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Boki

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A member registered Jun 17, 2021 · View creator page →

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Can you download the last version and tell me what you see?. It should either show you an error, or render normally, or render readable but ugly text (in this case it is a drivers problem that i have no idea how to replicate to fix it). 

if it still shows blank characters or nothing at all then i think i will know how to fix it.

Thanks for telling me, i will take a look into that. Which windows are you using btw?

Great game in almost all aspects and very cool main mechanic. I didn't like the boss fight though. it was so hard i ended up cheesing it by getting behind the boss and spamming attack until he died, and you shouldn't lose all the hearts when you enter the boss fight was painful. I really liked the visual style  but maybe the bloom was a bit too much(?). Anyway, cool game.

This is the cannon that gets you soft locked, at this point you can only die trying direct its shurikens to you.

Usually i don't give up on hard games but either the boss difficulty was absurd, or i didn't understand what i had to do. it had some interesting mechanics with the box to kill enemies and use it as cover and i liked the art style. I wish i could have finished it.

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i get this when i try to run it, I am on windows 10 if that matters


I wrote my game from scratch in c++, so i admire you for writing yours in assembly. Well done.

It lacked a bit of metroidvania but this was definitely the best and most complete game i have played this jam. the soundtrack was full of bangers, the level design was flawless, the character controller was almost perfect and the pacing of the whole game felt really good. the only thing i didn't liked was the main character sprites, but that is definitely a nitpick on my part cuz i am a character illustrator and can't avoid looking at this things. Good job to the team, this game has high chances of winning the jam.

The game is visually beautiful both the environment and the animations, and the character felt good to control, but after finding the grapple and the bomb there wasn't much to do. Also why use the grapple when you can dash everywhere. (btw i assumed the hole in the middle of the bomb room was a wall i couln't pass so spent some time exploring the whole map again until i accidentally fell).

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I downloaded the playground. Tried pressing C on my keyboard but it wouldn't work so i had to use a gamepad to test it. I love that the grapple feels kind of elastic/bouncy, the aiming was a bit weird cuz sometimes it locked on to walls i didn't want to.

Now keep in mind that what i am gonna say next is based on my personal taste with 2D platformers so someone else might disagree. And now that i mention it, i realized your game controls would make more sense to me in a 3D platformer. 

First the speed upgrade i think wasn't necessary, but the base acceleration from 0 to top-speed should be a little bit greater. I would have liked the minimum jump height to be lower, cuz initially i don't feel much difference between just tapping the jump button and holding it. I don't know what to say about the jump upgrade cuz jumps feel floaty but at the same time feel better than the normal jumps (maybe because there is more difference from tapping/holding the button but i don't know). 

The main problem right now is wall jumping, it instantly sticks to walls before i have reached maximum jump height, and instantly starts sliding down, also requires the jump input to be super precise or else it won't jump from some small walls (input buffering could help with that). 

Then there were some specific parts were it wasn't clear what was just decoration and what was a platform i could stand or a wall but there weren't many. And lastly coyote time and input buffering, these two are subtle but really necessary. Hope i could help.

Visually the game is astonishing, i personally don't like the style but i can't deny that it was good. The intro was funny and surprised me how well done the animation was. Now gameplay-wise i didn't liked it at all. The idea of the jump, attacks, and sprint sharing the same energy bar might have been interesting on paper, but execution led to super frustrating platforming, plus controlling the character in the air was imposible. I wanted to at least finish it but i soft locked myself no idea how and couldn't get out of the lower-right section of the map (where you get the grenades and the energy upgrades if i remember correctly). I can see that your main focus was in making the game visually atractive so you did great in that aspect.

I wanted to get to the part where i get the grapple upgrade cuz that mechanic seems pretty funny in the gifs (and as you know i made something similar for my game), but the game crashed 3 times on completely different sections and always had to start right from the beginning so i got sad about that. This was a really ambitious project for a month jam, the 3d scenarios look amazing but in my personal opinion it would have been better to polish the gameplay and the character controller more before adding that much visual polish. I am not gonna mention the combat for obvious reasons, and because i think the platforming and exploring alone would have carried the game if the character was a bit more satisfying to control. If you plan on making this a full release, definitely go for it.

