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Korgen

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

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My poor programming skills regarding numbers caused me to go well over the 3 hour mark, so I continued polishing and expanding the game a bit more.

Hehehe, Hey, thank you a lot for playing my game. I am glad you like it. Tell me if you finish it. Maximum time is no more than 2 minutes because of the mechanics, hehe. The smaller gets the space, the easier to gather energy, but the harder to avoid projectiles XDD.

Thank you ^^

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I played again the game. It´s cool, and reminds me to other here, named “The Gravity Pocket” because both have some similar mechanics. The Flip gravity mechanic is better in this game, because have limited power and a cooldown system. Some feedback:

1- It´s a pity the game has not music… Anything to keep the fun hehe. The SFX are few but surprisingly cool, for example the “vlk”.

2- The Flip system maybe needs a visual feedback to see the remaining energy, separately of the cooldown bar. But it´s not mandatory, I think. And I would make the cooldown a little shorter for not making a lot of waiting pauses.

3- The level desing. The player don´t always see the ground or the top for a planning a flip. At the begining of the level, I usually time the flip to advance a lot in this part with the change of gravity, hehe.

4- In the last enemy, there´s almost no time to “go up” and avoid it. Need a couple of tries, I guess.

For me, a 4 of 5. The lack of music is what takes it away a little bit.

Hehehe, I don’t usually like scare games much. I like the visuals, and the game is simple and short, so it’s fine. ^^

The ideal is to play with the details. Whispers? The doll that falls to the floor? The machine that grabs your hand and traps you? Something behind the machine? The door that slams shut when you’re not looking? And then, of course, the scare 0_o!!

I finished your game! Hehe.

Ok, the idea is very interesting, and I like a lot the 1-bit retro-style sprites with a touch of color, so visuals are also cool for me. The games needs to explore a more puzzle concept (with some doors, timers, etc.). The sound is ok, but it´s a pity no music…

The gameplay is not well implemented… Sorry, but it´s frustrating and sometimes almost difficult to play hehe. Once I read the instructions it was easier.

But, althogh this, the game has potential and you did a really good work. Congratulations! ^^

I tried like 30 times to reach the end of the game, but for me was impossible, hehe. Great work for a 3 hour game in 3D ^^.

Um, this prototype has some interesting mechanics, but the gameplay is extremely easy, because you can´t loose. But the falling obstacles, the possibility of buying more projectiles, and the arcade mode music in crescendo… There are interesting aspects to take on count ^^

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Wow, it´s a great game. The physics are akward, and sometimes the forg traspases the glass hehe. But, at least, I reached level…4 I think.

Visuals and audio are fantastic. Gameplay really cool for a 3 hour game. Frustrating but fun!! ^^

Edit: Having little more time to comment!

  • The idea of a “speedic” frog into a terrarium in a bottle is perfect for this gamejam. Also, the visuals are cool, and the music introduce the player in a cozy puzzle game style. Simple but very aesthetic background for me. Maybe could be better if it is a little blurry when the game starts? Could be :)

  • The gameplay lacks of pollishing, but it´s normal on 3-hour games. In my projects are also this kind of problems. In developing games, the physiscs are the worst for me. I don´t try to make games with physics and collisions, it´s frustrating, caothic… Argh. XDD.

  • Level Design. You did a lot of levels! It´s fantastic and they are challenging. The point is that sometimes are really complicated because of… physics XDD

For me, a 4 of 5 in all aspects!

For me, using the monitors at the same time was intuitive. But you are right, maybe some info or feedback to the player to realize this…

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You are wellcome ^^

By the way, that’s a nice touch about the torches when the gravity changes…

Yep. I like a lot the concept and visuals ^^. So, I had a good time and… With other projects I always learn new perspectives :)

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The concept is interesting, but the gameplay is really hard. The colors are too similar, the paths are very short, and the player can´t erase the portals… With more work, the game will improve a lot.

Visuals are fantastic!!

Hey, nice prototype. The visuals are outstanding hehe. The gameplay worked fine. I was trying to think how to pass the fish, until I realize to push it down (not necessary to use the power here).

