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kkcn

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A member registered Jun 02, 2022 · View creator page →

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Really solid camera work! Definitely the strongest part of the submission!

When it comes to the art- I liked that you had a simple but disticnt style. Could use a bit polishing though- for example in the last scene you can see the terrain ending. This could be fixed by placing the camera lower, like in the previous scenes.

The music was properly dramatic, but adding some more sound effects would add a lot.

Lastly, an advice- unity can make a web build, and people tend to play web builds more.

There is a lot to like here, but you really hit the right spot for me, when there was a equation with the lightspeed showing the five second time!

As for the rest? The audio part was great. The sound focuses you from the start, and keeps you till the end. Also- I always appreciate voice acting in jam games, so there's that :)

The graphics? The minimalist silhouettes work fine. It's how the camera work presents the plot, and how you use every second of the time limit, where your submission shines! I could easily see this as an intro to an x-com style game! 

Great work!

I'd like to see the rest of this game! I can imagine one, where the skeletons seek revenge on the ember knight!

I like the light hearted atmosphere- after some rather heavy submissions this was a nice change of pace :)

Another thing I liked a lot- use of sound! All the things that should make sounds in your cutscene do that. The music is light, so it fits the atmosphere.

One more thing- I loved that one of the skeletons was named Barry! This is such a normal name, that, by not fitting the fantasy setting, fit the comedy perfectly :D

Wow, this is heavy! Your take on the theme is definitely original.

The art style supports the story. It all makes the whole thing stay with a viewer for a while. With a slow pace, you really use the whole allotted time, to let the scene play out. If this was a cutscene in a game, it would definitely be one, that I would have to be in a proper mood to play.

Good job, man.

Let's go with the best part first- I really liked the comic book inspired art! The drawings were cool and the way camera worked helped present the action. The action was dynamic- at least to the degree that can be done with comic book pages.

The sound could use some more focus. This submission would benefit, if each comic panel had corresponding sounds played (for example hit sounds when the fight happens).

As for the theme use- I don't really feel how it fits the "5 seconds too late". The story itself looks engaging, and I wouldn't mind following it further :)

Over all- really good art, but needs more polish on sound, and clearer interpretation of the theme. Keep up the good work!

Let's start with what I liked the most. The moment I realized, that the black and white part is a dream/ retrospection, and the present part has not only color, but also higher frame count animation! That was great. I would love to see something like that in a "big" game!

Art style is good. The animation quality gets better as the story progresses. The still image of the space station in the beginning is not a great first impression. Then, the corridor animation has a nice art style, but low framerate (first time watching, I didn't know this was a dream sequence). Then you get a nice animation and colors in the final part (I like how the animation is "moving", even in the still parts).

As for the theme- I like how the "5 seconds late" part is something that happened in the past, and is something that haunts the protagonist.

Last thing- if you only worked on this for 8 hours, I'd like to see something that you spend more time on! Keep up the good work!

Let's start with the best thing. The I liked the sudden color change, and "I need to say it" part. Really sold the protagonist's internal state!

As for the audio and art- I think the color composition is nice, but the character art needs a bit more polish. Same with the sound- music fits the atmosphere well, but a bit more audio would feel better. Of course- this jam was a bit short, so I get you might not have had much time for that.

As for the plot and theme... The protagonist isn't too late! Just tell her man! It's never easy, but it pays off :)

I  would love to see an RPG, where you have a PSAs from adventuring bureau every once in a while :D

 First of all- I loved the atmosphere! The graphics, music and the story (as well as the framing device of this being a public message) worked well together.

Use of the there was fun and lighthearted- I appreciated that!

Very distinct graphics and sound design! I liked the photos mixed with simple character graphics. With a bit more polish you could pull it from "original and distinct" to something even more. Adding walls, for example would be cool :)

Same goes for sound- making all the sound effect with "mouth sounds" was a great idea. You definitely get points for originality here.

As for the cinematography- at first I thought it was the weakest point, but then I sorta liked, that all the scenes were shown from the view of a character. Again- very original.

