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kyboon

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A member registered Jul 18, 2021 · View creator page →

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There is a preview of time you are in at the top of the screen

I noticed that, what I meant is that a preview of the platforms (the things that changes) in different times.

Loved the mechanics and concept. The building up speed makes precise movement very challenging, as the speed is not constant.

Liked the art style. Controls and goal are pretty intuitive.

One thing that keeps bothering me is that the fish takes a while to spawn when I get to certain depth. Even on some places that I passed through, the fishes spawned are already de-spawned when I get back there. That really slowed the game down a lot.

Also the game over criteria is a bit too harsh, one mistake and all efforts are gone. Pretty devastating especially in later stage. I'd prefer that when the characterran out of oxygen, it respawn on top of the ice with the fishes and money gone. Less punishing that way. Unless the roguelike approach is what you want to achieve, if so ignore this suggestion.

My only complaint is the lack of animation (the ghost movement and the character's jump), but consider how much you've done well (art style, audio, particles, UI, voice over...) in this short time frame, I'd say it's reasonable to have something missing.

A cute little game. I really like the art style and animation.

Not sure what's your intended screen size, but the window seems to be cutting some edge off, you might want to check that.

The art style and animation is really cool. The grab and throw mechanics is fun to play with as well.

I was expecting to be able to aim with the mouse, as the mouse button is used to grab stuff. Took me some time to realized that the rotation of the aim has nothing to do with the mouse.

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Let's start by what I like: The mechanics, it's definitely an interesting concept, and a creative take on the theme. The game is quite polished in some places, for example the animation of the tutorial guy talking, the fall and get up to look around animation, etc.

As many has mentioned, it's way too hard. I spent more than 15 minutes to get past the tutorial, and was greeted by a harder level, very discouraging honestly.

So here's some suggestion I think could make the game easier:

1. Slower time / weak gravity, to make the platforms fall down slower so player can have time to response and freeze it at the place they want. This will make the it more of a "play with your brain" game instead of "play with your reflex" game. Unless the latter is what you're going for.

2. Preview for what's in the past/future, sometimes I get really lost and forgot which time is the one I want to travel to.

3. Tutorial needs to be improved, possibly split into smaller chunks, don't try to make the player learn everything in a level.

4. A way to schedule the time changes (basically a macro? player can hit a key and it automatically plays J 2 secs later, then L 2 secs later, then K, etc). So the player won't need to control the character movement and time travelling at the same time.

I understand that this is a game jam submission and every thing is done in a limited time frame, so those above are just suggestion instead of criticism. Good job for the amount of work done in 7 days.

The WebGL build doesn't work properly, my mouse gets out of the window so I can only have like 30 degrees of rotation. The executable works pretty good, surprised that it supports ultrawide aspect ratio.

The controls/movement feels a bit janky, are you using physics based movement?  

Spring pad is hard to use, I suggest using a "jump zone" where it doesn't actively launch player into the air, instead it makes player jumps higher, so the player gets more control on it.

The plain color background is hard to look at, and doesn't provide much visual feedback on the movement, largely because the room is so empty, and the lighting setup enhanced it. Perhaps some texture on the wall would help.

The levels, although some are a bit too obvious as a "puzzle", some are quite interesting and fun to figure out. I do understand that this is a game jam, and people pretty much just give up if it's too hard, so it makes sense that you choose to babysit players on the earlier levels.

The conveyer belts and platforms on top of the room, I feel that they are too high for player to see what's on it. I suggest you to lower it so that player still cannot reach it, but can see more of it.

Pretty polished UI and settings, few games on the jam get them to this much details.

Wow, just wow. Such a polished game, and you did this in a week? Bravo!

I was a bit skeptical about the "Use headphones for the best experience", but I glad I followed the tip.

The art style and audio together made a very "deep water exploration" experience, which very much adhere to the theme. 

The gameplay part is also very good, the risky and hostile aliens and environment gave the exploration experience a boost.

If you told me this is a game ready to be sold I would've believe it. There's a lot of game on steam that are less polished than this game. Great job!

Nice and intuitive controls. Feels really good to weave through the asteroids.

The game gets a repetitive after a few kms, I suggest you to add some vertical movement to the asteroid at the later stage, so they can move diagonally and not just straight left.

Didn't expected an enemy on IV, got a bit jump scared as it sneaked up from behind.