I coded it from scratch with the windows API, and d3d11. i only used the stb libraries for reading pngs and stuff like that. thanks for your feedback on the movement, i also thought there were some things off but couldn't pin point exactly what those were. And wow, i didn't know that could happen with the grapple, will have a look into it. Thanks a lot for your feedback.

Exactly as you said it. "the struggle of balancing making sure the player has learned to use it and not making it too easy that there are other ways out" yep, this was one of my biggest problems. I am glad you liked it.

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I really loved the first playthrough of the game, despite its flaws, little bugs here and there and the combat (which i skipped completely after seeing how it is with the first two enemies), it was a fun and challenging platforming experience. But then you had to tease me with your time and i am too competitive to reject the challenge. I had fun trying to speedrun this game, but also a LOT of frustration, i had never wished for coyote time more in my life, and kept finding bugs that got in the way of the run, especially the inconsistent jump velocities and dash distances and the wall jumping/running not working sometimes as expected, so i would say every aspect of the character movement needs more polishing. the wall spikes were also a little frustrating, cuz you die just by touching them instead of just when they slam. Also the senstivity for mouse was really high, my hand hurts.

Anyway i wouldn't have spent so much time with this game if i didn't enjoy it so good job to the team. here's my best time. 13min

I wasn't expecting this level of quality in the voice acting at the beginning, it was absurdly good. But after that opening cutscene, the rest of the game felt too unpolished, the character controller was horrible and the level design almost nonexistent (sorry if i am being too blunt). Visually i liked the environment and the character, but the  fact that the running animation plays while jumping is a little weird. 

The opening cutscene got me invested with the character and the story so i think this had potential.

The art was really beautiful but didn't like looking at the low res backgrounds at all, burring the sprites would have helped. The character movement was ok but i constantly had problems with the attack windup. The first boss fight i would say was perfect with the character moveset at that point, sadly, after that the enemies felt unfair compared to what the character could do, especially the final boss fight, underwater movement didn't felt good at all, dodging consistently in that final stage was out of the question so ended up brute forcing it till he died, i like challenging games so i kinda liked it but it felt really unfair. I also liked the huge variety of enemies on this game, but exploration felt pointless with a lot of dead ends so after a certain point i just rushed to the boss. Soundtrack was good to me and the fact that it felt like a complete game from start to finish with even 2 boss fights is incredible, you did great.

despite some bugs and visual glitches here and there, it was good. The only thing i didn't enjoy was that exploration felt too time consuming and not rewarding at all, i checked inside every house just in case i missed some secret but sadly all were empty. btw, I don't know if it was intended but you can just walk out of the main zone from a house in the upper right section of the map, i thought we were on a ship flying in the sky so that was weird. The combat was good and the boss was fun, i liked that you get a peek into the boss before actually fighting it. Good job on this game.

Thanks a lot for the feedback and for finishing it. The boss fight was so short probably because there is a bug that each time the player dies, the boss will take more damage with each hit, so... completely my bad.

the platforming was great, i personally would have liked a little more chaining moves, like when you dash->jump you get a long jump but then you can't dash again, but that is kind of a nitpick on my part, cuz the movement felt good and the levels had the right amount of challenge without being overwelming. The combat felt really "clunky" and slow, but it wasn't the main focus of the game and i could just skip most of it so it didn't bother me that much. Visually it was great, i liked the aesthetic of the whole game.

btw, was this inspired by Pseudoregalia? I plan to play that game in the future but the platforming in this one felt a lot like what i have been told it is on Pseudoregalia.

Yeah,  i never got completely satisfied with how the swing worked, i wanted to polish it more and initially had planned to try out how not aiming the swing would be like, but due to time constraints didn't get to, but i will start doing that now. Thanks for playing it (and sorry if i am fangirling too much but compliments coming from you hit harder, thanks for the encouragement words).

i thought the intended method was spawning the yellow elf and possessing it, then shrinking and just walking through the spikes since you are invincible while shrinked. i also tried to brute force it a bunch of times but i couldn't.

this were sections 1 and 2 of the final boss, in the first one i think just putting an extra platform to the right of the red stuff would fix it. on the second one doing the same thing or maybe spawning a zombie where the boss is. I am glad i could help.

