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kkcn

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

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There are two places that can make the doctor fly. Maybe more- an hour ago I was only aware of one :)

Since the game was rushed a bit, there's not really much subtlety to the tactics here. You need to be fast with the minigames, try to remember which of the rooms are busy, so you don't deliver a patient there, and make good decisions in patient vs skeleton situation, basically taking into account the time patient has left. 

Thanks for playing!

I discovered the text issue pretty late. I got to a point it looked ok on my screen, but I guess there was some work still to be done here.

Score system breaking is a weird one. It looks like the score doesn't reset properly, which is strange, because it's only done in one place, and always as a first thing. Of course it works on my machine :)

As for the UI... I'm pretty proud of it. I mean- you are right- there's still room for progress here, but in my early games UI was a complete afterthought, so going from "bad UI" to "more to make it perfect" is still ok. It's gonna get better though :)

Big thanks for a big comment! And sorry for responding this late- turns out I'd have even less time it the jam was this week :D

As for the improved randomization of the minigames, we planed to do this exactly this way, but there's a reason we didn't. On the last day, we focused on the balancing the game and improving the chances of recovering from lost healstreak (in retrospect, still too hard), and we... forgot the implement the randomness improvement. Normally I keep a list of planned improvements/ discovered bugs, but this was a simple game compared to the previous ones, so I didn't bother. Well, that's a lesson for the next jam I guess!

Btw- Dick Storm almost didn't make it to this jam. The final five themes were not very "Dick Storm friendly" (maybe "you shouldn't be here", but we had a different idea for that one). Then we figured that we'd go with a simple easter egg this time (as we were going with simple everything anyway) and DS fit there.

The kissing medical staff were supposed to play a bigger role. Originally we wanted to have more of them, and after a minute of gameplay, they would pair up, and could take a medical room for... private reasons. Another thing that got cut for time.

Thanks! 

We had some more ideas on how to polish this game, if random stuff didn't cut into our time. Escalating difficulty was the obvious thing. Others were procedurally generated patients, and some plot happening in the background. If we had a normal amount of time for a jam (both weekends free for starters)... we would have gone with our second idea for a game :D

Big thanks! Glad you liked it!

Yeah, if you ask my kids your game should take the 1st place in all the categories. They played it several times more (even at school- my son discovered itch wasn't blocked on the school computers). If you spin it into a bigger project they are definitely your first fans :) 

Yeah, there seems to be a bug with restarting the game. that I didn't find :/

170 point is a good result for a first time!

Thanks for playing!

Yeah, I tried to balance the game towards the end, but I guess I could still make the time more forgiving

Thanks for playing!

Ah yes! The proud- second to last score :D

After playing this I wonder if you happen play the Battlestar Galactica board game. The gameplay loop, with waiting for a jump while fending off the attacks of Cylons (I mean, not Cylons- your guys), seemed familiar. The main gripe I had with this game came from this. It feels like the enemy always focused on the civilian ships first. I'd prefer if they went for the warships first (or at least the closest target). That way you could use them as shields for the civvies. Also- the heavy ship's shots were so slow it was pretty damn useless. I guess it would be more effective in the last wave, but then I was broke from the fleet upkeep, and couldn't afford it (then again, I managed to save a bit over 100 guys, so my tactics input might be not something you should listen to a lot).

The graphics were nice. I rarely praise someones menus, and font choice, but seriously- that was some nicely animated menus, with a good font!

The sound was good, but there was a bug, where the shot sound cut out, when there was a lot of action.

Use of theme. Straightforward, but on point. 

One of the ideas our team had for this jam was also a game about a fleet of survivors- the difference was that each of the ships would house a different group that provided different bonuses. Then we went for a simpler game, knowing we had less time than usual :)

Over all- really enjoyable game. The only real downside is that now I want to rewatch Battlestar again :)

I gotta say- the first time I opened your game I didn't know if this is gonna be good or not. Start menu? Longish instructions (but with the combat part missing)? Mid 80's PC graphics? This could have been a hit or a miss.

