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KlimoGD

121
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A member registered Jun 14, 2017 · View creator page →

Creator of

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Hey! Thank you for playing! Glad you enjoyed it! 🤗

The theme lies in the storyline, which is sharing a burden with someone else (wheter it's a pain, a problem or something else). We, as a player, "fight" someone who has problem to do so, and you have to take the time (the why there are chess-related things) to take some of the weight off her shoulders. At the end, you bring balance to the Queen's life by taking a part of her burden, which allows her to find inner peace. I hope this makes as much sense to you as it does to me. 😁

A very nice twist to the good ol' chess game!  Well done!

That's an idea i didn't take into account, I may give it a try, it could bypass a lot of bugs caused by the drag'n'drop. Maybe rearranging the timeline will be less intuitive.That's something I've to dig for sure! Thank you for your feedbacks! :)

Thank you for playing! Glad you enjoyed it!  I must admit that visibility is still a huge concern for me and I will definitively work on that if I continue the project! :)

My restaurent is now well known for the tar aftertaste of its croissants. 10/10

That's a very clever way to use the theme and the design references in a whole other context. It works very well and dubbing the game was probably the best idea, it had so much to the overall setup you chose to put your game in. A huge congrats! 🫡

Simple concept, but a very effective one! That's a very good submission  you made there!

The fighting mechanics are very interesting and the art direction is on flick !  A very well made game! 

That is, indeed,  a weird little fish game. xD

That was a fun little experience! :) The art direction is neat and the situation you have to manage are very funny as well! The only downside, if I had to find one, is that the middle option seems to always be the "moderate" answer and the third one the greedy one. I don't know if it's wanted in the design, but I feel like it's a missed opportunity to surprise players, as we are able to tell the consequences of our decision, unlike the OG red hat man. (If it makes any sense) . Good job! 💪💪

I like your take on this kind of puzzle/platformer. It's quite hard to innovate but you did a very good job at thinking how to use the switching mechanics, on both gates and boxes! Well done!

I love this type of absolutely absurd setup! The skill game between the two levels could feel a bit huge but congrats nonetheless!!

Thank you! Glad you enjoyed our humble game! :D

Heu! Thank you for playing! Glad to see you liked our visuals! 😁 And yup, that's a bit heavy, we barely managed to create a stable unreal build so we're 'happy' with that but we must confess that some cleaning of our folders could have been nice! Thank you again!

The fortune wheels fits very well with the cyberpunk aesthetic! It feels like violence is some sorts of joke but at the same time you're probably about to die on the next enemy . 🤣

Great job! Visuals are very neat as well! I'm not sure if I heard some SFX or not, some sounds effects could have been a nice addition to the experience (that i already a blast without! ) .

I love bibilitically accurate bosses ahah It was very fun to play!

A lot of good ideas in your boss design! Well done!

Ah yes, throwing things at girl to make them your girlfriend. A true dating classic.


Joke aside, visual novel and bullet hell is an interesting mix! There are a lot of flaws to be honest and it's very difficult to feel the impact of our actions but as a solo dev, you can be proud of what you've done! :)

That may sound dumbs, but the I loved the twist between the first and the 2nd boss, where the 'thig that is spinning' is swpped between the player and the boss! Congrats!

I love the fact that there is always somethign that spins in the game, but that's not always the same thing! Well done!

I'm definitively bad at this but the twist is very clever! Love the art style as well! Well done! 👌

Hey! Thank you for your feedbacks!

Sadly, the build is quite bugged so the creature won't spawn! I'm looking forward to fix this in the futur, my bad! Glad you liked it tho! 🙂

I just tested and the monster feature is, in fact, bugged, my bad! I'll try to fix that ASAP but I'm  bit busy atm 💀 For the arms, there is no proper end scripted yet, so it's normal to not have the ability to  reach the top. Don't worry, you're not missing a lot, you saw pretty much all of the prototype have to offer (minus the monster ofc)

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Hi! Thank you for your feedbacks! It's always nice to see people have fun despite a very unfinished and unpolished state! :D


Yup, there is a creature that is supposed to follow you quite early in the adventure, maybe it 's a bug (one of them 🤣) ? To make it spawn you have to (SPOILER AHEAD!!!) feed the machine with the 5 arms available at the start of the game and wait for it to comsume them all. Once it stops, there will be a some trees on the right of the path, follow the candles, there will be a chapel. Enter and take the skull.

Very interesting proposition! The idea of having various path is fun, despite some being way more easier than the others but balancing is quite hard in a 48h entry! Well done! :)

That's an good take on the genre! I'm not totally sure how the painting mechanic works overall but the system works well overall and it brings its subject in an interesting manner! :)

I really like building big machines that goes vroom! Very good work, neat pixel art and overall very polished experience!!

I'm not sure I understood all mechanics but the game is very polished and complete. You did a very great job on that game! GG!

Cute little game! The only "downside" I see is that there is no incentive to not be stretched, so you end keeping the spacebar pushed.  If you have, for example, more speed when you are tiny, it could be an interesting trade between the mobility and covered surface.  Great job for half the time nonetheless! 

A good entry considering you did it in half the time! Great job!

Thank you for playing! Your comment makes me think about mouse sensitivity, it's something that I never took into account in my design but it could be a parameter to master on my side to offer a more fair and identic experience for all users (since i built the game with my mouse sensivity and all)

A nice concept! A bit short but a very clever concept nonetheless! Good job!

Nice game ! Loved the art for the character as well! The mechanic is very fun to use and quite permissive, so puzzles does not feel like there is only one correct answer! GG!

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I saw one of your WIP update on the discord during the jam and StayAtHomeDev reminds me that your project exists. I'm very impressed by the result! Very fun and unique! (Bonus point for the sound effect when falling from a huge height, it makes me laugh a bit! :D )

Love the art style! The sponge mechanic combined to the possibility to swap monsters is a very clever trick! Well done! 

Interesting take on the jam! We have only a few tools, but it's all we need to fulfill the fantsay that your game proposes. Good job!

The grapihcs are reaaaaally cool! I'm a a bit less sure about the overall gameplay but I had a nice time, thank you, good job! :)

Very cool game! Loved the concept and the pixel art as well, a very good vibe!  It seems to me that the bigger the map is, the easier the game gets. I understand the link with the jam, but I'm wondering what the game could have been in a more limited space. Nice job nonetheless! :D

Ahah that's weird! Didn't udpdate it since the 1st upload, so that's probably a Godot 'magical' feature I still don't master, my bad! 🤣