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KroNo

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A member registered Nov 13, 2016 · View creator page →

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Sounds like we achieved what we were aiming for with the atmosphere :) Thank you so much for the feedback, we'll try to release an expanded version once the jam ends!

The color palette was something we spent quite a bit of time on. Regarding the radar, during our playtesting we noticed a tendency to try and move the cross with the arrow keys, rather than the ship itself, so we decided to invert it. Previously, we had it the way you mentioned, where the arrow keys moved the ship. Thank you so much for playing!

Good idea. Rushing the bacteria spawn is fun, perhaps it lacks a bit of feedback when shooting. The crosshair seems to be a little buggy. Loved the weapon variety!

It has a special atmosphere. I would say it's an experience, more than a game, and there's nothing wrong with that. The music and graphics create a very relaxing environment, I've enjoyed it!

I like the pixel art and the music, it's an addition in games that always makes them stand out a bit. Regarding the gameplay, I perhaps miss a bit of feedback when shooting and hitting enemies, or when taking damage. The doors sometimes required trying a tiny bit higher or lower to enter, but no major issue. Congratulations on submitting it on time!

It was tough, the whole team was working non-stop and there were quite a few last-minute changes to try to polish it as much as possible. We had to cut some of the content we had planned so it would fit within the jam's timeframe, but we hope to expand on it in a future update. Thanks for playing!

For a first jam it's a good game, considering it was only seven days. I agree with SeeOne, I would lower the enemy spawn rate, and perhaps, if you want to keep it like that, I would make the bullet pierce through the group and not just hit the first one. Good job!

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In terms of art and story, with the narrative at the beginning, I find it to be very beautiful. The spiders' hitboxes are perhaps too small, I haven't managed to hit a single one. Aside from that, I feel the map might be too large, and since there are no landmarks to orient yourself with, as mentioned in another comment, navigation becomes difficult. Still, good job!

Visually it's weird, but not in a bad way. They look like wax figures, and the environments do too. I think overall it looks appealing. I tried using the keyboard controls, but ended up opting for the mouse, for me, it was much more comfortable and faster to switch directions quickly. At first I thought the enemies moved at the same time as you, something similar to Crypt of the Necrodancer, but it didn't take me long to realize they don't (I got smacked by a nearby spider haha). The vibe overall is good, nice job!

I like seeing variety, and among it a game of this style. The effects really enhance the narrative, and the plot is engaging. I would like to see an expansion of the story after the jam!

It took me a couple of tries to understand how it worked, but reading the description helped. The place where the syringe appears is perhaps the most confusing part of all, and I don't think I would have figured it out if I hadn't read it directly. Once you know what each thing does and how it works, the stress begins of trying to keep everything at the levels they should be considering the passage of time. It's very stressful, and it always dies on me because of the decay... Poor thing!

It's interesting but I agree with the rest, increasing the reaction time a bit would let you really see the progression of the 'decay' in the game. I found it impossible to get past 30, but I can imagine how it would evolve over time, and it looks good. I also read in the comments that the sounds are entirely coded and, if so, great job, they are very satisfying!

The game is interesting, but I agree that it might need a bit more explanation. The art is nice and the music fits well. I kind of miss having the option to rearrange the cards once they are placed on the board, but I imagine the consequences are part of the gameplay. Once you start accumulating negative cards and nothing good comes up, it's ggs, but very entertaining to play!

The music is really cool and the art is visually appealing. It's unusual for a game of this style that you can hit the notes anywhere on the screen, but I'm not complaining! I appreciate being able to play it entirely with the mouse, I'm much more coordinated than with the keys, I was always bad at osu... Good job!

The feedback for the fishing minigame has been pretty universal. We need to make some minor tweaks to the upward inertia to make it a bit easier to change directions when the fish decides to dive toward the bottom. The same goes for the dials, we'll need to work on them after the jam to polish things up for the next version.

We tried to show the decay with a change in the boat's textures, which might not have been as obvious to the player as we would have liked. In hindsight, maybe a bit of a 3D changes to the model could have helped with that.