Fortunately- a hit!

I had three runs. First one I got defeated fairly quickly. Second- By the first "boss" (now I learned to have my stats screen open to track my health). Last time- I finished the game. And just barely! If the boss had just one more round I would have been defeated for sure! So yeah- the gameplay was engaging and exciting, even if it looked like I was trying to close a bunch of windows really fast :) Other than that the UI was intuitive and easy to navigate. I focused on fighting monsters, not interface.

The presentation fit the setting, so the simple graphics built the atmosphere. The sound also fit, but in this case I'd like a bit more that just two sounds. Maybe a bit of background music, or a little fanfare, when you beat an enemy?

As for the theme. I get how the game fit it- you had a limited disc space space, so you couldn't save every file. The thing is... it was never an issue. I used thee strongest equipment and deleted the weaker items once I figured there was no way to sell them. As for the healing items... I just used them! I only had to decrease my stats once, and since I was pretty strong it didn't bother me that much. What I'm saying is that you could have leaned into the theme a bit more.

Over all- I'd like to play a longer game like that. Or better yet- split into two layers. One like this, and another in a "real world" where you can find upgrades for your computer (saving different character builds on floppy disks... I can really see it)! Great work! Keep it up!

Played this on the first day, and I have to say, the game stays with you. Definitely something that only a few achieve!

The art style is just great. Same goes for the music! This is something I'd expect to see in a release-quality game. Seriously the game looks and sounds just brilliant! And if I had to select one thing that was just a cherry on top- Noah getting smitten with a visible skeleton was just *chef's kiss*.

The gameplay. I didn't finish the game. Turned out to be just a bit too difficult for me (I blame the late hour for my lack of focus).  I figure I didn't drop the animals in the water enough. I know the theme was "you can't save them all", but with Noah I'd expect it's because they didn't make it to the ark, not "your color won't net me a bonus, off you go!". Although now I wonder if some offshoot of Christianity doesn't explain the lack of wooly mammoths that way :)

As for the theme. You played it straightforward, but it worked!

In the end- congrats on that graphics prize, pretty sure it's already yours :)

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Ok, let's start with the best- you made a 90's looking game that emulates 80's looking movie, and it works really well. I would prefer for it to have a bit more light because all the buildings look to dark and you really can't see all the detail (I remember your "work in progress" posts on discord). Audio was good- fit the gameplay and atmosphere, but it wasn't as polished as the graphics.

As for the gameplay I have what they call a cognitive dissonance. I loved the driving model- it felt floaty, but in a fun, not frustrating way :) The walking gameplay... I think you could cut for a jam game. Just driving around was fun enough, and the walking felt more janky. If the survivors came to your car when you stopped near them (gta-style) it would be faster, than stop the car, talk to survivor, return to car. As for the core gameplay loop, here I have some problems. The game starts with "survivors in the stadium" and my first thought is "but I don't know where the stadium is!". This sorta repeated throughout all the game. If there was a minimap, a crazy-taxi-like arrow, or (coming back to my previous point) more light, so I could recognize the landmarks from a larger distance. This would largely benefit the gameplay. Also- I can save the survivors at the police station, but I have to escape by helicopter? I was so confused by that :)

The use of theme was on point though!

Over all- this is a seriously ambitious project, and I think it trips over it's ambition a bit. Each of the elements is great, but they don't fit together as well as they could.

One more thing- WEB BUILD! This would easily be one of the most played games in the jam if you had it!

The game takes a bit to find it's footing, but once it does it's pretty fun! I think it really clicked for me during the maze part. This is when I got from "It has some potential" to "I'm having fun!". Now- I'll be serious here. I didn't really notice how the stats affected the gameplay. I upgraded the strength, or agility, but my guy seemed to move the same. I didn't mind- the game was more about moving boulders onto buttons :)

The sound was ok. I liked how the "soul pickup" sound had slight variations! The graphics could use some work though. I mean- the guy looked ok, and the characters in the cutscenes were charming, but some more visually appealing floor tiles would be nice. Also- it took me a minute to tell, that the darker wall was climbable. A ladder tile would work better :)

As for the use of the theme... I got it in the end, but for the most of the game I thought "but I AM saving them all". Whet I'm saying is that you could have used the theme in a more visible way.

