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Klungore

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A member registered Nov 20, 2019 · View creator page →

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Nice! I really like the colour choices and way you textured the player characters!

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While this game is obviously fantastic, and I wouldn’t normally be one to complain about optimization, especially for a jam game, the low framerate on my device was interfering with the speed at which I could wash the pibbles’ bellies. This was somewhat upsetting. As a result, I only cared for 3 pibbles. A paltry amount.

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Wasn’t sure what was going on but I greatly enjoyed pressing the fire button to make noises. Good and funny noises 👍.

Also intrigued by the way the game shifts like a see-saw with the split screen, seemingly also affecting physics? Not sure how intentional it was but it seems like the seed for something pretty cool.

50s before the deadline lol

Fighting game for a jam seems extremely ambitious, I hope you learned alot!

Not sure what of the models were made for this vs existing assets… either way you ended up with a pretty solid stage. Seemingly with the potential for a map transition on either side?

The vocal sound effects are my favourite part.

Hell yeah. Awesome for a first project!

Using your own voices for all sound effects and also the music is very endearing.

I deeply appreciate any game that attempts to integrate meaningful consequences into it’s design rather than defaulting to a health bar. Covering the screen with your mistakes making it much directly harder to play the game is wonderful.

Game itself is fairly simple and varying line weight and style on different assets is noticeable. Incredibly minor. The premise holds.

I suspect you accomplished what you were going for with the narrative transitions between scenes and text; Great Work!

Keeping an eye on the consistency of pixel sizing and placement with multiple assets in a scene and making sure they aren’t using anti-aliasing will make a pixel art project look much better.

The game was alright. Interesting concept bogged down with the gameplay and lack of player feedback.

As if that matters. Y’all put the effort into the important parts: the ending sequence, the lore, the credits.

You Have to Burn the Rope type game. Bravo.

RIP brick man (next year?)

Looks fantastic and I love the fmv elements but don’t have patience to figure out how to interact with anything.

Awesome concept given the theme!

Audio, especially sound effects for the different surfaces would add a ton. A display for the keys once picked up could’ve also made things more clear.

Kudos for committing to the idea, though. I think you’ve made something really interesting here. Makes me wonder about if you made something similar but purely audio based and blind-accessible…

Unfortunately your build doesn’t seem to work on my machine.

Mechanically tight and robust with a weird concept to try for a game jam; Well Done!

Visuals were serviceable but not great and a fast forward would do wonders for qol, but I can only nitpick because the core is solid.

Solid pixel art!

Fun clean, tight. Very solid all the way. I liked the bonus points for timing things well but didn’t quite understand how to time the river monster. Maybe just because it is based on space rather than timing, and not based on any particular target.

Pristine Aesthetic I am deeply engaged by what you did with the menu audio and appreciate that I can just drive off the track.

3D pachinko for a game jam is crazy. I’m not sure what it has to do with the theme, but I love seeing something different!

I enjoyed the puzzle aspects mixed with the platforming. More sound and visual effects would add alot.

Thank you for the secret glorps🙏.

Impressive scope and polish for a game jam! The intro sequence is wild, I respect the commitment to it.

An interesting idea, but somewhat bogged down by the stark integration of the pre-built model and animations.

It was awesome (and very impressive) to see a project take vocal input to the natural conclusion of full speech recognition!

Immaculate vibes. You really nailed the computer aesthetic.

Hell yeah! I don’t think it quite landed, but the spelling game was a super interesting concept. Deeply appreciate the experimentation with things.

Nice, concrete little loop. My favourite part was seeing how many physics objects I could spawn before the game stopped working.

Wonderful and stylish environment art! I’m not sure if there is underlying mechanical depth, but I’m not sure why I would choose to defend.

Love the grandma model! Unfortunately, I got stuck in the central room as the noise of the door kept altering her.

Good art, fun vibe. Wish there was cs knife animations on the interactions. It’s the fingerless gloves.

Despite the lack of Glorp, I think the integration of vocal controls is fun and cool👍.

Definitely the most interesting and creative entry from the Calgary site. My personal favourite.

Great work!

I appreciate your effective management of scope. The wiggly limbs are my favourite part.

I liked it when the cat showed up and made a noise. Didn’t make it much farther - struggled to understand when and how attacks were connecting.

Dino credits peak.

Gameplay wasn’t there, but I loved the mouse click feedback.

Between the UI, rigged animations, systems, and overall aesthetic, it seems like y’all tried quite a few things. I don’t think they come together here, but way more importantly, I’m confident you have some fragments and lessons to take into future projects. That’s an awesome thing to do with a jam.

I’m not sure how much got finished by the deadline, but I wasn’t able to interact with the elements on screen.

I hope you learned lots and had fun regardless!

With that said, it’s always very disappointing to see generated assets in a game jam.

First two times I tried to launch the game it failed due to a fatal engine error.

Cute game with a tight scope, which I can deeply appreciate. Tank controls were an inspired choice.

Great vibes, I love the way the view shifts between frames with the border highlight. Unfortunately that was about all I could see in the build.

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The voice over is a wonderful touch, only surpassed by the game ending with echoey breathing followed by a distant slap.

I’m not entirely sure what was going on, but I enjoyed clicking on colours to fill up a bar 👍.

Neat mix of genres for a narrative experience. I found it hard to read the text while performing the heartbeats due to the lack of audio queues. There is potential in that re-contextualization.

Odis Barnyard 👍.

I love the art! The scratchy crayon aesthetic really fits the vibe and is very cohesive. Especially appreciate the monkey face logo desktop background.

Monkey-type music is also wonderful, of course.