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ZKyle

107
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A member registered May 18, 2023 · View creator page →

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Simple game, matches the theme well. Luck isn't my thing, ended up losing every round, would love to see some odds or similar, like what actual betting has, to add some risk:reward concepts to what's already there

Thanks for the feedback! Balance definitely wasn't there on the end project, I had time to just about make sure the game was actually beatable before release, might require a little bit too much precision 😂

Short Simple and well executed, love the shadow effect when going past light sources, perfect kind of game for a leaderboard, wish there was a volume slider though

Crashed my entire browser trying to load, waited a few minutes until the audio got too much, description makes it sound like an interesting concept however.

Couldn't enter game, only controls button was working, title went off screen, and couldn't type anything into either player box

Error upon introductory cutscenes, art looks nice on the project though

Nice simple game, would've liked some kind of navigation Aid, as I felt like I was looping around to the same places quite frequently, a Volume Toggle/Slider would've been nice too, the style of music chosen was a bit overpowering, especially for the pace/style of game.

Love seeing another Maya Carter jam entry, really cute chill game... although I did turn it into a clicker game to try get everything as quickly as possible, got everything before the browser memory issue though so can't complain 😂


Nice simple game, liked the AI navigation, with humans being able to climb walls. Did manage to bug a few humans out when they came out the cave for food as someone else ate the last bite they'd get stuck in place.

If you were to take this project further I'd  suggest adding some quests to get players started, with some rewards, and some goals to work towards.

Nice simple concept, took me a while to work out how to win the game, spent far too long in the middle not understanding why I'd want to go into the dangerous areas, but when I went there quickly saw the progress bar fill up when evolving.

Balance definitely wasn't worked out by the deadline date, sorry if they beat you up too badly 😂

Glad you like the concept and the little polish added to the enemies. Thanks for the feedback

Thanks for the feedback, the art did end up rushed, they were mostly learning assets and starter kit assets since I went programming first and tried it all solo, I was aiming for the low-poly look, and would for an end project aim for a Synty-esque feel for a full game.

I'd definitely like to sort out enemy detection if I took the project further, didn't have time to add any raycasts by the deadline, along with all the big wall of text features in the comments. Thanks for the detailed feedback

Ended up overscoped due to oversleeping too many days, starting this the day after an important deadline sucks. Chopped back a lot of the scope due to a lot of it being modular, and aiming for at least a level and a boss-esque fight. Save data might have to go though

Not completely new, but I'm using this as a chance to re-write my FSM in a new style, every one i've used in the past generated and stored a new state every transition (old ones were deleted, no problems there) but this time I'm generating all states relevant for each character upon instantiation, and switching between them using dictionaries. So far it's working really well, but perfectionism has caused me to spend a little too long on this sidequest

Such a cute retro feeling game, the easter eggs post game were funky too, loved the animations of the elementals, I want them irl

Nice game with a simple concept. Took a while to work out the controls, and the puzzles were on the easier side. One improvement I'd say would be to have a prompt on each level that introduces something new off to the side like ("Larger flames can kill the fireman" or "Use the Arrow Keys to move") just to aid with mechanics

Nice little concept, reminds me of Geometry Dash but with a twist, would like to see this took further with more polish (maybe even target mobile platforms). One issue left me bouncing forever in a straight line though when i went through a block

Cute simple game, although the name worried me before playing 😂, managed to get all the way through without much struggle though. Laser boys are a little strong, and broke the visuals. The path the kids took flickered and the audio was a little overpowering. Loved that you could move the towers as and how you please though

I beat it (i think) went back to the menu after a big guy died, concept was nice, would've liked to see more weapon variation

Very atmospheric game with an interesting story with potential. It could be a personal preference, but I feel handling movement with the mouse would have made the game better to control, A/D turning became more of a battle with obstacles than anything, and the first guard who rescues you trapped me in the room until i could slowly push him out the way. That aside interesting, and spooky looking entry

Thanks for the feedback, really wish i'd got the stagger mechanic in place, just ran out of time unfortunately

Very simple but easily scalable concept, the possibility for more paintings and level layouts could be endless with the current theme, could have done with something somewhere saying to click on the art stand, as it was the last thing i tried to press, first being the robots, then the walls, before finally finding where my towers were, and a sound slider too, audio is so loud. Those aside, game was enjoyable 

Thanks for the feedback, the basic starter sword is around 1 stamina bar to kill depending on which stats the zombies choose to scale, but once an enemy drops a better sword, you'll be seeing them die much faster, as well as consume less stamina, also difficulty matters in that regard too, glad you liked the ambience

Very well thought out concept, was left confused a few times since the Gun store wasn't visible from the spawn point so I found myself lost at the start, and when i did find him, the game made me instantly want the other guns in the store. After getting to the church the priest refused to leave the doorway of the church, walking in circles instead, leading to me killing the monster with bullets without anyone dying and without completing any objectives in the in the mission.

Thank you! Appreciate the feedback from stream massively

Fun simple game with simple progression, I'd like to have seen a bit more variety in the upgrades, the couple times i'd played the game kept forcing me to slow my fire rate which made it impossible to progress, all while wanting to boost my fire rate to make it more "bullet hell" looking. Also would've liked to have my audio settings saved, got my ears soundblasted twice 😉

I saw that in a stream of the game just, i'll have to look into that, not sure what the cause is though, glad you enjoyed the concept

Thanks for the feedback, glad you enjoyed your looter experience! I did want to tailor the barrier system with trees and other physical elements but didn't get time to, haven't seen "idle" zombies in my testing, i'll have to look into that

Thanks for the feedback, glad you liked the game. That delay was one of the things i wish i'd managed to balance out better, but didn't have time to in the end, feedback was also unfortunately dropped for the same reason. Would definitely have a health bar if i had more time, probably one similar to those seen in souls games

Thanks for the feedback, the waiting was a balance issue, if I put them much closer you'd be able to see them spawn, and they'd often swarm the player too quickly even on easy, so I had to put them further away, in future I'd probably put a closer wave exclusively for the first wave to prevent the downtime. And I do agree with the font, but it was my last change made before the build and I just wanted to get off of default font 😂

Thanks for the feedback, as you've probably read I did want combat feedback but time caught up with me, and as for the enemy spawn distance it was a consequence of balance. Put them too close and extra waves overwhelm even on easy, and the player sees them spawn, put them further away and the player has nothing to do for a while 

I did, and it despawned the angel, but I then ran straight off to find the shrooms, when there was lots of the other enemy, I tried to run back to the altar assuming it was a generic safe zone, using what the start taught me, just to die anyway, 

Thanks for the feedback, I'm glad the art and looting were well received, and glad you enjoyed the game loop

Thanks for the feedback! I did plan on adding staggers to enemies with a souls-inspired poise system, but couldn't quite add it in time with the time constraints, had it all in but the code, would definitely be something I'd be focused on in future jams as that's been the core area of feedback so far

Thank you for the feedback! I had planned to have a stagger and audio system in the game to show enemies were being hurt, everything but the code to cause a stagger is actually present in the files but time got to me and it was one of the core features that never made it to release, thank you for the high praise, glad you liked it!

Amazing attention to detail, especially when your allies die, love the story too especially being based in reality, great submission

I've been going through them since i woke up, here's my solo entry if you'd like to give it a go

https://zkyle.itch.io/necrofear-apocalypse

Simple fun game, reminds me of the classic days of flash games being all the rage

Thank you for the feedback, I'm glad the art is well received as it's my first time doing my own art for any game projects I've undertook