Over all- the game needs polish, but has potential! Keep it up!   

45335 point 111 souls saved with 10 missed! I feel like it's a good score :)

I gotta say- when I played your early prototype I thought- this needs some polish. And then you gave it some polish! I like the difficulty balance- it feels like with enough effort you really could save everyone, but if that's the case it's not easy! The combo system was also a really nice touch!

Graphics looks nice! I feel like they have more character than in the prototype (I also am starting to suspect that others can't compare to the prototype :))

Audio is good, music fits the atmosphere, and the sound effect indicating success is crisp.

The take on the theme is straightforward, but the gameplay fits it well.

Over all- this is a great example, on how to make a simple jam game, that's also polished, intense, and fun! Keep up the good work!

After two playthroughs (one I was a pretty good doctor, other I aimed for saving my wife no matter what) I have to say- this is a pretty good Papers Please - like ;)

There's one thing that PP did, and "Please save me" doesn't. I feel like "Please..." focuses on choice, and in "Papers" you could offset some of your "controversial" decisions, by being otherwise efficient at your job. 

From the other hand- I really liked the setting/ plot, especially, how some of the patients formed a bigger story together. It would be cool if some of the decisions had bigger payoff (I thought that saving the guy with the book would be reflected in the ending), but you had 4 endings already :) From mechanical standpoint the gameplay was solid. I knew what each element did, so I could focus on my decisions, not the interface.

Graphics were good, although I feel like the style of characters could be a bit more in line with the UI. That's just a nitpick though. Audio fit the atmosphere too.

As for your take on the theme- original! It was a nice touch, that you introduced different factions, and a personal stake, and a random element too.

Over all- I had fun playing your game! Keep up the good work.

One more thing- does the trolley problem guy affect anything else than the news on the next day?

Wait! But I totally COULD save them all!

Other than that- the game was fun! The graphics were simple, but clean, same goes for audio!

Over all- fun puzzle-physics-platformer!

I like some narrative in jam games. Playing this I had a bit of a feeling, that you hoped for the theme to be "two buttons" :)

The game looked good. The style is consistent, even down to the font used in the dialogue. I sometimes had a feeling that there was an element missing though. Like in a scene, where you try to plant a bomb in that tent you are talking to a soldier, but there are only boxes and chests.

 The sound was good too, but it would be nice to have some more. Maybe some ambient forest sounds in the ending with "new life", or battle sounds when the battle rages on.

Having the main character be a medic fit the theme perfectly. The plot however could hold on to the theme a bit tighter. I know, I'm spying to help my army (and thus, save them), but it doesn't feel as "front and center" as it could.

Over all- I appreciate a game with a good story! Keep it up!

"Cool take on FTL with space management", I thought finishing a third run of your game. Then I hear "what are you playing? Looks fun!". That's my kids. Sometimes we play jam games together. So I ran the game the fourth time to show them. After that they played two more times (beating my score). They ended with 131 points after 30 days, discussing tactics, and having great fun. By the way- we didn't find out how to use the treasure map :)

I love how you combined the gameplay with the theme. Every decision was based on trying to save animals, and you really had to make sacrifices to proceed. It was really easy to learn the basics, but seeing how our points grew after each run, there was something to find and improve each time. With some more gameplay mutations (maybe different captains with different abilities) I could see it as a "big" rougelite release. Brilliant stuff!

The sound and graphics were very good. All the animals and equipment had it's own distinct sounds, which I loved. The music fit the atmosphere well.

For a game jam debut this is brilliant! I'd expect this level from a game-jam veteran! I see great jam-success in your future, an we are looking forward to playing new stuff from you again!