We tried to do our best in 7 days, focusing heavily on reducing the scope and then expanding it only once we had a playable base, to avoid what happened to us in previous projects. Thank you so much for playing!

That is honestly a huge compliment to us, we tried to find a middle ground between the interactive part and the narrative, and we are glad it's appreciated so positively. Thank you so much for your words and for giving it a try!

CONGRATULATION!

I couldn't have done it without the comments. I didn't quite understand the part at the end when only one of the two arguments appears until I scrolled down to read them. Still, it's a cool concept. I like the terminal games we've had in the jam, both share the same theme but have totally different concepts

I tried playing with all the effects on, but there was too much visual noise. Once I turned them off, the experience was much smoother. It's interesting, and it's the kind of game where if the leaderboard were online, a ton of people would get hooked. That's the only thing I would change. Great idea!

I really love the vibe it gives off. Having a console talk to you so directly is a bit strange, but figuring out how to progress is satisfying and interesting. It's a shame it's so short, but I think we all feel the same way. Visually, it's very eye-catching, and the sound design complements it really well. I'd love to see more of this!

I had to give the jump a couple of tries to realize I had to do it standing still, haha. When I got the third relic, I think giving you an extra bullet and a heads-up was a nice touch. Also, the fact that you can beat the game right when you start it is pretty funny too!

I really like the art style and the transitions between levels. The only downside is watching the poor bunny slowly fall apart because of those eyes. I'd maybe include checkpoints so you don't have to start from the very beginning, but really great job!

I like the concept, but maybe for a jam, I'd prefer a slightly faster-paced version. Still, I played it for about 10 minutes, and you can really appreciate the speed change from when you start to when you get a couple of upgrades. It's entertaining!

I died on night 9, but it's really well designed. The gameplay loop is fun, and the interpretation of 'decay' is quite literal, but doing it through abilities and only being able to keep 1 of the 2 options it gives you is a great idea. I'd love to see this mechanic explored further!

We're really proud that you thought of that game! We had planned to add a few more, but doing it in just 7 days was a real uphill battle. We'll try to add them in a future update. Thank you so much for playing!

Appreciate it!

At first we thought about making them a bit more complicated, but after playtesting over the last few days, we decided to make them a little easier to give more weight to the narrative experience and avoid potential frustration. Thank you so much for playing!

Thanks a lot! We are thrilled to see that the ending has the impact we were hoping for

No worries!

kr0no

The enemy design is interesting. Maybe its audio queues were a bit too quiet, so I had to try and guess when it was getting close. I managed to escape anyway, great job!

The color palette is nice. I've had to replay it 2 or 3 times because I keep dying from the pixel-perfect jumps you have to make (but hey, it's not a very long game, so not a problem). Simple but fun to play!

A really cool concept! Mixing puzzles with the pressure of slowly figuring out what you need to progress is fun. I might shorten the respawn time a bit, and somehow highlight the items you can actually pick up when hovering over them. Great job!

I've played a couple of runs and I like the concept. I've seen this in a couple of comments already, but it's pretty similar to Reigns in terms of the choice system, just with a much darker theme. The sounds add an extra layer of tension!

We knew someone was going to try that, we had to make sure it couldn't happen! Thank you so much :)

🙌🏼

We wanted to keep the scope as tight as possible to ensure we had enough time on the final day for polishing and making small tweaks. We would've loved to make it longer, but we just ran out of time (hopefully we can expand on it in a future version...). Thanks so much for the kind words!

Keeping the creature a mystery and never fully showing it was a core part of the theme for us. We're thrilled that it hit the right emotional notes! Thanks a lot!

Thank you! It makes us really happy to know we can inspire other people. Best of luck in the next ones!

¡Muchas gracias! :)

Thank you so much! The concept of the two art styles has been there since day one. It was our way of marking the transition from the 'real world' to the other dimension, so we're really glad you liked both!

I absolutely love the atmosphere and the art, and I think the sound really fits the experience. The ending is a bit abrupt, I agree with the rest of the comments on that, but visually I love it!