Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

kinkeyding

39
Posts
1
Followers
A member registered 62 days ago · View creator page →

Creator of

Recent community posts

wait till you see the outro cutscene!

Fair assessment. In my head I was really going back and fourth between over explaining everything or allowing for moments of discovery by experimentation…. When I keep working on this I will have to decide one way or another … thanks for playing!!

thanks your your kind and detailed response... and thanks for playing! this is exactly the experience i was hoping to provide: frustrating and challenging but fun and deep and 'master-able' I intend to keep working on it and dialling things in.... esp re the jump mechanics and ricochet. Remember you can bounce the opposite way you jumped and also you can still perfect land after one bounce - the timing window is just tighter!

Thanks!!! I had to rush the level design and I would like to rethink the spike mechanics. With that being said, when I had fun just jumping on a flat level I knew the game might be fun 

wait till you see the outro 😮

Very fun and cool haha. Loved the vibes and the questions and scenes were cute.... good work! 

Yes, I didn't plan to make a foddian game and then it just came out... thanks for pointing it out haha

Some of my favorite all time games are skill mastery games like Melee, Getting over it, Baby Steps, and N Game way of the Ninja so ..... LOL

Honestly one of my favs. 
I will say things got really hectic and the automation system was quite vague but with the hell demon framing i guess that might have been the point. Some of the controls were a little obtuse, but honestly felt like a steam release and easily could be with a bit more polish. Very fun and immaculate vibes. I loved when he said 'my hands broke after 8k boxes' and thats right when my game start lagging giga but also fun. So much confidence in the art and presentation and narrative framing. Very cool game! Probably my fav so far!

me too!

You earn coins when you complete a a level, in the 'coin room' you press C to drop coins into either the heart bag or the coin bag to give yourself life or jumps to use in your run

randomly pretty fun, always interesting what adding a simple upgrade tree can do for otherwise simply gameplay (and thats a not a bad thing) had fun clearing the table, game feel was good, sound effects were a bit repetitive especially once you powered up but the power fantasy was real for sure. 

Maybe it is a time constraint thing but I felt like the upgrades were kind of arbitrary, or rather it was missing that 'one more thing' in terms of tension or challenge that would turn it into a more roguelite / deck builder experience. Maybe thats not the fantasy of incremental games as it just moves in one direction -> upgrade and do the action better. Like for instance i saved up for the magnet early on but it barely made a difference and probably slowed down my whole rune. Anwyas not a game I would have every thought of! Very creative and I enjoyed my time with it. 

Love the OS ui element and the meta progression of game outside the counting game. I really appreciate teh world building and how many files there are to poke around in. Feels like im not a smart enough puzzler to figure it all out. I found the crash log and am i guessing i type that in as the code when it gives me 5 pieces to like escape the computer. Feels very well crafted and like an escape room in a box. Great work!

wow sounds like you got to the end? (with your last sentence reference) and thanks for your input. I had to just sort of make decisions to get the game done on time. Lots of design spaces to explore like you said re WHAT is communicated to the player and how expansive the movement system is. I am a long time Melee player and a lot of my favourite games are getting over it, rage type games, N Game way of the ninja. I guess where there is expression and emergent 'tech' in the movement. At the time of the release i didnt fully iron out every quark of movement in this game just wanted to give the player ideas. Im not sure like how spike damage works ATM. Overall its supposed to be spending a heart AS A jump verb to chain together long committed jumps. Like you use in it in 'pls' level at the end but right now it doesnt bounce you in super fun or predictable ways. 

As for perfect land, yes you can perfect land every jump thats sort of the point, but you can also perfect land after the first bounce so you can get range AND mitigate damage. Additionally there are lots of ricochet states or situations where you need to perfect land to mitigate damage and its not as intuitive as it might first be, so yes you 'should' always be perfect landing, but there is still skill expression in how proactive you are about think about perfect land, or when you choose to perfect land (first or second bounce) 

Like i said I still think there is lots of exploring to do with the basic jump mechanics of this game for skill expression and emergent behaviours. As for the aims of this version i think i showed myself its a fun enough playground. Level design, as you may have seen, gets very rushed towards the end. Thank you for your feedback and thanks for playing!!! 

i recommend beating the first level asap and investing mostly in jumps. Perfect landing and jumping straight up through thin platforms help a lot to navigate that level --- GOOD LUCK

i recommend beating the first level asap and investing mostly in jumps. Perfect landing and jumping straight up through thin platforms help a lot to navigate that level --- GOOD LUCK

yes the game is artificially hard and punishing because i did not leave my self a lot of time for level creation and refinement :( .... I thought i had to hard commit to the deisgn consequences of spending coins. If you play efficiently in the earlier levels you can build up a large amount of both hearts and jumps to make the later levels more forgiving... how far did you get? 