I'm not a huge fan of pico-8 games, but man, you did some good work with it!

I liked how many little things you managed to put in there! Sheering sheep, putting fences, the shop (actually it would make sense to sell any wool I have automatically at the end of the wave, but I'm nitpicking). The game was a bit difficult for me- the wolves got me pretty early (consider healing player between waves, maybe?). 

The graphics and sound were cool! Felt like a proper game from 1989!

 The use of the theme- on point. I couldn't save them all (I couldn't even save myself), but trying to do so was the driving force of the game, and everything the player does! Every player decision was centered around that!

Over all- well made game! 

Oh man! I just noticed you joined the jam for the first time! In that case- congrats on getting through to the end, and focusing on the theme (first timers often use the theme vaguely- not you!).

And one more thing. Consider other game engines. You obviously have some good gameplay ideas, and pico8 might be a bit limiting for you. Sure- godot or unity will take time and effort to learn, but I think you'd discover it was worth it!

Difficult! I stopped playing at the "jump over the car" level. A "skip level" button would be nice here :)

Graphics and sound were minimalist but clean. The colors fit the game and were instantly readable (which is important in a game, where you need to know what will try to kill you in the next 10 seconds). Some music would be nice.

The gameplay was interesting, but difficult. I think I liked it more, when there's only one doll to manage.

The theme... hmmm.. I guess the objective of the game was to save them all. But I couldn't do it, so was it actually on theme?

Oh! And I see this is your first jam! In that case- congrats on doing the hard thing- making it to the end with a finished game! Because, especially for a first-timer, you did pretty good :)

My best run! 25 waves, in 10:24, enemies slain: 1993, Skeletons: 1108, Mages: 308, Hulks: 206

Ok- firstly- the game is fun enough to do multiple runs. The sight of your dudes massacring the enemies is really good. The "calcium supplements" as a powerup for skeletons is a funny idea. It's intense and hella fun! I loved playing it!

The sound was great- sound effects were crisp, and the music complemented the massacre (not a sentence you write everyday).

As for the graphics. I have what you might call a cognitive dissonance. From one side- the screen space effects, post processing, particles, explosions... Those are all very well made. From the other hand... those are all balls! There's a number of people that will look over your game, because they'll look at the thumbnail, and say "meh, balls...". They will, of course, loose out on a great game, but hell, I wrote "your graphics could use some more detail" in comments for a couple of games in this jam. Seriously- your graphics could use some more detail! If you're not a graphics guy- find one and collaborate! I do!

Btw- last year there was a "limited shapes" edition of goed jam. This game would absolutely rule there :)

Theme wise- I didn't really feel this game was about saving anyone. Sure, I couldn't save them all, but it never bothered me- the game was about raising hell, not saving anything!

Over all- gameplay wise this is one of the best games in this jam. Could use some more focus on the graphics and theme.

Wait! Hold on! I managed to save them all :D That goes a bit against the theme :)

The graphics were really pretty! You notice the style from the start, and the gameplay elements are instantly recognizable.  

The sound was ok, but some background music would enhance the experience. There are some sites with cc0 license music. For example music on mobygratis.com would be free for jam project like yours.

The gameplay was fun, but it felt like just the start. If this was a first level of a longer game that would be great- I can see a ton of potential in "sticking tiny dudes together" mechanic, especially when you introduce some complications :) As it is, it leaves you wanting more. 

Over all- great graphics, fun idea, lots of potential! Keep it up!

Two rounds in I saved ALMOST everything! I'm pretty sure, if could actually go against the theme and save them all IF I COULD FIND THE HORSES AND DOLPHINS :)

If the game was just about finding the animals it would wear out fast, but trying to arrange them in the spaceship according to the quirks was really fun. The satisfaction, when I managed to put several normally dangerous animals and carry them to safety with minimal losses was pretty great!

The graphics was good. I'm a fan to 2d + 3d myself, so I appreciate another submission that gets it! I'm wonder if adding more detail to the ground wouldn't be nice, but it might end up being confusing too? I guess it's good as it is now.