Great environment and atmosphere building. The ambient sound, sound effects, the fog, the lighting, all blends together nicely.

One suggestion:

The submarine shouldn't be able to collide and damaged by gems.

I hit a gem and it flew to a corner. I can never get that ever.

Seems easy at first, but gets hard as the game progress. The increased speed added so much risk to bumping into walls. And you can't really move slow and cautiously as the time is limited each dive. And because the time is limited each dive, you'll want to increase the speed. Really nice synergy between the mechanics to create a challenging situation for the player. Well done on that!

Also I liked that you have to learn the path, feels like you're progressing the game not just in upgrade numbers but also in memory itself.

The feedback on the mining action is spot on! The sound effect, the subtle screen shake, even the selection box shakes a bit. Definitely a satisfying mining experience.

The goal of the game is a bit vague, simply "get better upgrades" doesn't attract players to pursue. I suggest adding some milestones as short term goals (like a quest), like how deep the player has gotten, how many gems they've obtained, etc.

Good job on the game!

Got jumped scared by a dumpster. 10/10

Ok, everyone makes mistakes. Played the actual game and rated, loved the interaction between protagonist and the sister. Got the vibe of role playing with your baby sister. Great job!

Oh btw, I think it's best to take down the webgl build on the wrong itch page (so ppl won't play the wrong one), and also put a link there so you can redirect them to the actual itch page.

At one point I search through all the map and still not finding the destination, then I realized that some island will never appear until you reach next stage of upgrades (I assume? or you can only discover one new island each run?), which is kinda disappointing.

The sound effect of the blasting and hitting cannon is on point.. chef kisses. Even the combat is static, that alone makes it much more interesting.

I used the same color for anticipation and actual attack, so I get why it's not clear. Will give them different colors after the jam. Thanks for the feedback.

This game is published in Mar 2022?

This game has some extremely high requirement to play... you need to have a friend. Just joking :)

Suggestion:

Add a cover image and some screenshot, you can add it now, it's not against the rule. Few people will play a game without a cover image.

Some music and sound effect would be great.

Game is hard, the drill is moving too fast and hit the skull heads before I can response. A bit more control on the drill would be great, like slightly affect its movement left/right.

The overall style gives a really good old-school 8-bit vibes.

As a lot of ppl commented on, the controls are a bit hard to learn (too many things to do in a short time frame).

Once you're stuck on a flat surface it's nearly impossible to get out. I guess you have to memorize where those flat surfaces are and avoid them ahead of time on the next run.

The extremely limited energy is a good take, and provides an unique challenge, compared to other "diving deeper and avoid obstacles" games. I really liked that.

Some music would be great. Also sound effects/particles when you boost or hit something would make the game feels much better.

Overall, a fun game to play. Notice that it's your first game, you did a great job. Well done!

Ball is moving too fast. I tried two different browsers and the ball moves in different speed. I assume you didn't multiply the amount of translation by Time.deltaTime?  (If so, I suggest you fix it and re-upload the fixed version. That falls under the category of "game breaking bug")

Game files are not locked so if you discover a major issue with your game file it is possible to change this afterwards, just make sure you make a submission before the deadline. This is only for game-breaking issues, don't use this feature to otherwise update your game before the rating period is over.

Anyway, that's a great concept. Simple and creative!

One of my favorite genre is incremental management game and this game does is a great one. It's rare for this kind of genre in this game jam due to the theme.  I can see the idea to be expanded further, looking at the description you do have more ideas for it.

Really like the casual and chill vibe of it, the music definitely contribute a lot there.

The refuel mechanics doesn't seems to add much to the gameplay. It's irrelevant most of the time, and when you need to refuel it's cheap and just need to press a button.

The game lags a bit when a bunch of divers deployed on the WebGL build on Chrome (performs better on Edge). 

Really creative on the game mechanics and control. Intuitive yet challenging to play.

Well done on the art and music, it's simple and cute and really fits in this casual game.

Some sound effect when you collect/shoot/hit would be nice.

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Nice game! Like the incremental aspect of it, and especially it's using a similar settings to mine.

Some feedback here:

At the later stage of the game, even at 100x speed it still quite slow, even if you unlocked the rockets.

For a game that what you do is clicking on buttons, there should be some button feedbacks, like some clicking sound.

There's also a bug I found to progress the game much faster: If you turn on the pressure shield one run, in the next run it will be turned on by default. But you can turn on the pressure shield again to have it applied twice.

