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KyleParsons

43
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36
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A member registered May 02, 2014 · View creator page →

Creator of

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I wrote a whole story and dialogue, just didn't have time to implement it! Thanks for playing!
The black and white isn't a filter, every asset is in black and white aside from the characters. The cheat being unclear is also bugs, sadly.

I loved the art and music. I would totally go see The Snails in concert. 

The level design and mechanics though were pretty impenetrable. The first few jumps/ platforms should have been much more easy and obvious. Also the mechanic of the jump height increasing should have been explained better in-game.

After failing to jump to anything from the house, I ended up going on the root around the edge of the house onto the roof. Then I was jumping so high I couldn't land on the small distant lily pads.

 I would loved to play and see more if I could have. The house was decorated so nicely.

My poor clicking bones! I could've just built an ossuary at the bottom and made myself comfortable. Fun experience.

I like the trippy  internal organey style. The movement and shooting felt good.
Getting hit could have had a bit more feedback to tell where from and to take less damage per hit. It also would have been better to know what the pros and cons were of each of the different things you can equip.
I beat it with the saw and machine gun. Machine gun seemed to tear up the eyeballs well from a distance.

Wow, lots of content in this one. Overall really well done. 

If you're doing the grid lines in a shader and that's causing the pixelation, there are some solutions that are still in shader! Check this out, a formula for a smooth filtered grid in shader.

https://iquilezles.org/articles/filterableprocedurals/

Admittedly I'm a bit of a puzzle game hater. I feel a lot of them are too simplistic and played out. If you can solve the puzzle by sight then just have to go through busy work to execute it without experimenting, that drives me crazy. 

This game, however, nails it. So fun. Really clever puzzles. The best cat stretching game I've played this jam and I have played more than one.

Just a minor thing, I did have a bit of difficulty with the controls. I would maybe make space a toggle instead of a hold.

Fun game. I liked how it controlled. Difficult as heck though, I think the enemies should be slower, at least to start.

What's there so far is great. Would play more.
I was going for something vauegly similar with my entry and also came up way short of my planned scope, so I feel you there. 

Yellow Taxi Goes Vroom looks awesome too.

Very cool concept. I enjoyed it. It was fun to create a lot of slimes and then slip away while the enemies were distracted with them. 

The guns are a bit unforgiving and took several tries to slip past. I think if there was a button to gather your slimes around you, that would help. When they dashed at the gun they didn't give me good cover and when I would try to run ahead I wouldn't have any cover with them being behind me. It felt a bit luck based to have my slimes in the right places at the right time to pass the multiple guns. That said, it was not a major issue, I was able to complete it. Good work.

The effect and idea of deactivating your consciousness to move through the space is super cool. I enjoyed it. I'm very into megastructure sci fi stuff. The cat looked comfortable.

Great job. Good visuals, sound and music. I think the projectiles could have been a bit faster and thus more accurate but it worked with the tone. My weapon got so huge and slow I couldn't keep up with all the enemies. I suppose that's intentional but a bit counter intuitive. Having some additional mechanics to the gun and movement would make it even more fun. Something like Devil Daggers is an example of a small arena shooter with lots of things to do.

DO NOT PLAY AFTER 3AM!!! That was short, sweet and epic.

Thumbtacks, my greatest weakness! Nice 3d models and fun premise for the game.

First one I've played with 16 bit aesthetics, I like that aspect. I tried but really couldn't figure how to get into the floating door and I thought the pillar would be a platform.  I understood and messed around with the mechanics anyway. Fun idea.

Wow I loved it! Platforming on the back of a huge dragon is so cool. I've wanted to make a game like this for a while but never have. Glad to see it's a viable concept. Was there a win condition? I seemed to have a good defense going then got risky and fell off while trying to get to the platforms on his butt to see if there was a secret.

If you can cheat and get away with it, you should always cheat! (Not my personal morals, just the rules in the game.)
There was supposed to be a lot more decision making on your turns, so you wouldn't always cheat, but I ran out of time to implement more.