I had to double-chack, but I was right, you made the "life in the box" on the last goed jam! I really liked how you approached that jam, and this one as well. You obviously think out of the box, and it's a pleasure to see what you come up with.

Keep working on your skills, and I'm anxious to see what you come up with next time! Keep up the good work!

Oh man, this was great!

So far this is the submission with the best camera work yet. Unity timeline is a very efficient tool, if you know what you're doing, but still, delivering this in just 3,5 days is hella impressive! When the cutscene started, I though "nice graphics, good shaders", but then the animations hit. They are what really sold the protagonist, who feels her power, until the tragedy strikes!

As for the use of the theme- this was awesome. It's not just "5 seconds too late". It shows the full story! I can imagine a game, where this is a retrospective for one of the characters. Like, when you find out the lifechanging moment for her.

Over all- awesome work!

Ok, the art in this one is really cool. The use of cold color palette, and only using red in the end works wonders for the atmosphere.

The music worked in a similar way- the music and minimalist use of sound effects underlines the atmosphere. (there is a bug, where the sound only plays in one channel).

Each of the takes shows what it needs to show. There are no chaotic elements here- only precise storytelling.

Over all- this is very atmospheric take on the theme. I'd like to see where the story goes from there!

Aw hell yeah! I liked this one a lot!

Let's start with the art- I really dig the "early '90s adventure game" atmosphere! The pixel art looked really cool and consistent for the most time. For a moment when it was NOT consistent this was used to comedic effect, and the joke worked for me!

As for the audio- the music, the sfx, the voice acting! Worked really great together!

As for the plot. This is a bit awkward, but I also made a cutscene, where the hero is late for canceling a ritual. This means one thing. It's the best interpretation of the theme, and you deserve all the points :)

But seriously- great work!

I'm gonna be serious- the moment I saw the moustache on the sheriff I thought this was gonna be a funny animation, but then it took a gritty turn!

The time limit on this jam was pretty short, and I think your cutscene could use a bit more polish. For example- the phone keeps ringing after the sheriff picks it up and in the scene with the car the music from the previous scene still plays. Then again- I always appreciate voice acting in a jam submission, so that was cool,

The graphics reminded me of the flash animations from the early 2000s, so they tickled me just the right way ;)

As for the cinematography- the camera setup was simple, but this made it very readable. Every scene was clear. The last take (with the camera shake) was really cool, and it sold the sheriff's grief and rage.

Your take on the theme was a sad and gritty one. I liked it. If you spin this into a bigger game, I'd gladly play it :)

First of all- I love how this feels like an actual intro to a game, complete with going to gameplay perspective in the end!

The environments were cool. The variety showed that the protagonist needed to travel a long way, making the fact he missed the ship by five seconds work even better.

The camera positioning worked good- I liked how the camera was in the same position between the snow and the desert. I think it would be even better if you had the same camera setup through more "biomes".

The music fit the atmosphere, but I think some sound effects would elevate the experience even more. Rocket engine, and a dog bark would fit here really nicely.

As for the theme use- it's straightforward, but cool. I liked it :)

After getting the books from the bookshelf they appear on the table.

I didn't expect the Santa in the end :D

The game surprised me a bit- I though it was a bit easy, but since you need to last till 7, in the end I was left with a single cookie! Turns out it wasn't too simple at all! Trying to find a good moment to have a drink required some planing, so the gameplay had more depth than I expected at first.

The graphics were simple, but I appreciate the enemy variety. The green guy, and blue ghost could behave a bit different, but still- this was cool! The sound fit the graphics with the retro vibe, and the music was christmassy enough, that I probably should have expected Santa :)

Frist of all- the animation is great. You don't see IK used in game jams that often, and here it's used to a great effect. Sound fits too- sounds are clear and intense. I liked it!

The gameplay could use some polish and variety. The game lets you aim up, but there was no reason to do it! Some zombies attacking from the roof maybe? The game could ramp up faster too- make the upgrades cheaper, but the difficulty growth faster! This would keep the player at their toes :)

I found the idea with the radio interesting- in a wave based game you rarely decide when the waves end and start. I think this idea could be developed further. What if the rewards grow as the wave lasts longer? Something to think about :)

13 waves! This game needs online leaderboard!