Yeah definitely interesting to find another game with the same setting!

ADRIANNN!!! The ending did give me a good laugh.

My favorite is the controls. They are very responsive, and it really feels good navigating the spaceship around.

Some suggestion: 

Maybe it's best to set QWERTY layout as the default as most people uses it? Was a bit confused when I'm greeted with the QZSD.

Framerate is very laggy on Chrome, you should suggest player to try out other browsers in the description (I tried Brave and it works smoothly)

Some music or sound effect would be great. Also some particle effect when hitting the obstacles would improve the game feel a lot. 

Overall, good game and I had fun with it.

Nice puzzle game. 

Good choice of music that changes based on the stage of the story. 

Although AI generated, I still have to give some compliments on the art, the style is consistent and very much to my taste.

Loved the story, I played it till the end, I really want to know what happened to my redhead mermaid girlfriend.

One minor thing you can improve on: Some color of the tile is very light, and doesn't give much contrast to the white "path", and is really hard to see.

Thanks for playing. There is footsteps sound in the game, maybe it's too subtle? I didn't want it to be too loud and annoying.

There's some visual bug on the box when I try to pack it fast, the "flaps" are at a offset and it seems that they are floating mid air, although they don't actually affect the gameplay as the boxes are still counted as sealed. Using apk version btw.

After playing a while I started to grab and swing the packed box backwards without looking, so I can do the job as fast as I can, because I don't want to get automated.

Smooth locomotion + smooth rotation made me really sick. 

Pretty good level design, but I couldn't find the destination for quite a while in the beginning. The "light ray" doesn't really shine and blends into the environment quite well, I suggest you to have bloom on and make that shine.

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Also, I don't see a reason to not include controllers as an option. Using hand tracking is certainly fun, but for those who prefer better tracking quality, controllers are still better. I'm aware that you finished this game in 3 days, so implementing two types of input might be taking too much time.

Wow, just wow. Not gonna do the compliments as others have already done that.

Here's some feedbacks and suggestions:
1. Using 3 quacks to toggle the follow mode is funny and seems smart at the first place, but it keeps being falsely registered when I'm quickly grabbing and releasing the ducklings to move them to the other sides. Perhaps use another hand gesture for that?

2. The grab physics is not reliable, things (including ducklings and balls and boxes) keep falling out of the grab. Not sure if it's intentional, as it would make sense that the grabbing power of the duck's beak is unreliable.

3. Smooth locomotion made me a bit sick. But I guess there's no way to implement teleportation due to the fundamental game design of this.

Anyway, great job! Enjoyed it a lot.

Wow such a polished piece of work. Well done! The art style, music and sound effects are all so good.

A minor complain: the button seems to be quite unresponsive when trying to "slam" it. You have to press it slowly and gently for it to work. You're probably using the "discrete" in for the Rigidbody settings, using "continuous" would make the physics work better in this case.

I did find a bug: one of my delivery didn't arrive. I pressed the button, the box disappeared but the delivery plane never appear. The box didn't respawn either. (Playing the APK version btw)

Good job on finishing the game.

Here's some suggestion:

The net is in a weird orientation when I grab it (using Oculus touch controllers btw), just doesn't feel natural. Also I believe the convention in VR games is to use the middle finger button instead of the index button to grab things.

The pelican should be make more obvious when it appears, like a glowing arrow or some sound effects pointing towards it or something similar. It also took a while to arrive and leave, I suggest increasing its speed, and only slows down when it approaches the drop off zone.

Well done! So that's the a day of life of an Amazon worker it seems. 

Was quite confused on what to do at first, but once you got into the flow it just clicks.

Buttons and handles all work really well.

I like the ambience audio, really sounds like you're working in a logistic warehouse.

I wish that when you teleport to the machines, you're snapped to the perfect position and rotation where the operating area is right in front of you. A lot of times after teleportation, I need a second to figure out where I am and my direction.

Bug: the door went missing and I can't close the door anymore, so I was stuck here.

Please rate on v1, which is the Jam version.

v1.1 (Post jam update): 

  • Added way to snap turn by right thumbstick, should solve nausea issue.
  • Now UI fades away when you're looking down, should solve nausea issue.
  • Added indicator on the controlled character.
  • You can now get closer to the character to see better, by using left thumbstick.