It´s very cool, congratulations!!

Wow… I’m still getting used to the puzzle mechanics here, but it´s a very interesting concept. I like a lot the trasitions between dimensions. It´s a pity that the game doesn´t have sfx or music. I will try it again before the jam ends (I was able to adjust 3 of 4 lasers, I think).

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The game is simple, but surprisingly addictive. I’ve spent at least 10 games organizing the objects in the space. Maybe so I wouldn’t have to sort through the clothes in my closet, haha.

Congratulations, I really liked it despite the idea being so simple in principle. Those little things, when they work well, are wonderful and fun to play ^^. The audio… That music sounds too familiar to me…

Detected a bug when I was changing places: image.png

Hey! Again, a great project here, like the one made the last week ^^. It´s really incredible that you make all the structure, mechanics, visuals and coding in 3(x3) hours. For me, all worked fine, without any problem. The humour of the comments are a great great point, for sure.

I secretly love (and hate) this iddle games, but this ends soon. Maybe needs a little of adjustment, because when you notice where you get the more interests, gets easier to reach 10M (no more than 15 minutes, I think). But I guess is made on purpouse (not making a very loooong frustrating game). So, again, one of my favorites. This week there are some interesting projects!!!

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Uf, trying to make a rpg-style game in 3 hours is a suicide hehehehe. My first idea in my project was making a 1-bit game (I love the visual style of your prototype), but finally I make an empty “arena” with some boxes and walls because I was running out of time, and color sprites…

Yeah, the music is great! Hehe.

Hehehe, you are right. I recommend you the 3-days (at weekends) jams or maybe 1+ week jams. I´m making games for fun and for improve my skills in GDevelop, because I don´t have coding knowledge (and no time for studying hehe).

With this prototype, maybe you can expand it and make a couple of levels with more mechanics and intelligent puzzles (this involves a lot of work in level design). If you make it, I will play it ^^

Wow, It´s fantastic and very well done due to the three hour limit. In the top3 for sure. Visuals are awesome, the lighting, the gameplay is cool…, but I have some feedback (hehe):

  1. Music will improve a lot the game. With a couple of minutes you could have a loopeable theme to add at the game. It´s a pity considering the beautiful it is…

  2. Mechanics needs some adjustment. I didn´t use jump, neither boxes… The gravity flip is too much poweful and need changes. For example, if you flip again, the bar automatically refills. And in the long corridor with saws, you simply can go straight usig “F” all the time… With all this power all the time at your disposal, the game itself gets too easy.

  3. Maybe, I don´t know, the sprites are too large or the camera is too close, and you don´t see all the scenary. In this type of flip gravity games it could work, so… It´s only a “maybe” suggestion.

Again, the game is really awesome. Great job!!

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Thank you for your comments and feedback. Each game lasts no more than 2 minutes (the walls reach the collapse point at 70 seconds, I think, and gathering orbs makes the game lasts a little longer). Yep, I think I could make it a little more dynamic, but my coding knowledge it´s still low and I waste a lot of time in set the main mechanics hehe. My idea was exactly what you are saying, but… ^^!

So far, 850 points. I’ll try it at least one more time… :)

A great game, it reminds me of some Qbasic MS-DOS games from my time. XDD. It needs some polishing on some mechanics, but it’s very interesting… I like the retro style, but why didn’t you add a looping retro theme music? The game would benefit a lot from that.

My best score, 95 point :P

Yeah, more interesting than your last project. Lacks audio part (why don´t waste 10 minutes in adding a loopeable music and a couple of SFX? The game will improve a lot!).

Nice concept, fits the theme perfect, and the graphics are good (except the playable character hehehe). Toilet paper is fantastic…

Congratulations and keep working!! ^^

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Hi, fellow Gdeveloper!! ^^

In this jam I was thinking to make a cozy game, but I didn´t know exactly how… Thank goodness I didn’t make it. This project of yours is a true gem, a small work of art. The only thing akward is the double quantity of items, and why there are not at the begining in the bag, but the rest of the game is brillant. Small, cute, cozy… Home :) The music and SFX are perfect.

