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AlecDuval

16
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A member registered May 03, 2020 · View creator page →

Creator of

Recent community posts

Thanks for playing! Trying to show the player where to go was definitely the hardest part. I wish we spent a bit more time on it. 😅

No worries! Congrats on a well-made game!

This was a very enjoyable game and a really neat adaptation of the theme! The music was delightful and the text was hilarious. I was just curious about the artwork. Did you make it all? It's a lot of really good art, especially in 3 days.

I'm a huge fan of platforms, especially hard ones. This had some really good level design that is hard, but not frustratingly hard. My only complaint would be the sound effect for jumping is a little loud. Other than that, well done!

Ayy, I'm so glad that worked! I wasn't sure how apparent it would be that you could kill people for jewels. Congrats on... killing everyone I guess? 😁

Thanks! Yeah, it's difficulty really scaled as we created the game and couldn't decrease the difficulty because it was too late. Glad you liked it!

Incredibly well made! The environment seems procedurally generated, which makes for plenty of replayability. Love the idea and execution!

Very well made for only given 48 hours! Love the Hollow Knight reference :)

Very fun! I always love a good platformer. I did end up getting softlocked once towards the end, but I enjoyed it nonetheless. Keep up the good work!

👋

KGD comments · Replied to meow in KGD comments

Thanks for the kind words! I went through and played most of the games in this event, and yours was definitely one of the better ones. I'm glad you won an award, and I hope you make something even greater next year!

Thanks for the feedback! I noticed that as well, and I feel it's due to the lack of sense where the player is. Shadows, lighting, and camera work greatly affect how the user perceives the player, and we didn't spend a lot of time on that. :)

Thanks for the feedback, and I totally agree! Both members of this team are programmers, so graphics have always been a challenge. :)

Thanks for the feedback! We actually did add a fullscreen button, but it didn't scale up the resolution. We never ended up fixing it so we just removed it. :)

Thanks for the feedback! We focused too much on the level design and neglected smooth player movement, so I totally see where you're coming from!

Thanks for checking it out! Balancing was a huge issue towards the end, and it's definitely better than the first version, but I totally agree that it's a bit too easy.