Other than that- the gameplay is intense. The "jumping" seems a bit off. I'm almost certain, that sometimes I landed in a bit different place than I intended- no matter!

The shooting and destroying enemies is properly juicy. The tiny pause after you defeat the enemy makes each win feel really impactful! Good job on enemy variety and different powerups!

The graphics are simple- maybe they cold bit more detailed, but you balance it out nicely with effects (animated text, the small pause, I written about). The sound was fittingly oldschool, and the music fit the action.

Over all- I enjoyed playing your game- keep up the good work!

INTENSE! I didn't manage to beat the game- but the way the difficulty ramps up was pretty good.

The oldschool style works well with bullet hell gameplay, but I think some thumping background music would enhance the experience even more.

Use of the theme was on point, although I was a bit sorry for the protagonist. Come on guy- let those linked in recruiters get you!

Ok, I liked the graphics, music, use of the theme, BUT I CAN'T SOLVE THE FOURTH RIDDLE? Is there a hint?

THAT'S WHAT THEY WERE!

I'll play your game again, after the jam- this time I'll finish it!

This game gave me mixed feelings. But let's start from the start.

The graphics and music have cohesive style, and fit each other. Zombies look cool, screen shake, when the giant comes is a nice effect. The subtle animations on the buttons are something I always forget to do, but show how polished the look and feel really is. Enemy variety is a big plus.

But the game economy is seriously off! The only thing I could ever afford was ammo, so I didn't upgrade at all. Then again I didn't need it, because not counting the one time a fast zombie caught me off guard, the basic cannon worked just fine.

My advice? Make the ammo free, and the game harder. Maybe make the cannon overheat or reload after six shots, so the player doesn't spam fire all the time.

The second thing- I don't understand why I can choose the room to be attacked. I'm always gonna pick the one where I have the cannon and ammo. And not to be nitpicky, but it makes you have two rooms in a jam where the theme was "one room" :)

Over all- a stylish game that needs rebalancing. Still- good job!

For a first time jam entry this is pretty good!

Most of the puzzles worked good, and were logical. I had trouble identifying some of the items I collected (it took me a while to identify a bucket for example), but most of them were ok.

What drags your game down is the complete lack of any sound. Check out freesound.org, for sound effects and https://mobygratis.com/ for music- both of them are free, provided you credit the authors.

I didn't finish the game. Here's where I got stuck- I have scissors, dropped coin into the machine (but it doesn't have power, and I don't have a screwdriver. I can't open the box- I try the symbols on the walls, but they don't seem to work? I tried them in different order, but I'm missing it.

Over all- this is a good start. Keep on jamming, learning, and you'll be making solid games in no time!

Simple but fun gameplay. It took me a while to figure out the "Home row", but other than that, I had fun pushing keys fast :)

 I gotta say, that the sound was used really well- the breathing really sold the increasing tension, and the music was properly spooky! The graphics was ok. I liked the slowly appearing monster.

The atmosphere worked, but some additions would improve it even more. A "horror sting" when the monster appears, maybe some screen effect (like film grain)?

One more thing- this game is HARD. Unless being jumped by the monster counts as an ending I couldn't finish it. Never made it to 3 AM!

Over all- good game, especially for one created in just four days, and in a new engine!

Thanks for a detailed comment! I always appreciate those!

I'm glad you caught the "looking at the phone" animation. This was intended exactly in that way- Dick's waiting for your reply. He's self aware enough to know, he needs a research assistant, but that doesn't make him any more patient.

There was one modification, that I dropped early on, that would make the game even more like "keep talking". Originally the game was supposed to have the right answers randomized. This would be easy to implement, but exhausting to test, so I dropped it early on. With the books I took the easy way- you never read the books, but what the protagonist tells you about them. Actual text, with pictures, and animated books would be better, but there was no way I'd make it in time :)

Of course, you mentioning "Keep talking..." makes me think, that it would be cool to make a "research/ investigation" style game, where you can print out the books, that would be available as downloadable pdf (Zachtronics games do that too!). 

