorrectly once the scooter starts spinning and there's no way to stop it, I'd either introduce angular damping or let the player control the rotation while in mid-air (like in Tony Hawk, Need for Madness, Distance etc.)

Otherwise the abilities were really interesting and I liked how you introduced them one at a time. 

Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.

I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.

One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.

Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.

Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.

I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.

One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.

Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.

Thank you for playing, glad you enjoyed it!

Very enjoyable rhythm game with polished graphics that fit the feel of the song nicely, but I have to agree with a previous commenter in that it would have been better to combine the notes and the bowling into one lane instead of having them separated. I'm far too focused on the left side to see what's happening on the right, but if you could fully combine the two concepts, for example if the pins were the notes you have to hit and the ball (and its powerups) were controlled with the same keys, or even if the notes just appeared on the same lane with nothing else changed, it would be easier to see what the bowling ball is doing. Still a very fun game though!

Very unique Cluedo-esque deduction game, gets quite hard pretty quickly, but since your notes record everything you've seen each loop you get a bit more info to work with, well done!

Hehe, thanks! The animation got a bit messed up during the export so the transition isn't as smooth as I'd like, but I hope the loop with the ending still makes sense.

Thank you!

His posture is like that because his head is too heavy and he's trying to hold it up with his hands 😄 carrying the whole world on his shoulders. Although I suppose that kind of weight could also make someone cry.

Thanks! I'm already working on improving the controls, the way it feels right now was born out of necessity to make the whole "rotating hollow sphere" thing work at all.

Thanks for the feedback! I wanted the narrative to be told visually and for it to be language independent. As for a tutorial, maybe popup images of the relevant keys would be a good idea, like how it initially prompts you to press M1.

That's reasonable, though then I would prefer more incentives for going fast, as opposed to disincentivizing going slow, and maybe a slightly more zoomed out view of the level/shifting the camera based on the direction you're going. Still, good entry, especially for being made in 4 days.

Fun Tron-like with a neat style, with some music and maybe some tweaks to the turn speed when your mouse is close to the bike I think it could be even better.

Cute and satisfying simulation, looks very polished. Perhaps a bit too easy, I hat to actively try to lose by the end of it. If the early game was more difficult and players could buy upgrades between runs I think it would stay engaging for longer.
Also initially I didn't get the tutorial and had to figure things out by trial and error, it would be better to present players with one piece of information at a time  (this is a space station - it produces circles - it can take in squares - the spacetruck will pick up everything automatically and drop it off at the nearest station with the same shape etc.)

Beautiful and meditative, gorgeous artwork too with a unique style.

I'm a toad, actually.

Satisfying visual effects for a simple but effective little game.

Hilarious little racer, keeps me coming back to see what the next loop will be like.

Lovely collection of minigames tied together with a coherent theme, well done!

Thank you for the kind words and feedback!

Fantastic presentation and funny story, but way too many ledges lead into a sudden drop you can't see ahead of time, which combined with the low-res graphics and fast walkspeed can be frustrating, especially since they're more common towards the end.

Thank you for playing, glad you enjoyed it!

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Lovely bit of nonlinear level design! And it's great how the level adapts based on the options you took previously, it doesn't just randomly get harder but actively steers you away from the previous path.

Also: HOOYAH!

Cool narrative that quickly gets to the point and a very nice environment. Only the music felt out of place, it was too cartoony and jolly for a mysterious ancient temple.

Really liked how your past selves are both something to race against and avoid and the visuals are quite pretty, reminds me a bit of Distance. I couldn't really figure out what the purpose of pitch controls was, it felt like I only needed WASD, am I missing something?

Wonderful style and sfx, but performance drops quickly, and a lot of times obstacles are hidden behind other obstacles like walls.

Perhaps a good compromise is presenting the text on a seethrough panel, or on a side panel while the play area is greyed out. That way the player sees both the message and the board state but can't take any actions yet.

I saw you're aware of the camera issues, otherwise a small thing I would definitely change: zooming in/aiming with right click doesn't change mouse sensitivity, making it feel much faster and harder to aim.

Fun for puzzleheads and if multiple solutions are accepted (as long as they're correct) players could feel like they managed to outsmart you (in a good way).

One thing I would change: if you present the board, then wait for the player to click and then cut to text it feels disruptive, usually at that point I'm trying to pick up and place a tile, but clicking triggers the text screen instead. Most of the same messages could be presented as hints when the player clicks a hint button.

Looks fun and cute, I like the artstyle and color scheme and the idea of wrapping a chain around a planet to pull it is really funny, but like others said the chain isn't long enough to get the first link on level 3 (maybe checking if current length > max length doesn't happen at a fixed rate?)

Nice atmosphere and feels very coherent, but I do wish I could store already collected crystals at the door, I didn't have the patience to collect all of them in one go.

Very cute artstyle and animations, really creative stuff. The ending actually got me with that jumpscare. Perhaps one way to lean more into the "find the difference" aspect of it would be to make the objects come to life if you attack the wrong object, while successfully finding the outlier and attacking it before it transforms gives you an advantage in the fight.

Neat take on the clone-platformer subgenre, I really like the early Nickelodeon-esque artstyle.

Beautiful atmospheric art, very satisfying, also I crashed the game with a few trillion points after picking 3 doublers.