The sound was ok, but there could be more. Sounds of animals maybe?

Over all- I had a lots of fun with this one! Keep up the good work!

I liked the idea- saving people under pressure of time was also my idea for this jam. The game is fast paced, so I was concerned if the firetruck handling wasn't too "floaty" in the end this wasn't the problem.

The graphics and sound were ok, but they could use a bit of polish. I understood what was happening at all times, and the severity of the fire was communicated in effective manner (both by the size of the icon, and the fire animation). Then again- some more details would add more character to the game.

I had some issues with the difficulty. I couldn't make it past level 2. My best score was 21/40 people saved. The two towns were too far apart, and buildings burned while I was traveling between them. Chances are I was doing something wrong here :)

As for the use of the theme- I understood it in a very similar way, so I guess it's great by my standards :)

I think titles are the art of it's own. One of my favorite writers is Jason Pargin. He's next book is titled "There Are No Giant Crabs in This Novel: A Novel of Giant Crabs". He's obviously a big source of inspiration :)

As for getting 3 or 4 of the same in the row- I totally implement balancing this. I meant to do a "deck of cards" solution. Once a minigame is used it's out from the deck (until the deck is empty, then all the games are reshuffled again). Since implementing this would take about 10 minutes, and would require no balancing at all, I totally wanted to do this... but I forgot, and remembered this only when I read your comment :D

As for the time- if you think about it, all the basic things in this game are very simple. Only one level with simple layout (which works in this type of game, because I don't want player to spend time on learning the level). Movement code was less than 30 lines. Spawning patients was even less (wait a random amount of time between 6 and 8 seconds, and pick a random free spawner). Other game elements (patients and doors) basically are "wait this long, then change status".

When you're starved for time keeping things simple is the key. Actually, keeping things simple works if you have too much time too :)

Thanks for playing! 

Originally the stakes would escalate every minute. First minute, would be pretty much like it is now, but slightly slower. Second would have medical rooms being randomly taken by other medical staff (for... private reasons). Third would be the most hectic (the medical staff appear as patients, having contracted some disease from each other). In the end we had less time than we originally thought, so that got cut.

Thanks for noticing the graphics- I'm passing all those positive comments straight to my graphics guy :)

I was going to write a devlog about making a complete game in 20 + 10 hours, but I literally have no time :) Last weeks were totally hectic, like all random stuff that normally would happen over the course of several months decided to happen in two weeks.

Glad you like the game!

Thanks! This is pretty much what we aimed for!

Glad you liked it!

2d + 3d is our signature style! Glad you liked it!

Every time when I put something little, like the "love story" in my game I wonder if someone notices.

Thanks for playing, glad you liked it!

I'm serious. Every once in a while you see a jam game that could be spun into a bigger project. I think you managed to do better than that. You could release what you have now to steam next feast, and this would easily be better than 90% demos there. Sure, it needs some polish (blood can hang in the air, whatever), but I'd gladly pay for a 100 levels of this! And post launch DLC. And achievements.

As usual an ambitious game! The problem- it's a bit difficult for me. I defeated the first wave, and a couple of guys form the second on my best run. The other villages were useful as bait, but they all died too fast :( That's a pity, because coming behind bandits to attack them from the back was pretty fun! Combat was cool- especially when I managed to hit multiple bandits with a single attack.

I guess, like the theme says, I couldn't save them all.

I think you overscoped. For example- you didn't need a huge terrain, if the only action takes place in the village. My usual workflow for game jams is planning the development for half the days available and leaving the rest for bugfixing and polishing. It's sorta what you did in "Limited space in space". By cutting additional game modes you kept focus on the main one.

So yeah, that's my advice I guess :)

This game needs a tutorial, or at least some instructions on the game page. I clicked at random, but don't really know how to progress, gameplay-wise.

Generally the game needs more polish. Some music would be nice. A way to tell which elements are clickable. Things like that.

