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Korgen

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A member registered Aug 26, 2017 · View creator page →

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Your style is unique, so similar to “Crazy Taxi”… I like a lot your games ^^

Oh, as always is a great entry!! I enjoyed a lot. Maybe the player’s collision box needs to be improved, but the minigames yo develop are really cool in visuals, mechanics and audio… ^^

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Hi!

I used this asset (and lasers assets) for the intro of a game for a Game Jam: https://korgen.itch.io/the-cosmic-postman

You are absolutely fantastic. Your work is awesome :)

I used some lasers in my last 3 games (game jams) until now, because they are fantastic. Last one was this: https://korgen.itch.io/massive-multiplicity-machine

Thank you very much for your work ^^!

Hi!! I used your wheel bot in a Trijam: https://korgen.itch.io/massive-multiplicity-machine

Thank you a lot for your fantastic work ^^!

Thank you very much for the info (I will add a note about the problems with Safari and Firefox browsers) and for playing the game, I appreciate your comment ^^

Hi!! I used some of your themes in a Game Jam project (Trijam): https://korgen.itch.io/massive-multiplicity-machine

Thank you very much for your absolutely fantastic work ^^. I got 3rd place (1st in audio part).

Thank you very much ^^!!

Oh, that’s really strange… Could be caused by the browser? I know that some Firefox browsers cause problems with GDevelop Games…

Anyway, I’ve upload the game to Gd.Games. Maybe you can try there if it works for you (please, tell me if you can): https://gd.games/kolde/massive-multiplicity-man-and-t

Thank you very much for your comment! I’m glad you liked it ^^

The game is far simplier than you think, and GDevelop helps A LOT in prototyping fast projects. It´s a regular platform game, and once stablished the core specific mechanic for the theme, the level design was “easy” (that’s why 4th level is not well balanced, I ran out of time, hehe). I copy-paste levels with all logics and redesign them with more difficult each time. Level 3 is basically level 2 from X perspective (Left-Right) to Y perspective (down-up, and some variations in platforms), hehe.

Also, the game has only 5 SFX (I ran out of time to use all planned) from the GDevelop library and 5 songs (all from the same source, so it was 5 minutes to code the music in all levels). The scenary consist in only 8 elements, and there are only 3 animated sprites (protagonist, lasers and drones).

First hour was basically getting all elements and coding the main mechanic. Next 1,5 hours was developing the second level, testing it, adding all SFX, VFX, variables, etc. And when all “worked” (more or less), I made level 3, level 1 and main menu/finish screen (basically the same). Last 30 minutes were for testing, polishing, adding UI, texts and music.

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The concept is cool, but the gameplay lacks some balance. A 3-lifes system could be nice in games like that. My best was 5 thieves “knocked down” XD

SFX are nice, too.

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LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 881] Rendering thread exception: LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 797] Out of video memory trying to allocate a rendering resource

Not working for me, sorry

Edit: I navigate to the Win64 Folder and play it from there. The game is quite unfinished and in a very alpha state… It could be a cool prototype, but the main mechanic is barely done ^^!

Please, make a web browser version next time!!

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Impressive rythm combat game! I beat the easy level. Medium is a challenge for me lol (I’m a bit old).

Theme here is a bit blurry, but the game is very very fun and well done ^^

Great entry, as usual! Hehehe, is very fun, and it reminded me to Crazy Taxi in a virical way XD.

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Tried a lot, but I can’t pass the boss level (there’s a problem with framerate in the combat…). The controls are challenging, but you can “manage” them in some way, and there are strategies, hehe.

My only worrie was axolotls security, but if the disclaimer says they are all safe, cool XDD

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I agree with Uriel 100%, hehehe. Fun little game, well made ^^ I like the SFX and I appreciate a lot the progression (difficulty upgrade over time).

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You made it all in 3 hours (visuals, audio, coding…). That’s a LOT. Hehehe. Congrats!

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GDevelop has a bunch of Post-processing effects easy to implement with a few changes, so it´s easy to add and juice up the game a lot!!

Hahahaha, I know, I know, 4th level was built in a rush and its difficulty is extreme (I’ve made a Gameplay video, and it´s the only level I need to restart… twice; and I played it a lot after uploading the game). Obviously, I ran out of time to implement checkpoints… ^^!

My first idea was to make it more of a white and clean lab scenario, like Portal, but I saw the bot-wheel sprites and the background assets, and the visual design was clear for me. With a little color (the visual warning of superpower activation, the lasers…) for contrast.

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4th level (wheels of death) is “a little” unbalanced… I wanted a true challenge, but the difficulty curve is a bit high XDDD

It was made in 10 minutes in the last part of the 3-hour jam (2:30-2:45), so it´s terrible (that’s why I put 2 exits in this level), and you need several tries to reach the exit. You can watch the gameplay video I’ve made (2 minutes run).

