Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Omnikar

17
Posts
7
Followers
1
Following
A member registered Feb 07, 2021 · View creator page →

Creator of

Recent community posts

:)

(1 edit)

Yep! This is something I contemplated and researched when ideating the game, and decided that "Klein" was a catchy enough name to be worth the misnomer. Glad to see someone else who's enough of a nerd to notice :)

Cool game! Though I will admit I've seen the premise of clones that mimic your behavior a lot in this jam. Overall I'd say the main thing hindering my enjoyment of this game is the fact that I can't see what my clones are doing off screen; there was one level where I kept dying due to an off screen clone, but I could never tell what was actually causing the clone to die. Unfortunately I'm not sure what the best way to solve this problem would be. Perhaps levels could be built at a slightly smaller scale, so that more of the level is visible at once? Or maybe just zoom out the camera?

(1 edit)

In my mind the "whole puzzle about the introduction of the jump height mechanic" was what level 6 was meant to be, but I figured I'd add a couple additional steps to get the box upside down (since they were steps you basically had to do in level 5 as well), but I guess I fell victim to the creator finding their game easier than the players problem, and underestimated the complexity that level 6 ended up adding to the discovery of the jump height mechanic.

Fun game, I do wish diagonals were possible though, and some sound would have improved it a lot I think.

Yeah I agree, and I'll definitely add some sort of indication of which way a held box's gravity goes if I continue working on this game afterward.

I'm glad you like the game :). Hopefully you decide to take another shot at the remaining levels, the 8th one is my favorite.

(1 edit)

Okay wow this game is difficult. But also really cool! Creative interpretation of the jam theme :). Definitely reminds me of Papers, Please. I really like the art, and the game seems really well polished. Also like the Godot pot in the background. Awesome game!

Thanks! I myself am not very artistic; this is what the game used to look like! Thankfully my friend came in and basically reskinned the whole game and now it looks much better :)


I had thought that I did implement the texture flipping? Unless I'm misinterpreting what you're talking about. Also, it's cool how we ended up with similar game ideas!

Yeah when I first had the idea I was on the fence about whether to put it in, and my initial implementation of it went more for realism by making your jump impart a constant amount of momentum, meaning that not only would you jump higher with inverted boxes… but also lower with normal boxes, but in my opinion that ended up impeding the playability too much, so I was about to scratch the idea entirely, but figured I could just simplify and say that your jump speed stays constant, rather than momentum, so you jump the same height with a normal box and higher with an inverted one.

Yeahh it's really easy to underestimate the difficulty of a level as the creator, I'm glad you liked the game! If I continue working on it I'll definitely try to introduce the mechanics more intuitively.

Oh hey! My game for this jam, Klein, had the same sort of premise, but it included vertical looping as well. Though technically its name is a misnomer since it's the surface of a Klein bottle if only one set of connected edges is flipped, and the other isn't.

This game is fun! And had me hooked for a while, but I have a couple grievances. Whenever I would end up hitting a rock or electric field, it would often end up with me immediately getting knocked into or flying into another obstacle (the electric effect on the screen definitely doesn't help), and overall it just felt really punishing. Maybe adding invincibility frames after hitting an obstacle would help? My other main problem is that it's really hard to tell where the tether is actually going to fire; the aim indicator barely helps. I'm not sure what the best way to address that would be though. Unfortunately I didn't make it past the second stage—I got close a bunch of times and then ended up getting combo'd by obstacles like I mentioned.

Overall fun premise! The game also establishes the atmosphere really well :)

Oh that's a cool idea! It's definitely more natural than putting an intrusive UI indicator. Also, I'm not sure I see any way to softlock in level 6? Unless you somehow manage to put the box down next to the goal, but I'm not sure that's possible.

(2 edits)

Thank you! I tried to introduce behaviors one at a time with the progression of the levels, but yeah I can see what you mean. I wonder what the most visually appealing/not noisy way to indicate the gravity of the thing you're holding is. Could I ask what level(s) you got softlocked in?

Thank you!