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K'miinik

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A member registered Jul 21, 2020 · View creator page →

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It's not unreal, It's Godot, and as far as I've seen, Godot is actually more lightweight on your pc than Unity is

I was always a big fan of the ice puzzles in pokemon, so I had a lot of fun with this. Honestly this impressive for the time given.

I just ran out of time, lmao

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The only reason I'm using the logs is so i know what I'm doing without visuals, the final version will have proper graphics, but thank you!

It may have to do with how butano does logs, I'd have to reread that section of the docs. thanks for letting me know though.

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I don't have any visuals yet, sadly. the game has to be played in the logs, lmao

I'll do my best to get something ready in a reasonable amount of time, thanks for the compliments. are you still having issues or nah?

Graphic design is my passion.

My plan going forward is making a system that is easily modified. a way to create preset levels, an entity system that can be used for decorations/doors/creatures, a text box and menu system that is meant to be very flexible in it's use. Effectively I hope to make a dungeon crawler template that I and others can use without having them all have very similar gameplay. It's something I have to do a bit of planning ahead for, but once it's done it could be a good tool for anyone who wants to make a dungeon crawler on the gba, which admittedly is a pretty niche audience lol.

I'll likely be restarting, the way I display the walls doesnt allow for me to easily give the walls more complex textures, and a lot of my other systems are very inefficient. Your game has definitely inspired me to try a lot harder going forward with this.

That's fair, I considered "painting" the tips of the pin, but i figured the large and small sides would be enough to suggest north and south

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the compass always points to the north, rather than the direction you are facing, I knew this would be a bit confusing, but out of all the options this felt the most intuitive, at least to me, I had tried it the other way around and it just felt very wrong.

A little clunky to use, but impressive nonetheless.

ok, I know you probably spent way more time on this than I did on my game, mine was done only in the last month, but holy hell, this looks fantastic!

Confusing in a way that only a game like this could get away with. Also, the art is fantastic, you achieved everything I failed with my initial plan before I shifted to the roguelike.

My only complaint is that the music doesn't feel like it loops well, also it's really funny to just follow the grim reaper with your flashlight off, maybe it would be better if you can also only see them when the flashlight is on, idk.

The concept is actually very similar to my game, in that it's a platformer about swapping colors to change platforms, but honestly i feel like you pulled it off better than i did, the controls are a bit too "stiff" but i guess i can't really talk because mine were way too slippery. overall, it was pretty fun.

The concept is actually very similar to my game, in that it's a platformer about swapping colors to change platforms, but honestly i feel like you pulled it off better than i did, the controls are a bit too "stiff" but i guess i can't really talk because mine were way too slippery. overall, it was pretty fun.

This game is really interesting, i could see it being expanded on quite a lot in the future, but i did notice the same thing as other people, that it's pretty easy to just solve them each one at a time, rather than needing to be mindful of each of the balls at once.

The game didn't start, just gave me an error saying "Trouble reading the file" or somethin

Thank you!

  • The reason the player feels so slippery is because i moved him by adding force to the rigidbody, and the friction on the floors and colliders isnt very high, this was not technically intentional, i was just lazy.
  • I intended to have arrow keys as an option, just forgot to add them
  • The thing on the second level was not intentional, but if it's what i think it is, there isnt really a good way to fix it without reprogramming the whole game, or maybe redesigning the level lol.

Nevermind I figured it out

what the title says

even if they are, it may mean less people will probably play it