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TheKimeo

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A member registered Feb 08, 2017 · View creator page →

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Thanks!

The start being a bit slow was partialy to give everyone time to adjust to the game and get their footing. I think we overshot a little too much though, good to know for next time!

That means a lot to us!

We had a lot of ideas right off the bat. It was quite the rush to get everything we could in and polished, but I think we came out the other end with a worthwhile experience at least.

Glad you enjoyed it! Thanks!

Ah that makes so much sense! I'll have to give it another go tomorrow as it's a bit late.

I remember seeing something at the bottom and assumed it was some art detailing I had missed.

I managed to get to the first coin a few times, and then immediately fell. The area with spinning death up above terrifies me :D

I think the character is a tad too difficult to control speed-wise, even for a 'difficult' style of game. Quite the unique approach however, and very polished for the dev time!

I tried a few attempts and managed to improve with each attempt:

  1. 3:34.2
  2. Game crash right as I hit the end but was 2:XX
  3. 1:50.9
  4. 1:43.2
  5. 1:42.3
  6. 1:30.9

That last run was about as clean as I'm going to get. I don't see how to skim another 16+ seconds off the run without some sort of skip.

I found a couple issues doing these runs:

  • I think the game crashes if you complete a run after 'restarting' a previous run.
  • The character can get stuck on things you wouldn't expect while scaling.
    • Right at the start the first transition to large and back my character would often clip into the ground and get stuck, unable to move right until I let go of the right key.
    • The flags (or maybe the flag strips?) would get caught on my character if I changed scale at the same time as crossing them.

I also had a fair bit of fun lining up the skeletons for large bowling ball knockouts.

It's a bit of a shame the dog mechanics didn't work as I was intrigued about the balance between using energy to "group up" enemies vs doing damage.

Good concept, but needed a little more time I think.

I like the concept, but as most others are saying I also ran into a few issues.

I wouldn't mind seeing this finished with a few of the bugs rooted out. I'm sure your next jam entry will be a blast!

I could use some more explanation as to how the building works.

I could place a couple of the stairs/ledge items but then nothing else would place down, no matter which block I tried or where I tried to place it.

This was good fun to play with a friend, at least up until they softlocked me and I had to surrender. 10/10 would get bullied again.

This was the best execution for the resolution changing concept I've played so far.

Loved the pacing of unlocking resolutions, just far apart enough to allow the player to get comfortable with the advantages of each, but not so far apart to get samey.

Great jam game!

Ah I see, yeah that makes sense.

Best of luck with the next jam, I'm sure the experience from this will help realize your future ideas!

The art for this is so very cute, the story was a joy to watch progress :3

The light spiraling in the eyes is such a lovely detail!

I felt like the tone was pretty consistently negative towards the player. It felt like the game wanted to teach some of the surprising scale differences these pairs of objects can have, but the dialog felt consistently negative towards the player not already knowing the answer ahead of time. Some of the chatting was pretty long too.

Overall a cute experience, but I feel I'd have prefered it as more of a story-book than as an interactive experience.

The cats are so cute, I love them!

The concept good, I was looking forward to a roving army of cats after reading the description. Didn't quite get an army, but 10 or so of them was cute as it were.

You say it's unfinished but I was able to get through a few rats and spawn some cats, looks like you were very close. Maybe with a few more hours it would have been ship shape.

I found it a bit too fast paced for me, I struggled to conceptualise which resolution I would want to be in before I hit the obstacle, but I love the concept itself!

The music switching with each resolution was a great idea too. Really cemented the theming.

Love the concept, the title jumped out at me right away!

I feel like one additional animal would have been the perfect number, but given this was entirely made in 48 hours I'm very impressed!

Thanks!

We couldn't figure out a quick way to preview the range at the time unfortunately.

The ice tower's aoe effect works really well for rangefinding. We could have put something similar on the other turrets, but didn't quite figure out how to keep the visuals getting too busy. I think with another day or so we would have figured it out!

I liked the scale of the game, opening up the shop for the first time really showed off just how much y'all managed to get done in such a small time!

I managed to find a few mechs, and explored most of the nooks of the cave I could find. Unsure if there was another exit or something I didn't stumble into, even with a few shop upgrades.

I think the fast travel system would have been nice to be free to unlock. I missed the shop one at first and then was very confused why it didn't work after my first trip (when I had no more green gems).

Good job overall!

This was a lovely experience.

I feel I can't really go into detail about what exactly I liked without spoiling bits, so just know I loved that moment.

Thank you so much, that's lovely to hear! We're very happy that the game has been well received.

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I liked getting a big doggo.