All I wanted was to follow the theme: “Inconvenient Superpowers”. In this case, “multiplicity” and “inmortality” XDDD

Hahaha. Yep, the objective was to accomplish the theme “Inconvenient Superpowers.” The player is the worst obstacle for winning the game :P

You can watch the Gameplay I made in the itch.io page.

Poor janitor (I appreciate a lot that you read all the text ^^)!!

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Wow, made in 1 hour? That’s a cool minigame with music and sfx. The lack of background makes that after a long play you suffer a light visual effect of zooming.

The game is very well made and works fine, so… Solid, well done.

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My best was around 500 m and 3 rescues. I played a lot, and it´s one of my favorites until now. Some feedback:

  • Sfx and music vocal made always is well appreciated. In this case, the music gets repetitive if you play a lot, but is sooo cool…^^ hehe. I like a lot the “Thank you” voice.

  • Visuals sometimes are confusing. I’m thinking on holes, maybe a traffic signal or a more intuitive visual element; in the first runs I fell all the times.

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The idea was interesting (trying to get done an objective with several objects involved, but in the right sequence to achive it), but I guess you ran out of time. Anyways, it´s a functional prototype ;) Keep working on Trijams (I learn a lot each time I participate). ^^

Oh man! It´s far funnier to erradicate all the people than the bad guys. In my first run (without reading the game) I killed 75% of pedestrians before I saw the first bad guy and I thought: “Oh, the remaining humans are evolving to attacking me” XDDD.

I had fun playing it in a “bad” way… We loose control of our creations once the player take control, hehehe.

I got a little dizzy in the last few levels, but the game has a really interesting mechanic. For a 3D procedurally generated maze game with progression, made in 3 hours, it’s amazing!

Funny clever use of the theme. I cheated to win the game. I put the mouse cursor poiting the player before using the power XDDD.

Other option, “Strange Cravings”, also was used last year (#313). It was my third Trijam in fact…

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Ouch, controls don’t work. Please, try to fix it, you have 5 minutes left ^^!

Edit: In browser version audio doesn’t work, and that’s the problem. I’ve downloaded the zip. At the begining, there’s a Portal style intro with the developer’s voice telling the story. The game is playable, but you need to wait like 30 seconds until the controls are operative.

So, the feedback is clear:

  1. If you disable the controls, put some text or signal on screen.
  2. The game has 2 levels. The idea is very cool and clever, but needs more implementation.
  3. Voice is cool, sfx are well. No music. Visuals are basic, but also well done.

As a prototype it needs a lot of improvements, but it works. So… Well done ^^

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Some ideas (out of the usual ones as temporary powerups, upgrades, missions, etc.):

  • The player must try to stabilize the platform (eliminating more enemies from one side or other). If the platform is very unballanced, the platform will fall off and lose the level.

  • More obstacles, and with different effects if you touch them with blue or red color (bouncing, strenght, gravity…).

The game has a lot of possible actions and mechanics. And one button (perfect for mobile screens). You have something here ;)

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Niiiiice work, i enjoyed the game a lot. I’m a (real) linguist, so for me it was a beautiful experience trying (and beating) the game. I needed 3 tries and a bit of alcohol hehehe.

Well, is like a playground testing experience… Not bad. It’s interactive, but more a tool that a game hehe. Nice work ^^

I arrived 5 seconds before the limit hehe. The concept is interesting, but maybe need better implementation. Is funny and I repaly the game until I finished it, so the objective is accomplished hehe.

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Done!!

It´s not perfectly polished, but it is funny and addictive enough to try to beat the highscore, congrats for the project, I liked it!! Some music could improve a lot the experience ^^

Also some parallax background, to realize the ascension could be cool.

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Nice idea and game!! The mechanic is simple to understand and has its strategy… I think the theme is not related, but is a game with a lot of potential itself… ^^

Fantastic art and nice mechanic. Funny premise, also. This is a really cool mingame ^^

Some background details are also very interesting. Nice game ^^

image.png Je suis arrivé a l’école ^^

This game is not for going full speed. You need to jump and stop strategically. Really cool handraw graphics. I like it a lot.

Thank you very much for the comment, for playing the game to the end and for the feedback!! I’m glad you liked it.

Um, yes, you are totally right!! I modified the text of the itch.io page after read your comment. In this games, the upgrades are usually made after each run, but as I ran out of time to expand upgrades, I change the mechanic. Now, the objective is getting the maximum score in each game. I tried a lot to get 300K points, but I couldn´t. My best score was 287,000 points hehehe.

Oh, sure, the game needs to be short, so the white blood cells spawn time reduces over the time… to zero XD.

Pro tip. Try to save score to get first of all the fire ratio upgrade (50K). Speed upgrade is cool, but no vital. After that, the game becomes far easier hehe.

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Wow, more impressive, then! My score for you was 4 of 5 except visuals :P

I use assets most of the time in this kind of jams, once I planned in paper the main mechanic and the things I could need, hehehe. I hope you like it ^^

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Tu pixel art sí que es una flipada, tiene mogollón de calidad y detalles!! Y de nuevo, gracias ^^