Thanks for playing and for the feedback! I def have some things to fix with how the collision variables change after breaking as sometimes I would clip through the floor after too much destuction. Thanks again
IPSO FACTO
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thank you for playing and thank you for the feedback- I wonder if you sent telepathic signals because I literally just took a walk in the park with a notepad thinking about this jam because I am actually going to put some more work into this game. I wrote down what I want to add to/fix and based on some of the feedback, I wrote down "power smash dash" and overpower status. The rampage destruction is what I totally want to go for with this, so thanks for sharing and validating too. Cheers!
The artwork is awesome in this one. It's hilarious to have projectile goldfish crackers shot by a cat in a mech. I started spamming the fish out of my barrel and perhaps preemptively destroyed spawning enemies, which led to a quiet world. Which seems like exactly what a cat would want. But then I really understood what cats are about from this game, and realized that the world was dull without others to antagonize; now I would lay off of the cracker hurling just to let some baddies spawn back into a tormentable proximity. Nice work!
Nicely buttoned up entry- lots of finesse everywhere from the ui and menus to the gameplay and design. The characters were cute and the behavior and animations for KyJun were pretty awesome and terrifying while still being adorable. The verticality was really nice to experience too, the quick respawn was a great feature for some fast playing and keeping the momentum going. Excellent work!
Nice job with this one- the UI walking through a new player (me) is a really nice and considered touch. The controls were great and the fight scene is pretty epic- it was cool seeing some shots from the discord, so I was looking forward to trying this one. The combat menu worked great, adn the options/items gave a snapshot of what the world of this game is like. Great work!
Wow this is really an awesome artistic work- visually impressive using a collage style with animations that capture the chaos with each attack. The flashing inverted effects are really exciting. This feels really avante-garde for a game jam entry and was a delight. I couldn't survive past the second wave for sure, but it was fun to button-mash-kaiju-rampage. Great work!
Thanks for playing and for the feedback! That is a great idea about using some mechanics or actions to get mobility up, and also giving some more cues to the player about what is going on too. I would like to play up the weight aspect better too as it's really important to sell the whole scenario. I think I will revisit this game and try to implement lots of these things I wasn't able to polish for the jam. Thanks again and cheers!
Really cool concept- I love having Kaiju team up and having upgrade options too. I may have been having browser issues, I was able to unleash some successful attacks and eliminate the ships but then one would spawn on the mountain and I couldn't perform any actions. But I was able to restart a few times, but I ran into the mountain spawn thing again. I will try playing on a pc and different browsers later perhaps but I got a good sense of the game. Cool Kaiju, fun music, and lovely format for gameplay. Nice work!
Nice work! The whole package is really nice- great art, animation, controls, sound, and music. The gameplay is really fun and reminds me of those old NES Konami games. Splitting it up with a foreshadowing semi boss before the boss is a great mechanic that creates some nice expectation. Excellent work!
thanks for trying and thanks for the detailed feedback! I def had animations for eating and some behavior prepared but it didn't pan out in time for the deadline (i wanted to be able to eat the humanoids as well as the trees, as a beetle would probably prefer full organic)- I also wasn't able to implement display options which would probably help a lot (like camera cycling, etc.) but certainly the post processing adds a lot of less necessary weight. I ultimately left in the post process stuff because I was watching a bunch of old kaiju flicks in the background while making this and wanted to get into the spirit of those films from that era (so I tried to match with LUT/grain/vignette) but the ability to disable those is def in the mix if I revisit this at all, especially when it costs performance and for people who prefer without (which is probably most people tbh hehe). Thanks again and cheers!
I like the laid back aspect of the card gameplay and spawning the Kaiju and just letting them do what they want. The graphics and gameplay was nice and smooth, I may have had a Safari browser glitch (that didn't really impact the game too much) where sometimes tanks would just freeze up and quickly cycle left to right or up and down. No worries, the Kaiju still took care of them. Nice work!