Being able to take note of out-of-reach places, to then come back to once I was larger was fun.

I really struggled to play much more than up to the end of level 2.

The motion blur set as high as it is, and the lack of any in-air movement, made navigating quite nauseating.

I'd love to take another stab at this with no blur and a more reactive character controller as the puzzles looked to have promise!

This was good fun. Caught myself chanting "where's a pig, where's a pig, where's a pig!" after spinning around and not seeing one right off the bat.

I found it a bit difficult to tell where I had to land for it to be 'valid', a few close attempts felt like they should have worked but didn't, but the timer was lenient enough to give a few attempts in a row.

This was one of the best implementations of the theme I've seen so far.

Everything felt so intuative, and the puzzles hit just the right spot for me in difficulty.

The ending was especially cool, very much an "ah ha" moment. Very unique way to do the credits.

Thank you!

I know some of the team already have some ideas for how to expand the game from here...

I liked the concept, the controls felt intuative enough, and I liked the system of using shadows to block off areas the metal could go.

I had a fair few issues with the metals blocks themselves though. They felt so weightless that any touch would send them flying away, and they stop being grabbed the moment the player touches them leading to a lot of frustrating moments.

Overall, I think more iteration on the core metal platforming mechanic would have helped a lot.

Thank you so much!

We tried really hard to have as smooth an experience as we could in the time we had. Thanks for playing.

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This was great fun but the black bar card really damped the experience after I figured out the mechanics. Made the game far too easy.

I ended up getting to 10k height before softlocking myself in a shop by accident, but I could have climbed as high as I wanted with the black bar cars as I could cycle to them very easily.

I also couldn't figure out the purchasing mechanic as at one point my deck was marked as 'full' no matter how many cards I sold.

Overall very fun, would absolutely play a full version with some tweaks to the formula!

Loved the number of different enemies, and had a great time playing, but it became far less enjoyable to play once I was larger than the size of the spawning fish. Dropped to roughly 1 frame per second and was quite hard on the eyes.

Would love to see an expanded version with that issue resolved!

Was a fun puzzle game. I managed to figure out a couple of the later mechanics early, but the puzzles themselves kept it interesting all the way to the end.

The concept used in the final level feels very powerful for puzzle design. More levels would be very nice to see!

We were not sure if the extra time at the start was needed to let people get the hang of what's going on before jumping right into the main loop. I think if we had another half day or so we would have figured out a way to get things going a bit faster.

Good job getting high enough to see the special floors! While those floors are very cool (thanks Max <3), there might be something even better lurking... Keep your eyes peeled.

It looks like the .exe isn't quite bundled correctly. I get an error: "Couldn't load project data at path ".". Is the PCK file missing?"
I'm not sure if there's a way to reupload a fix, but I'd love to revisit if you get it working again!

I enjoyed the core mechanic of the game. Building up an army by glomping other units onto yourself is a cool idea.

The sound effects took me off guard at first but I think they fit in quite well once things get going.

The boss enemy was very cute, would stop them again :D

Thank you!

We've seen a few games with a similar concept, but nothing exactly the same. It'd have been cool to have a sister game :D

I managed to make some progress up the first flat wall a few blocks long. Had a good pattern with rocking back and forth to give myself some extra momentum. Ended up falling after forgetting which hand was grabbed where, I got higher than I thought going in!

This'll be good for anyone up for a QWOP-like challenge.

The aesthetics of this game are wonderful!

The final art at the end looks so whimsical I'd love to see a longer game with a story told with that style.

I had some trouble getting past one particular segment, but it was a great feeling once I finally figured it out.

Thank you so much!

We didn't initially realise there would be so much inter-floor opportunities until about halfway through, and then tried to lean into it with the remaining tower designs. I think if we had more time we'd try and add more towers like the poison as it's by far our favourite to strategise around.

I was a little confused how to avoid losing right off the bat, but after figuring that out I had a good time. This is a really unique take on the genre and fits perfectly into the theme.

I feel like I can't quite handle the amount of differing games progressing at once lol, maybe one to revisit after catching up on some sleep.

I loved the concepts behind this game. I was surprised at how often new mechanics were introduced, or I figured out a better way to use an exising mechanic.

Shame I'm terrible at precise aiming with my mouse... I got past the first boss but got stuck pretty quickly after. Will likely come back and try at least getting to the second boss later in the jam!

It seems we had very similar game ideas with enemies rushing a growing tower. We wanted to add some flying enemies but didn't quite get around to it (I think your implementation here is better than we were thinking anyways).

I enjoyed the journey upwards. It's almost something I'd want as a screensaver or idle game to watch toil away in the background.