Fun idea, but I think the game needs a bit more work and bugfixing. I never managed to finish the game- fell under the island each time :(

For some reason there are multiple games with os-style gameplay in this jam. Yours is the fastest paced so far :)

It's difficult to judge graphics and sound. It looks like an early 2000's windows, right?

What I liked the most was your take on the theme. Not only I couldn't save them all. I got a list of stuff I didn't save at the end! Bit funny, bit sad, all very cool!

Congrats on making your first jam game! I was intrigued by your posts on discord and now finally I get to play it!

Gameplay was really good! Fast paced, instantly clear goals- this is what I expect from games like this! There is only one thing I'd add. Since the game is about getting as far as you can it would be cool to compare scores with other players. Online leaderboards! With gameplay like this you'd have some people trying to beat each other scores!

Audio was simple, but juicy. It gave me clear picture of what was going on. As for the graphics- at first I thought they were too simple, but when I noticed the explosions (simple but cool) and cool looking progress bars, I got the atmosphere. This could be a minigame in a Deus Ex like cyberpunk game. What I'm saying is that in the end the graphics were ok :)

The thumbnail on site? The way I see it own style beats AI art. Pair up with an artist- there are always some that lurk on the discord before the jam.

The use of the theme is... ok I guess. I mean "you can't save them all", but there's also no point in doing it here. After a couple of levels I was surrounded by an army of drones that obliterated every threat. Sure, sometimes I saved more, if they happened to be on the way to the white cube, but I didn't care about it much.

Over all- good game. For a first timer- great game :) My advice is to focus on the theme more next time! 

Ok, man, you messed up. What you did here, is you made a jam game TOO good, and now we expect a steam release. Like, I don't know if you have job, school, family? Because this is all gonna have to take a backseat. We sort of wanna play 100 levels of this. And a post launch DLC with harder versions of some of the levels.

Now you might think- "oh this is the guy that makes all those dry jokes on the jam discord, writing a joke review". You'd be only partially right. Because right now I'm the guy who makes all those joke posts on jam discord, who's growing frustrated, that jibblets isn't on his steam wishlist.

Normally I go on with my opinions on audio, graphics, what have you, but let's be serious. Reading that would take away your attention from researching how to add achievements to a unity game (we also want achievements).

Brilliant work.

I really liked your game! I failed both of my attempts (i got 31%- so close!).

This game should be an example of how to do a game that's simple but very effective. But let's go through all the parts :)

Gameplay. Once I saw where the fire station and hospital is the gameplay mechanics became instantly clear. One thing- I think I failed my first run, because I figured that the ambulances must return to the hospital. But I guess that's on me :) It was cool, that I could assign multiple cars to one event (it's not explained in the instructions, but I tried it, it worked, and I was happy). The game is fast and a bit difficult, but in a fair way. The city is designed in an interesting way. Sometimes it was more beneficial to reroute a car that was already in the city than send one from the base, which made me feel like I was thinking on my feet. Bugs? I guess sometimes a car stopped in the middle of the city, and once the ambulance parked in the fire station. Nothing game breaking, barely noticeable really.

Graphics and audio. Graphics were much like the gameplay. Seemingly simple, but very clear. In the game, where you need to cover this much ground you need to know what's going on at all times. And thanks to clear graphics, icons, and the call sound I was aware at all times. One thing I'd add is some sound when the car ended (or failed) a mission. Again- not really a problem, more of a nitpick on my part :)

Use of the theme? I'll be honest here- I think making a game about saving lives under the time pressure is the absolute best way to interpret this theme. That's why I made a game like that :)

Over all- I had a brilliant time playing your game! Keep it up!

I don't think that the Diary of a Wimpy Kid was an inspiration to my graphics guy, now we see the resemblance :D

We toyed with some ideas for what to do with the skeletons, but in the end we decided, that you should just leave them in the morgue. That way, you have a chance to catch the next patient while they are still alive, and recover the lost healstreak!