This snake goes deep. Wow, that is cool. I forgot I was supposed to avoid my tail because I was consumed by trying to navigate the space.

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Super cool. I really like the aesthetics. Well written too. Easy to lose though, I didn't realize for my first few runs that I could build multiple modules. When I eventually made  a huge colony it lasted just about as long, ha.

Fantastic! The drifting felt great and it gave me nostalgic Toy Story 2: Buzz Lightyear To The Rescue vibes with the level and tokens. 

That was frantic and awesome.

Great game. I had a lot of fun. Jan coming out and shooting a gun cracked me up. I suck at punchout but I manage to beat it thanks to the generous recovery system. There were some times where I got cheap hits in while I was invincible after getting up.

Straight up excellent. The pixel art and music and music really stand out. Super impressive for a jam game.

Four-in-one is an ambitious concept. You pulled it off pretty well. All the games were enjoyable.  The helicopter one took a while to get the hang of but it felt good once I did. Roscoe was and Draw were solid. the Wizard one I kept having enemies spawn on top of me which killed me.  Also I could run outside the screen off to forever and never get caught. Having unique art and sound for four different games is an accomplishment.

One hit deaths with no way to respawn is a bit unforgiving when I couldn't figure out the controls and even still once I did know them. Would have liked to see more of the game but it was too difficult.

That was great. Fun and really well made all around. The severe knockback was a bit much for me but that was clearly a design choice.  Nice job.

That was awesome. Like I had my very own Tricaster.

This type of game is always fun. It has a good feel to the bar and bouncing.  Lots of nice art assets but they were really small on my screen. Make them bigger and show them off. Good work. 

Very clever. Took me a bit to wrap my mind around the concept and controls. It was hard once I did and I'm not even two people! I liked it, and I think having some sound would have made it even better. 

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Thanks for the feedback, glad to hear you were into the idea. Originally I did want it to be more of a platformer with spikes and enemies and stuff. Then I changed the idea to just some light platforming to collect some items because it seemed more in scope for a jam... I do want to continue working on it so it's eventually presentable on stream. 

I know about the bugs, hopefully it wasn't too annoying that I didn't put a respawn point in. I think I introduced the bugs at the last minute too in a daze from working too long.

My twitter is @Frump3d but I haven't been tweeting for ages now, I barely read it anymore either.

Nicely shot and edited. FMV can easily slide into cringe territory but I'm happy to report I didn't cringe once and it was funny. Great work.

That was awesome. Really clever loop and writing and overall game setup. Nice music too.

Wow, excellent recreation. That was pretty fun and also tough. Great job.

I dig the trippy visual style. Fun but the movement and aiming being tied to the same movement was tricky. The bullet collisions were also a bit unclear. Good job.

That was great. Good level of polish. I expected I could type in the romanized version to activate the japanese ships but that didn't end up being the case and kind of hurt my brain typing them in with no feedback.

This played really well for the most part. I just had a lot of difficulty hitting the drones. The air punch hitbox was weird and I never figured it out. Eventually a constant stream of bullets from all the drones is what killed me. Good work, it was fun!

Huh. I didn't really get it. Cool artwork on the cardboard cutouts. I got right to the end and then got sent to the start from getting hit. That seemed unnecessary. I wasn't sure if that was supposed to happen as I didn't realize the skullcopters could do that until the final room.

Great job! Well realized in all regards. Once I figured out I could just walk past the enemies that's all I did for the rest of the game. I even forgot what the attack button was so when I got to the room with tons of them I couldn't remember how.

Nicely done. Good art and music. Clever integration of hacking into a wave based shooter. I had a lot of trouble discerning what was walkable terrain and what wasn't. The level could have used more colors or contrast to differentiate where you could and couldn't walk.

Cool game. I didn't expect to see any UE4 entries. Did you make it with blueprints or dive into the C++?

I didn't finish it, so it's just those objects and the mechanics... Not really a game and very far from what I had envisioned. Making games is hard! Going to keep working on it though. Thanks for playing and commenting!

I updated it so that now any controller will work and even keyboard if that's your thing.