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nahtgud

80
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3
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A member registered Dec 12, 2024 · View creator page →

Creator of

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the time slow and the effects involved with the enemy counter attacks was really cool. congrats on making a submission :)

your take on multifunctionality was fun. and your animations ended up looking really smooth and retro on that black background, i liked it. good job :)

this one was a lot of fun to simply play. didn't find myself judging or looking for flaws, just having a good time. well done :)

i really enjoyed the item mechanics... that teleport ability was so much fun. your slow down for the combat and movement felt really natural. good job :)

super immersive environment, the darkness is cool. i liked guiding the character while also controlling my camera, good job :)

i like the vibe of  your story. like a lot, that level aesthetic is killer. i think i broke it? savatos flew up to the right and off the screen, he did not come back... i had fun playing though, well done :)

i really like your ui choices for the qte. well done :)

really impressive submission considering your time constraints. good job :)

this was a lot of fun. very immersive as well, i really love your level design. qtes were challenging and integrated well, good job :)

i really loved your level design, super fun color palette. i also felt like your qtes were well implemented. good job :)

i love your core mechanic. i really do. its so fun how you can switch that movement freely throughout gameplay. adds a lot of depth to your platformer. good job :)

i'm in love with the spelling feature. so clean. the qtes were tricky but i feel like it was for an intended level of difficulty. i enjoyed the graphic choices you made as well. super satisfying ui

this was a really interesting idea and the execution was so clean. i'm embarrassed by how difficult of a time i had with the spinning qte lol. i really enjoyed watching fun guy's room come together. really good job :)

i really enjoy your prompt take with a customizable level experience, perfect fit for the tournament thus far. i had to see all of your environments so i played for a good chunk of time, i had fun with the 2d/3d graphics mixture. those penguins were kinda tricky ngl. good job :)

these pretty unique controls kept the gameplay present. i like what you're building here :)

this was not only fun, but suuuper satisfying. the ui grabs me right out the gate and your use of effects ate. down. understood the prompt well and delivered a polished product, well done.

this was fun, i loved all the attention to details in the story, setting, and characters. occasional tooltips weren't legible for me, some dialogue boxes were just a tad too small. i also have a weird frame jitter when i move around the map with right-click. i really enjoyed the agent descriptions, good job on your node map :)

what an incredible little game. so standalone. so pretty. well done, that was fun im impressed :)

i really liked the background art

i really liked the ui for the character's customizations :)

hey, your submission reminded me of mine a little, go try it out if you haven't! we both made jelly guys you can put hats on, i love it. your sprites were cute and i enjoyed the satisfaction of customizing it brought by the easy controls and smooth transition animation. i would've loved some simple sound effects in both the customizing and demo screens. i thought it was a really nice touch adding the demo even though you didn't have to for the challenge subject/prompt. well done, congrats on your first entry in GDKO :)

it's my pomchi's toy hehe

this was a neat little customizer. i love the rolling gesture, took me a minute to figure out. i wish there were more in the game itself that indicates what the different customizations are/do, though i did enjoy the idea behind the eyes and the pips. the ui was well built and aesthetic as well, good job :)

thank you so much for the kind words. i just might :)

tried during development, it's a no-go. press 'space' to live works tho! instructions are a lil different irl, instead of space it's a sequential combo of breathe in + breathe out + smile. thank you so much for playing my game, i hope you had fun :)

this is a really cool idea. i had a difficult time onboarding and still feel like there are features i'm being ignorant of. the work you put into this is clear right off the bat, well done. i hope you had fun making it :)

you people. you're too good to me. i'm honestly flattered to have left a mark on your day, thank you so much for playing :)

thank you so much :) i'm so glad you liked it, thank you for playing.

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thanks!

thank you, i'm glad you thought so. yes, i agree, one of the polish points i unfortunately ran out of time for. thank you for the feedback and complements :)

thank you so much! i'm genuinely flattered, thank you for playing :)

ur brain not dumb. i'm glad you liked it, thanks for playing :)

thanks! i thought so too, i'm glad you enjoyed the mechanics and found it challenging :)

i got addicted to this for a little while, ngl. i thought this submission was really cool. it's got this neat retro feel to it. the controls were a little awkward at first but i didn't really see what the big deal was. nobody said you had to make an easy game lol, the difficulty added to the fun for me. the movement and shooting (both fully automatic and precision) in themselves were fun, but the tractor beam adds a lot of character on top. i think a cool future addition would be additional heart pickups :) i hope you had fun making it, i'm coming back to this one.

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i like this style of play. for both visual cues and immersion, i think some sort of background movement that indicated i was moving forward would heavily complement the experience. i made a similar game style for my last game, but w a vast difference thematically, so this was a lot of fun to play :) i had a good time, i hope you had fun making it.

overall impression: "this dev understood the assignment". personally, this isn't my kind of gameplay, yet every criteria got a good score because you clearly stuck to what was important. core mechanics are fleshed out and complement each other well. i think a fun easter egg would be to include an achievement for knocking over the pixel baseball dude lol. you made enough levels to create a reliable sense of progression yet didn't overextend yourself. great job, i hope you had fun making it, as i must admit, i had fun playing it :)

your ghosts and my ghost should be friends! this was a fun experience, great use of flat black for atmosphere. i yearned for a heightened feeling of progression. the speed scaling on mouse distance was fun and creative, and the ambient sound was probably my favorite part. good job, i hope you had fun making it :)

necromancy mechanics was an interesting concept that made for fun onboarding. i think some creative audio would've been its cherry on top. was excited to crash your game with npc spawning but it held up surprisingly well once i left fullscreen. that being said, it was pretty small at that resolution and fullscreen was definitely lagging. spawn cap might be a consideration, depending on where you want to take the playstyle. ty for the experience, i hope you had fun making it :)

the art was charming and the core mechanic was both conceptually fresh and well implemented. i had a difficult time making use of the secondary mechanic but it easily could have been user error. i also had a difficult time getting out of the automatic fullscreen lol. i appreciated the hot reload r key quite a bit, nice touch. good job, i hope you had fun making it :)

this was entertaining. i enjoyed the precision reticle and the classy environment was not lost on me. i believe any kind of audio feedback would go a long way, not just for playability but to accentuate the core and secondary mechanics that, otherwise, were so sturdily implemented. also, i thought a cool feature to come would be allowing fire arrows to set terrain ablaze and ignite enemies that pass through. i hope you had fun making it :)