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Kuorell

52
Posts
A member registered Jul 10, 2020 · View creator page →

Creator of

Recent community posts

Gates are a really interesting idea, somewhat similar to "replacing track sections" other jammers were using but way better looking

The game is great, both thematically and from a gameplay perspective

I wish it gave some hints on balance / missing foods, because now ecosystem just collapses under me silently starting with bugs

Never would I have though my wobbly lines would ruin lives

Got my 1st, great job polishing controls and even drifting! I also really liked choosing powerups on straight introduced them, gave enough time to choose and didn't ruin pacing!

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I wanted to skip the jam (busy at work, duh), but memories of these actually inspired me to participate, great to see someone following though on the idea!

So comments about ipads, got really surprised my friend had physical ones!

Fellow racetracks! I got sub 3 sec, but it seems that power max + don't forget to pit is the recipe

Fellow auto cars and handling upgrades) I didn't think of editing tracks themselves, great idea!

This is a way better take on platformer where your restarts matter, never expected to be propelled up by my restless spirit

Made a few mistakes and finished at era 4) Really nice concept with "monuments of the past" and it was nice to see my board NOT wipe after building the monumet

Cutscene was really cool and unexpected for a jam game, but being unable to skip it is really rough (Also it feels like we could have had a hotkey for the hook since you tend to shoot it at the same spot)

I agree with previous commenters starting with light / no timeout before you light it up for a first time would help me a lot with getting a hang for it)

You can still edit description)

F for fantastic obviously)

I personally think theme really shows through, especially with "A or B" - "yes something like that" questions, it was enjoyable and at least I got one meal right)

My only problem was "rethink" destroys cards i've put into question and sometimes destroys the game entirely

Abduction themed mini metro is a really creative spin on the theme, great job!

I loved seeing different loopies and their little stuff, so much in fact I wish there were some effects / bonuses based on set collection

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It's like "reverse training" poisoning optimal solution with random values, so yeah, simulating.

Decided to go for a "feeling" of trackmaina training video over a resource-intensive re-creation, so that it runs well in the browser. Coolest surefire solution would be using actual samples from training, but that would skyrocket loading times or feels to same-ish and you can't edit tracks after that

Training against optimal trajectory in every position  (instead of distance / lap times) results in same effect as now with a lot more CPU usage

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Theme and art is suuuper cut, but maybe you could ignore space bar and just refill / feed when we are close to a cat / food, it would be a lot more chill :3

Dang, level one was too tempting)

Didn't expect to ever see a racing auto battler. It's really fun, great job!

I really enjoyed it. If you manage to make it legible on small screens I would be happy to see it as a mobile game, one tap design already works very well!

On PC you'll get those "my mouse needs something to do" comments)

Fellow car idler)
I didn't figure out how to introduce clicker elements, boost works really well! Spent my time on steering though)

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Fellow dumb cars can't loop right enjoyer)
Sound and art are super nice, and gameplay is  really catchy considering how simple the action is!

That said I probably clicked everything before I figured out clicking on a car)

I guess most people were confused because bask looks like a left arrow, so why does it move right? 

It can actually pack a lot of strategy if you would increase difficulty & increase hand size to invite more decision making, the way piece behavior is distinct, turn based and pre-determined is solid foundation. Also the game looks nice. And yeah roguelike shops are never truly random and that helps a lot

You can still edit your description so if it is web based just link to netlify or something, this might cause disqualification, but you can prove that it is the same game with checksums

I aspire to produce something this polished during a jam. It's a shame it has so little ratings right now!

If you were to keep working on it do you have any thoughts on enemy actions? 
Usually roguelikes do telegraph, but it wouldn't work because you can't aim, so it feels like either Expedition 33 style dodge / parry or focus on plenty of status effects / elements instead of damage & block.
Super interested what you have in mind

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Wow! Not just it has surprising number of levels for the jam game, idea is clever and narrative additions don't interfere with ultra fast jam pacing and i really like that bear overseer art.

But highlight for me is skipping levels hotkey for puzzle games. Sometimes you solved it in your head but struggle with execution, fine for a full game, ruins it for a jam game. Doesn't ruin this one though it lets you move forward!

Because people get stuck in a TikTok / doom scrolling loop for hours, I feel like this is a really good artistic commentary on short format content and it fits the theme well enough

I am really surprised roguelike don't tap into avenging the fallen concept, this part is great!

As for controls / mechanical feedback: sadly we can't update games anymore, but if we you are taking it to full release 2d combat golden rules are:
- your attack collider is a bit bigger than animation that shows it
- your character collider is a bit smaller then the sprite
- some of  screenshake /  jitter / pushback is almost necessary for melee, otherwise your attacks feel like they didn't meat any resistance.
- If we are talking samurai theme I would probably also expect moving / flashing forward slightly with each attack and maaaybe parry bullets if attack cooldown is long.

This is like that other lasso survivors but better!
Reall this is the most enjoyable way to lasso enemies so far AND you have throwing

If you are willing to polish controls / physics a little bit this has great full game platformer potential!

Rodent afterlife was an awesome pun, great take on B games!

Unlike some other commenters I really like sound and artwork!

But I do agree: "pixel perfect" and "physics" mix into unfair on some levels, I wish it was more relationship based like microwave was "on that shelf" on the left

Pizza stacking looked chef's kiss and friendly ufo took me to gas a few times, what not to like!

Slaying spiders with spiders was fun) I feel like it could be standalone survivors game if mouse was less involved

Yeah Vibe is really nice

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I enjoyed it! Also art is really good. But it is leaning a bit towards full game rather then jam game. By that I mean: in a jam game I'd be happy to shove glasses into telescope. In a full game "find glasses, melt, no you can't melt you need a mold" feels more appropriate. I did find a mold though!

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First I was really impressed with paralax and spritework. Great job on that! Then I was impressed by my skill issue to come to a full stop to aim,  i wish pressing "S" would stabilize me. 

This one is really clever. Jump level did hurt a bit but i timed it eventually.

I can legit see this as a mobile game