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koamedev

25
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1
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A member registered Jan 03, 2020 · View creator page →

Creator of

Recent community posts

Great visuals and well-executed concept! It seems to me the meta is to do one spin per round because it’s slow and you can re-roll the +- unit count so you only gain units and not lose any. At some point there’s thousands of things on screen and the framerate dropped to ~1 FPS :D (played in Firefox). Fun game! ^^

Cool game, good variety on the different bullet types, creative! One enemy got stuck outside the map and ended my run sadly. I like the art direction, good stuff.

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Cool game, one suggestion I can give is to add a custom cursor as on a high-resolution screen it can be hard to see the system one on a black and white background. Also, a score counter at the end, I got 33 clients and no way to prove it :p Nice art too!

That was enjoyable, I like the art! Neat concept for the setting.

Thank you so much! Glad you enjoyed it.

The presentation is great, the spectrogram plane is really cool. Maybe it’s pedantic to say this but it’s not really a rhythm game per se as you don’t have to perform inputs to the music, but I enjoyed my time anyway! Good stuff.

One detection from a not well-known AV brand on virustotal is tantamount to a false positive. This really isn’t anything to worry about imo. I sometimes scan my tiny programs which I wrote and know don’t do anything nefarious and I get several detections on those, so yeah. Nothing special here.

Thanks and sorry about that ^^ I feared that would happen but I didn’t know what I could do to prevent it with the physics engine sadly. Glad you liked it!

Thank you!!

Thanks <3 I was hoping learning the controls without any explanation/tutorial would be fun as you figure out what’s possible on your own.

Thank you so much for the long comment and kind words!

In testing the reversed controls seemed intuitive to me but in practice it got confusing when spinning around. It could work as a setting for sure though. Here and there the background can be mixed up I admit, the background is darker and has a small parallax effect to help. I rushed towards the end of development (I mistakenly thought I had another day before the deadline, oops).

I procrastinated finding fitting music, and so ended up not choosing anything :p

I appreciate the feedback a lot <3

Thanks for playing! In hindsight I may have made some parts too difficult for a jam game in fear of it being boring, oops

Feels very polished, you have the base for something quite neat here!

Super nice game! Pretty art and cute cat :3

I’m sorry you had trouble finishing the game because your pixel art and music is really good! As for the gameplay, the controls were far too sensitive for me, I didn’t feel like I had much control half the time. The spinner can get stuck to walls and in corners too. You have the start of something really cool here though, well done yall!

And seriously, this music is great ^^

Thanks a ton!

Thank you so much!

I was inspired by the Touhou games but I wanted to see what it would be like with a bigger play area and a free-moving camera. I wanted to stay true to that and that’s why there is no special movement besides the slow-down (which is all the Focus does here btw). If I do work on this game more, I am considering whether to focus more on the pure bullet-dodging aspect or maybe test some more involved movement mechanics (as you suggested) and attacks.

I can imagine getting cornered without any way to save yourself feels unfair but I simply ran out of time to remedy this :p.

As for the shooting patterns, it’s a combination of janky code and simple math. The complexity comes from having several going at once and in succession. Also had ideas for enemy projectiles that split mid-flight, or that change their speed over time, or the boss spawning more enemies, none of which would’ve been diffcult to implement, again, I just had no time left.

And that shooting thing might have been a bug, I’ll rework these systems either way.

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Very interesting concept! Unfortunately I think I got softlocked.

Too complicated to finish for me but I like it. The puzzle being spread across several rooms which you can’t see at once makes it a bit difficult to grasp though.

screenshot

I really like the art style! Music and sounds fit in too. Jumping right after landing is inconsistent which feels unfair. And I think it’d feel better if the player’s collision was a box, not a capsule. Fun stuff.

Great game, neat concept. There are a few annoyances I experienced while playing and that is:

  • the transitions between levels and especially restarts are just too long,
  • the animations for moving the stick, that is picking it up and down and rotating with it, are too lengthy, which I felt discouraged me from rapid experimentation,
  • the inputs seemed to be buffered a lot in advance and that made moving around feel quite unresponsive.

Still, great stuff even just from a jam entry. The puzzle design was really good, although I feel like the difficulty curve felt a bit wonky at the beginning.

The AirPods were the only reason I “finished” the game. What music is it and where can I get it?

Now that’s quite a conversation.

I love the concept! It’s a bunch of fun and all these paintings are so good. Awesome stuff! <3

Somehow caused a bluescreen. :/

Cool game, the core game mechanic is pretty addictive :) Nice job!