If you want to read a bit more about the development process, I've just added the devlog to my jam page!

Once again, thanks for playing!

From the themes that made to the final five, two would end up as a Dick Storm game. Other two would feature pizza delivery, and one would be a visual novel with a boss fight.

Thanks for playing! I appreciate the detailed comment. There are definitely some more things I could have done, but honestly- this was a game, where I tried a lot of things for the first time, and I was afraid, I was gonna spread myself too thin. Seeing how I was adding new stuff at the point in the jam, where normally I'd be deep into the "polish-and-bugfix" phase, I think I managed ok :)

Now, I'd write a bigger reply, but instead I turned the rough notes I made during the development into a Devlog (with a bonus part about Dick's origin, inspired by your comment). Check it out, if you feel like reading fourteen pages of text (with screenshots, so actually a bit less).  

Thanks for playing! I feel like this was an ambitious game to make for a jam, and I might have spread myself too thin. I liked the result.

As for the bug- I uploaded a wrong version in the end. Obviously, will reupload a fixed one after a jam. 

This is either a commentary on working conditions in parcel centers and debt, or I'm really bad at your game :)

Could be a bit easier :)

The PSX style aesthetics were cool, and the sound fit the gameplay. I noticed you have music in credits, but I didn't hear any?

There was one thing I'd change- it would be nice if the city names were sorta related to others in the country. For example San-Antonio being in a different country than Ivanovo :) Also- because of the style of graphics I had to get really close to read the map.

As for the usage of the theme- it was a pretty good one. The game kept you in one room (and not a nice one at that), and it affected the gameplay.

Having played 20 games in this jam, I think this is the coolest use of the theme so far! Moving the walls to solve puzzles is smart and creative, and gave a couple cool scenarios. My favorite was the one where I moved the shelf with the wall, but it often ended up over the hole, so I needed to nudge it a bit, being careful not to make the room dark!

Graphics were simple, but cool. You could push the coolness factor even further, by adding some shader, to make the graphics "pop" more. Then again- the game looks good as it it :)

Sound was good, but a bit of background music would be even better (you can check out https://mobygratis.com/ to get music for your future projects).

As I said- this was the best use of the theme I've seen in this jam so far! Finding the boxes was fun and the game length was perfect for a jam game (maybe a bit longer would be cool. Like two more difficult boxes). I could see this as a "big" release with different rooms that have various rules.

Keep up the great work! 

My time was 1:50 :)

Good idea for the theme use, but I think the game itself needs a bit more work.

First of all- adding sound and some background music is a geed way to add some player feedback and atmosphere (check out freesound.org).

Secondly- the controls were a bit weird. Player stopped too suddenly. In the end I got used to it, though, so not a huge issue. The moving platform was a cool addition, but waiting for it was a bit boring.

The coolest part was the changing room! Cool use of the theme :)

The idea behind the game is cool, but it feels up too fast, and I got stuck with a room full of stuff I couldn't merge.

Other than that, the game has personality, and the robots were cool :)

That one hit me in a way I didn't expect from a game in this jam. Here! Have your stars :)

Lets start with graphics and sound. Or maybe lets start with the atmosphere, because I was going to write the graphics/sound work great to build the atmosphere. It was really something else- how the moving left and right was essentially the only mechanic, but how you made actual puzzles with it. It uses simple means, but achieving complex results.

Also... you rarely find a jam game, where in the end you wonder what did the author try to tell us.

I see that almost all the other comments use the word "unique" to describe this game... and it truly is.

330.69 seconds, 28 deaths. You made a good platformer sir. My hand hurts a bit :)

You did the difficulty curve perfectly! Thanks to adding each part gradually the player remains encouraged. I felt like "I already beat that part, so I need to go through the new stuff, and through the familiar stuff". Again- this is difficulty design that I'd appreciate in a "big" game!

Controls are vital in platformers. If for any second I'd felt that I landed in spikes because of floaty controls, and not my mistakes I wouldn't finish the game. Because I finished, you know the controls were TIGHT!

