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Nabokov

26
Posts
7
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A member registered Jan 28, 2020 · View creator page →

Creator of

Recent community posts

Hi! This is a very very old build, the store wasn’t fully implemented :).

Yes, that's possible. If you have Steam, you can play the demo there, it's updated, too:

https://store.steampowered.com/app/3738020/Keytamine_Demo/

Hi Bubbon!

Thanks for your feedback. Blue, as it's like selecting a web element?

Tried to replicate the issue but was unable to do so. Does changing the browser help?

Hi again, I've implemented a tutorial system, and uploaded a new build.

Also, now it includes new map if you want to try it out.

Thank you for your suggestion!

(1 edit)

Hi again!

I've just uploaded a new version where it has your suggestion on it! The predicted damage now shows before the full ticks.

Also, I've uploaded a new map if you want to try it out! (The mushroom level).

Hi! Thanks for reporting this issue.

Yes, I encountered this while uploading a new build, it was weird because I changed small things/balancing.

Now it is working with no problems :D.

Hi again!

Thank you for the feedback! Truly appreciate it.

I just reviewed my weapon stats sheet, and you are right, not sure how, but the weapon stats aren't what they should be. Last weapon should deal the most amount of DPS since it can not be controlled that much. Horizontal and Vertical attacks, however, they are the core generic weapons, so they should deal enough damage. The horizontal (2nd) wasn't the same as the vertical in the sheet for some reason, now everything is updated.

For insights:
1st (Single Click): 146 DPS
2nd (Horizontal): 408 DPS
3rd (Vertical): 408 DPS
4th (Player Area): 300 DPS
5th (Random Projectiles): 332 DPS
6th (Random Path): 393 DPS
7th (Random Areas): 580 DPS

This assumes it hits all attack positioning.

"To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one."

That's interesting, and I didn't think about it, and I like it better than the current implementation. Luckily my system already predicting the possible damage, so this is an easy implementation. 

Thank you for the feedback! Hopefully will update the demo within the next 2-3 weeks, with unlocking new area and mechanics.

That's very insightful! I really appreciate it!

Maybe I need to replace the crown with a skull instead? and add like evil VFXs, I will think about it. And I will work on tutorialized gameplay and update the game, hopefully soonish.

Hi! Thank you for your feedback! 

You lose the game by reaching 0 health. The red bar is the health bar, which decreases every 4 ticks (overtime) depending on how many keys spawned. Special/Elite keys do considerably more damage, so you need to kill them fast.


The game is about collecting XP orbs, upgrade your weapons (the tool bar in screen bottom), and survive for around 30 minutes (where all keys are destroyed).


Hope you give it another try !

Hi! Thank you for the amazing feedback!


There’a known issue that left behind because honestly I thought player will not reach them yet. Like you mentioned the weapons issues and end game part.


Regarding the mushroom level, it’s actually almost done, and what left is just some polish and SFXs, is was planned to release with this demo, but  I’d timeline to stick with it, so I couldn’t ship it. Around 2-3 weeks I will upload new update, which should make the mushroom level unlockable, add end game event/stats, and more other polish.


Appreciate your time, and have a great day! :)

Thank you for the feedback!

True, it's hard to tell what does what, but the current philosophy is to make it minimal, and not think about it too much, but this might be changed.

You can enable/disable the "weapons" by right-clicking them, so you can isolate a single upgrade to see what it does, every one has its own fun, especially with bigger upgrades ;).

Happy you liked it!

Hi Sarranus, I appreciate your feedback !
Yes I agree with you, Hopefully next time will be smoother :)

Thanks for your feedback Izick !, We hope next delivery will be more polished :)

Thanks Fernando! I appreciate your feedback.

Thanks !

Hi Vortex Bros, thanks for your feedback ! I happy you liked the game.

Hi Fupi ! Really appreciate your feedback!

Yes unfortunately the camera and bullet need more polishing but already I ran out of time. As you mentioned, if I have more time I will make the hurt more obvious for player as the castle, which is very clear compare to the player. I hop you enjoyed it even if a bit ! Have a nice day. 

Hi Groenboys, I really appreciate your feedback!

The game fast based because I didn't want the player to waste a lot of time till it crank to high chaos,  since its game jam the duration counts.

For the camera I tried find the best solution for circular environment, the concept is good, but the execution is not as expected though.

For the glitch Yes I encountered this one after submitting the game, and didn't have chance to fix it, sorry for that !

Thanks for your time writing the feedback, and have a nice day !

Hi bckramer, really appreaciate your feedback!
Yes actually a lot of chaos is started early, but didn't need to player sticks with slow based game since this is a game jam, they have a lot of game to play. Have a nice day !

Hi MathhieuHeras, really appreaciate your feedback!
Yes I totally agree the camera is not that smooth and need more modification, I hope next time I do better than this, have a nice day!

Hi anthony, I appreciate your feedback ! 
Yes you it may seems little bit confusing (mostly due to 48 hours period), but you get more enjoyment with time to understand the fundamentals !
The game basically is tower defender but you there defending too along with the towers that you build with them, you can build towers on any empty base which indicated buy glowing circle. So the more you progress, the more you build, the more the enemies, the hard ! This is the basic idea :) Good luck.