Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

kora

15
Posts
2
Following
A member registered Jan 27, 2023 · View creator page →

Creator of

Recent community posts

Funny and innovative. I like the uniqueness of all the attacks and can see the integration of some aspects of other games which is cool. Controls feed a bit awkwardly placed at times. Also the backgrounds feel a bit out of place and are much more detailed than the rest of the game which can be off-putting. Cool nonetheless.

I'm a fan of the sprites and overall theme but the sound really needs some balancing. I wish there were a bit more complex towers to place or enemy variants. I also think the enemy pathing and general movement should match the background a bit better as well so it feels more smooth and cohesive.

Super interesting concept. I'm excited to see its final state when it has a bit more polish. Would like to see some more enemy AI and logic to where you can place items.

Deck builder reminiscent of wildfrost or slay the spire with the aesthetic of super auto pets. Great AI and good intuitive deck types. Honestly just a solid game through and through. I'm a fan of the damage animation but I wish there was variation depending on the card type like Legends of Runeterra. 

Cute theme.  I especially like the addition of the trails. Definitely plays into jetpack joyride nostalgia and I'm a sucker for it. Spikes are a little intense and feel out of place. Also I would've like to see actual power-ups instead of just upgrades and aesthetic changes.

Interesting theme, good dialogue, and cool pokemon-esk background. Funny overall. Needs a bit of changes on the hitbox of the player & walls. Also would like to see the number of intractable things better scale to the world size. Walking between NPCs is tedious at times as it is. 

I like how open it is and the variation in background. Controls are intuitive and you handled the balance of the money/upgrades is a vast improvement from the earlier version. The ghosts left behind after the enemies die are really cute and well done. I'm also a fan of the some little visual details like the menu being a scroll or the game over screen showing your character disappearing. Well done overall.

Nice and simple. Buttons to kill enemies is a cool mechanic and was introduce very well (same with the teleporters) but sometimes the backtracking can be repetitive and tedious.  I think using this mechanic will multiple enemies simultaneously would also be an interesting idea; make the player combine the skills you taught them. I wish the doors were a more obvious end-goal, it could use some extra particles or highlighting. Audio was quite repetitive towards the end of the game.

(1 edit)

Cool use of backgrounds and sprites - feels like a genre mash-up of something calming and fantasy-like with something techno-dystopian.  The aesthetics toward the later levels are very interesting as well. Level design is not bad though certain places are harder to navigate than others with the small fov and walls in the way. The capture animation is also really cool. I wish there were more consistent use of the teleporters and it would be nice to see the user use them to escape the enemies or maybe more space for the user to juke the enemies so delays in the navmesh pathing aren't as punishing.

Good theme consistency. You can tell there is a story being told here. Feels gritty and uncomfortable most of the time which is integral to the genre. Level feels quite large and exploration is fun (assuming you can dodge the zombies). The controls can be quite difficult to navigate since the camera glitches a lot in between movement. Some of the audio could also be balanced better. Overall feels solid.

Cute theme, I like all the attention to detail like the cat ears in the logo. The sprites are also done well. Sometimes movement can be a bit glitchy and capturing the cats around the map or going through the cardboard box portal dont full work. In the sand level the cat also can look like its floating which is a bit offputting. Also the lives don't mean much when most interactions with the dog tick them down too fast. Good job on the game difficulty and level design though

Theme, sprites, and music all harmonize really well here. I especially like how you bound the levels with clouds and draw little faces on many objets - makes if feel dream-like. The attack animation feels a little out of place and sluggish. I wish there was some acknowledgement or reward for making it through the level with more time left over like a score. I also think the alarm clocks can be more punishing since I never really ran out of time.

This game is a journey.  Thematically amazing - use of sprites to represent the stages of the main character's life is done really well. The background audio can be a little annoying at times. Also I'm sure this is intended but death is very loud and scary the first few times. The introduction to mechanics like the disappearing platform is done really well though I would have liked a visual indicator of its lifetime.

Game feel is nice and consistent: quite calming with the music and snowy particles. Sprites are cute and UI changes when you get hit are done really cleanly. Level design with the different platform frictions is done very nicely. I just wish the faster ice sprite was a little more distinguishable. On the flip side, audio is a little loud. Control is a bit of an awkward fire key and there is no cooldown rate or punishment for pressing the button constantly which seems a little op.  Spikes dont deal continuous damage so you can walk through them after taking damage which is a bit weird. Getting stuck on the side of walls breaks some immersion. User speeds up a lot when close to the bottom or side of a faster platform which can be a bit unsettling when you came from a platform of different speed.

Plain and simple its a good addition to the genre: frustrating and fun as intended. I wish there were some more ways to feel rewarded for figuring out a mechanic/trick. Ex: arrows that the player learns always point in the wrong direction or certain types of platforms that are always dummies. Getting lost is sometimes frustrating since its hard to differentiate between making the wrong move and going the wrong way. Also could use a bit of a more robust story and thematic consistency amongst the sprites.