My favorite (for now)

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Similar background as my project, with a different approach and mechanics. I love your game an the proposal, it´s fantastic and I could play a lot (I´ve escaped)!

Feedback (in my opinion):

  1. Why, why there are no SFX and music? The game would be more fun with 10 minutes to add only a loopeable theme and a couple of effects…

  2. The mechanics could be better, IMO, changing adjusting the gravity on player, so the character could “surf” the falling objects in its ascendance… ;P

  3. Also, a score (meters climbed, time… anything).

In resume, congratulations, it´s nearly a lot of addictive, hehe.

Congrats, I played the prototype twice and worked perfectly. The mechanics are perfect for make a puzzle game, so the gameplay is nice ^^.

Keep working. Jams are made for learn quick a lot of things hehe.

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I winnnnn!

Ok, the game is funny and cool. Only a couple of things:

  1. It´s not clear that the object must be totally covered by the pocket to count as catched. Maybe a line in the text could be enough (if there´s not yet, I don´t read all the texts ^^!). Oh, it also could be nice a auditve feedback when a object is catched ;)

  2. The bomb does not appear randomly. So, the mechanics are simple once you know where exactly the bomb will stop :P

  3. The music is very low volume, I can´t hear it without 100% volume (but then, the sfx effects are too loud :P).

It´s a very nice prototype of a puzzle-movement mechanics game… Good work! Jams are perfect for this kind of practices and improve our skills ^^.

The art and the game are so precious!! Congratulations! The game itself it´s challenging, at first part. Sometimes you don´t see the other side, so it´s difficult. And you have to timing your movements with a lot of precission sometimes… Tuesday I will edit and make a more deep feedback ^^

In a 3-day period you have 3 hours to make a game within the theme of the jam. If you use more than 3 hours for coding, you can also submit the game, but it won’t be eligible to win the jam.

Congrats man!! ^^

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You are wellcome :) I’m not an expert at all, but this process works in my case hehe.

For the Trijam, I’m using only the structure of a GDD tailored to my needs, and I’m sticking to the essentials because I’m not making a proper game, just a playable project. There’s no need to create an elaborate document. It’s just a time-saver. Having everything written down helps you get straight to the point when coding.

Tell me if that helps you ^^

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Thank you for your words ^^

For me, the tricks for organize the time in this jam are:

1. GDD. Create a Game Design Document-style draft on paper, even if it’s just a rough outline, that describes the lore, the texts (if you like to include narrative in the video game, like me, hehe), the nuclear mechanics in as much detail as possible, and the level design.

2. Gather a list of components. Write down the sprites and assets you’ll need, as well as audio effects and music. I already had some sprites downloaded from other projects, so it was easy to select them and have them ready to implement when I started programming.

3. Choose what to sacrifice. In the middle of the process, choose what you won’t have time for, but don’t give up on what counts the most. At this point, you can stop the clock and rethink in the document what can be eliminated. In my project, I had other additional mechanics, enemies, more music, many more sound effects, a menu… As always, it was overly ambitious. In the end, it remains a prototype for learning the mechanics and a platform puzzle, but nothing more.

4. Motor vantages (I think). GDevelop 5 is cool for desing prototypes quick. It automates some basic processes in its visual style programming, which saves you a lot of time :P I don’t know how to program with a programming language, but I am starting to have proficiency in using this video game engine.

Thank you for the feedback ^^. I’m glad you like it.

Oh, my browser detected a virus in the zip. Probably a false positive, but I can´t play your game, sorry…

The loooong arm of the chip collector. An addictive progression game. Simple but fuuun.

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Oh, l’art de ce jeu est absolument fantastique (ou “fantastichat” XDD). The visuals, the CRT effect, the concept and also the title!! As a very early prototype has a lot of potential ^^

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Nice concept and mechanics in a clever reimagination of the Snake game. My best score only 10… ^^

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The idea is interesting, but for me the paddle goes extremely fast, so I can´t stop it into the trajectory of the ball ^^! Keep working on the idea ;) And please, a “restart” button… My F5 key is almost destroyed hehehe.

My best were two bounces…