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Kokomaus

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A member registered Jul 04, 2021 · View creator page →

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Hmm, thanks for the heads up!

I'll be addressing the database in the next big update which is underway. The database is absolutely slated for a full rework at some point ^^

Oh my gosh, that makes me so happy ;3;

It will NEVER be changed, this has solidified it!! If you can send me a message about the subspace troubles, I can try to look into it: the most recent update should have fixed it but I can check it for the next update!

thank you for the heads up- was this on the browser version or the desktop version? :oo!

With the 1.01 Update, you can now zoom!

Zoom added!

Zoom feature has been added!

With the post-Jam update, you can now unlock the final Lore entry~!

Hey, I just pushed an update today that includes zooming in!

Thank you for the kind words! That means so much to hear ;3;

I have a post-Jam version ready that will be coming out once it ends!

After the jam ends, I' ll be releasing a version with Zoom and more cleanly designed windows! Stay tuned ^^

sorry if I wasen't clear - the achivement only needs 3 Subspace levels, but displays 100.


And the levels increase internally but do not correctly update in the text box.

Subspace increases each time the navigation map resets during a drone exploration! The subspace does update correctly, but does not update.

This will be fixed after the 1-BIT Jam voting period ends!

Addressed- I expanded ways to gain energy past that softcap! Explore and let me know what you get it to! :33

I'll definitely be looking into a zoom feature, but probably as a post-jam feature, unfortunately.

Thank you! I'm updating and fixing things in these last hours, so hopefully I can iron those out- Appreciate it!

Thank you! Your kind words mean alot for me, seeing as this is my first project. ^^

I love the look and feel of this RPG! Reminds me of a con game, and would look beautiful in full color printed out!

Easily the best game played in the jam so far-
The game is insanely fluid, where you're chaining together abilities to traverse huge distances. Each upgrade feels unique in your toolbox- from a lunge that lets you spring up, to wall running, to a super unique air-dash, the tools you use feel second-nature. Each area is extremely evocative, with a banging soundtrack to listen to as you explore. 5's across the board, with a 4 in Design- There are two enemies that seem to be placeholders, while some level elements are less explored.

That aside... this game is amazing, fairly long at 2-3 hours, and an absolute blast to play. It's beautiful, with an amazing PS1 / Gamecube dreamy aesthetic. Everyone should give this a shot, 9.5 / 10, would absolutely pay to play this.

Enjoyable experience, even if a little short! The physics take time to get used to, and moving through the levels feels... floaty due to the speed of accelerating and turning. I would have loved to earn some upgrades along the way to improve handling, and more things to explore and find would give some use for the enemy variety and offer more of a 'metroidvainia' feel.

I ADORE the style of this game. Absolutely cozy with the music and the art and the humor. Something like this feels plucked straight out of someone's childhood. I love seeing the messages from the adventurers as you escape, and despite not enjoying the grabby hand that much, it felt very unique. The levels are fun to go through, and it had this overall sense of completeness and focus that puts it above other submissions.

This was the first game I've downloaded from the Jam, only playing the browser avalable ones before.

I'm glad it was Bedlam , because this was like... downloading an old NES game and going to town. Controller is required, which I was annoyed with at first but it works with the aesthetics to really feel like an older metroidvania. Which is also to say it fucking hates you.

Minor spoilers: I was checking against walls for a invisible passage, found one with the minimap inside, and as soon as I entered it I was hit by a secret skeleton that knocked me out of that passage.

I love that kinda stuff in games, and while not everyone has a taste for it, it easily won my heart. And 20 minutes of me failing to wall jump to get the double jump power. It's well worth and hour or two of your time if you like getting fucked with by a NES style game.

*Jump, Jump, Jum- FUCK back to the bottom.*

Okay so this is very interesting. I really love the idea of a Jump King / Splat metroidvainia. Though without mouse control and only on keyboard this was too frustrating to actually play. Watching someone playing it is fairly funny, however.

I did try it with controller, but in both forms I kept running into a frustrating bug that led to my character being forever stuck in a rolling orb form.

So! The presentation is the most stand-out bit here. The game play and platforming are very standard issue, and while there is three different upgrades, they only lead to one another. Here is problem, go find solution-

However, the art and sounds are very similar to old-school flash games. This game would be perfect with a timer to push the player to finish with faster times. I wish there was more to use these powerups for- some more exploration or something to motivate the player would improve on the very simplistic base we have here.

Conceptually- I like what's presented. We have a player that can only attack while stationary, and cards that represent spells and attacks. Something where you move through a deck of cards with each one being a different attack could be cool, but sadly there's not much presented here and an overall lack of polish. 

I do think this is an interesting start! There is a fantastic idea here that can be explored with only a bit more depth of game play. More concise graphics and less bugs would clean up this prototype into something interesting for sure.