The graphics are minimalist, but in a cool way. You added some juice, by squishing the character, and I was a bit surprised when it turned out that the hitbox is squished too!

The sound was... ok? Sound effects worked ok, but the music stopped looping after a while. Not a huge problem, but something to fix.

Use of theme was on point. I loved how the obstacles "grew" filling the room.

Over all- great game. Normally I think making a difficult game for a jam is a gamble, but you pulled it off!

Yeah, that makes sense- I had 12 credits, and wanted to buy an upgrade for 12 :)

Ok- the first thing you gotta tell the players is the objective of the game! I finished all the waves, and THEN found out that I'd get more points if I had more money!

Other than that- the game was fun, especially when I started to play without powerups! The graphics were simple, but the "multiple squares" type of animation was cool!

The music was... a bit strange, but id didn't bother me. The game could use some more sounds (jump, death- standard platformer stuff).

A thing I liked the most was gameplay variety. For a seemingly simple game, you had a lot of enemy types, and gameplay mechanics. In my opinion this bumped it from "simple platformer" to "LET'S TRY TO BEAT MY SCORE"... no success here so far :)

As always- I love the inclusion of online leaderboards!

I gotta admit- the secret door glitched a bit, so I saw it :)

The idea for the game was cool, but I think a bit more things to do would help. Maybe if I had to do a couple of things before I could escape (of course, being chased by ghosts)?

I had fun! Really solid gameplay that made me consider every move. Graphics and sound are minimalist, but in a cool, retro way. I'm not 100% clear on the rules. I lost after I bought an upgrade (that I could afford).

As for the theme use. It was ok for one room, but if you submitted this game for "limited space" two months ago, it would be perfect :)

Over all- really cool puzzle game! Keep up the good work! 

Let's start with the presentation- the graphics style was cool, and it fit the style of the game! Only issue was a weird shadow behind the couch (might be a web build issue?).

The sound effects are few, but work as intended (although I wouldn't mind a sound , when someone request something!). The background music really worked! It's super catchy, and really sells the party mood.

The gameplay was fun, but some more variety would be cool. Maybe a tiny minigame, when you interact with different items?

I don't know if I found the easter egg. A guy moved to the second room, but then my parents told me we went too far... was that it?

I had some fun, and the game looks really cool. It could use a bit of polish, and variety, but over all it's a really good game! Keep it up!

This game looks great- it's minimalism done as it should be. The background music is great, the sounds also fit the gameplay nicely. 

One problem- I get killed precisely at 23 seconds. For some reason I reached 23 seconds multiple times, but never can get past it :( I guess it's been some time since my super meat boy years :)

Ok, this was seriously good! And it's starting with the title- "Gastronoir"! Sounds equally disgusting and intriguing!

Let's go through the things! The graphics were great. From the intro you know you are in for a treat. The gameplay animations were great too. If I were to nitpick, I'd say that maybe that floor could have more texture? Or the guy could have a more visible attack animation? That's nitpicking though! Because you know what's the real winner? how the game gives you feedback. After killing the first heart, and seeing the animation I instantly knew what my objective was, no text exposition needed! Also- the screen shake was a nice touch!

Lat's move on to the sound. After killing the first heart I knew what I had to do, but at that time I also knew the level was kinda large. Not a problem, though, because I was lead by the heartbeat! I loved this! Most of the jammers struggle with audio, some opting for sparse sound use and some background music (me included). Hewr, you had sound give you navigation hints! Loved it!

The gameplay? The difficulty increased at a nice pace. After I died on fourth heart, I was afraid I'd have to play all of the previous ones again, but no! Checkpoint system works great in conjunction with the difficulty, because the last heart made me die a lot :)  One problem I had was with the lack of the fullscreen option in the web build. In the heat of the battle I often moved my mouse out of play area, and that caused me to stop shooting, and that broke my flow a bit.

The usage of the theme was ok. There was something missing here. Like I didn't feel that "one room" affected the gameplay.

Over all- great gameplay, great animations, awesome sound design! Keep it up man!