Oh ya didnt even think of that but makes sense. Just didnt have time to wire it up more cleanly but will keep it in mind!!! Were you able to finish the game?

very creative take. Its like minimalist civilization sim. It was reflective and made me weirdly reflective about consumption? and capitalism? Like it was weirdly mournful im not sure if that was your intention but cool none the less 

From a design perspective I wonder how wide the play space could be... Like right now i gues the main goal is finish as quickly as possible (clicking speed) but also maximize economy / prioritize upgrades at right time? I wanted to think that way but quickly ended up devolving into spam clicks and felt more like a virus scouring the land... which is also ok .... but i liked the idea of needing to be more strategic too. 

Anyways very fun lil experience and thanks for building it! Cool application of count down in a way where i thought: Wow why didnt i think of that??

love seeing the behind the scenes. Very very cool :)

oh wow, thanks for the clarification, I should have read the description better.... In that case sick and pog. Ya maybe there is some more analog schmuz you could add to the asset pipeline, but at that point i'm just nitpicking. Was a very fun and creative game. Probably the most memorable for me so far I have seen in this jam!! 

sheep is cutie

pretty hard lol my color mixing brain is too dumb.... i feel like painting should be pieceful and this is stressful painting! oh and the canvas moving is like motion sickness moment for me. Cool polish and vibes, a few of the ideas feel in conflict with themself

certainly very quirky and fun, 90s scrap book is a cool aesthetic. It does feel slightly sterile cuz its clear these are online photos. I wonder if you could get a lot closer to the grunge raunch vibe by just buying a magazine and drawing on it IRL to generate real textured assets... but tbh very fun experience and very artful. Thank you for making this!!

wow very interesting concept for sure -- im a pair of feet!! 

3d world ambitious but felt fine. The floating lift was very slow haha. but I like the design idea of losing your abilities slowly and then you have to path accordingly. sort of like an encofrced speed run. I beat it second try in about 1.40mins i just turned int oa start at the end. Art obviously just in draft stage and a bit confusing which abilities i had attached etc, could have been a hud element but honestly had fun and was a creative little fun game. Could definitely see the design space expanding out to be fun

dialed in game feel for sure. fun for a couple minutes for sure... sound fx were fun. like a slightly more feature rich wario ware game

yes, before you land hold both directional inputs (a,d or left and right) this will prevent life loss

did you happen to finish the game?? love that the sound design got stuck in your head haha, if you did finish it, how did you find the difficulty? 

ya maybe too hard.......................... but i believe mastery is possible lol - did you perfect land?

had to look that up, i relly like the limited color pallet in that game!

LOVE the art and vibes. Very strong aesthetic voice, could totally see this being the framing for a full game. Wish the mini games had a bit more gameplay in em but overall very kewl :)

im glad you submitted it and probably learned something about a thing or too. The flip board animation is kewl :)

love the vibes and 3D point to click, feels nostalgic in a great way

ended up being a lot like it as a point of inspiration haha, just thought 'how do i make jumps meaningful when they cost a coin' 

obviously the polish is a little challenging but the core ideas are there..  always love me a good upgrade tree! Could see this evolve into a relaxing roguelite.... good work :)

very cute and fun, obviously wario ware inspired but with the vibes of an addictinggames flash game from 2004. The moon one made me actually laugh out loud 'it does tho' !! had fun but be asked to rate 5 stars was too much hehe, all in good fun

vibes are immaculate. A shame that its just a scaffolding. For real tho a game i would gladly play if it were finished. love the characterization of the world. sort of reminds me of like early y2k manga like full metal alchemist! lot of meat on this bone you are talented

pretty neat lil game, like the vibe. Feels like its almost asking to have the beats be in time with the music like that necrodancer game. The gun enemies are quite difficult. Wondering if its intentional when I slash the spawn before the enemy shows up they don't spawn. Out strafing enemies was fun... kewl game!

Thank you so much for your feedback!!

yes if you run out of jump coins you have to reset the game or jump over the hole