The fact that they could climb the stairs was not planned at all xd, i just saw them do that and thought, "cool let's keep it". And incorporating physics with gameplay was exactly where my focus was with this game so i am glad you liked it.

oh i am really glad someone got to finish it, which i was a afraid of because of the invincible slime you mentioned, sadly i didn't get to upload the fix in time. I feel that it takes too long to gain momentum while swinging so maybe that's what you meant by "stiff"?. Completely agree with the other things you mentioned. Again, thanks a lot for taking the time to finish it.

as you say it needed better explanations on how the mechanics worked cuz the current popup were not as helpful as i initially thought. Thanks for the feedback.

it wasn't my intention to give the spiderman vibes but since i like the movies so much maybe unconsciously i made it that way, thanks for the compliments.

i am really glad that you got to enjoy it, i wanted to create some mechanic that you could spent time mastering to get better at them, but sadly the explanations were too vague to initially understand how the mechanics work so yeah, my bad. thanks for the feedback

the easiest way would be to download winrar to decompress any .rar file (the build is windows specific btw), i tried looking for an online page that decompressed .rar so that you didn't have to download anything but sadly none of them worked for me so, sorry about that, i should have probably uploaded a zip

the sounds were funny, congrats to both of you for creating a finished game

the game ran at 10 fps for me and the base movement speed is not that high so it was painful for me to play, but despite of that i enjoyed it a lot, the inverse kinematics for the legs added a lot to the "sheep"'s creepiness,

it's cool that you can change from 3rd person to 1st person to aim but the mouse sensitivity is insane, also i am not sure i see the point of having a limited time to aim, cuz most of the time you will be aiming outside of combat to solve a puzzle or find a  secret cuz it is a lot more convenient to aim in 3rd person when in combat (or at least that was the case for me). 

also the final boss was completely invisible for some reason,  i just shot to the place where projectiles came from.

i liked the creature designs and i love the main character style, the game in general looked really good.

stuck with the boots team, the dialogue was super funny but it was going to fast

Man... your game could be practicallyconsidered a full release if it was a bit more polished, and by that i mean better explanation of the mechanics, cuz in some part i didn't know i could posses upwards and downwards (maybe i missed the explanation), also you can get stun locked pretty easily if you try to eat in a bad spot, cuz you will get hit and then the animation of eating will restart and leave you vulnerable.

The worst thing was getting stuck in the final boss and having to reset the fight. i got stuck in 2 places (i got screenshots in case you wanna know but i don't know if you want no spoilers for other players) where i had nothing outside to posses to get out of there so had to suicide.

other than that i have not much to critique. great game in all aspects, it's amazing that you managed to do a game so polished for this jam. Great job 5/5

i liked the character and enemy designs, they look like 3d  are they 3d meshes or 2d sprites extracted from 3d meshes? (or animated so that they look 3d?)

first what i didn't like. Some parts were frustrating, specially cuz i kept falling in that big section with the 2 npcs and the unskipable dialogs kept triggering just because i was holding the z or the up keys. The last part required some really precision gameplay but the controls didn't felt that precise so i died a lot before finally clearing  it, and  i never got used to the rope mechanic.

apart from that it was a great experience, i have not seen a game with the story so fleshed out like this one. The music was pretty good. The  art, despite the sprite sizes being all over the place, it didn't bother me that much and was good enough for gameplay purposes. And the level design, excluding what i mentioned earlier,  was great in general.

You did a great job with this game, i also made my game in c++ but i didn't do a web version cuz i didn't know how and didn't have the time to learn how to, but you inspired me to make one next time.

this gave a lot of feedback, i am sorry i didn't make clear enough how the mechanics worked but thanks for playing.

it was a great game, i expected a boss fight at the end cuz i was constantly getting more powerful but didn't encounter anything to test those new abilities, (i think you probably planned to do that since there are extra missiles right before the end). At least more enemies in the second half would have kinda (maybe) fixed this cuz i feel there were more enemies at the beginning than in the latest zones. But the level design i think was really good, i enjoyed exploring each zone and finding secret walls to break.

PSDT: i like your illustrations a lot and i just realized it's you. Made me happy to find you here. Congrats with finishing the game.

Yeah, i regret not adding gamepad support cuz i knew some people are not used to playing with mouse and keyboard, so thanks a lot for playing it despite that.

the movement was a bit janky but hitting enemies felt good, and that boss fight was epic, i enjoyed it a lot