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jedizombiekiller

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A member registered Apr 12, 2020 · View creator page →

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I love this little quirk in 3D rendering. It's always fun to watch whenever it isn't being a nuisance in Blender or Godot lmao

Fun game that could really benefit with sound effects or visual feedback. When I screwed up the donuts, it didn't really make me feel guilty or anything since there was nothing that told me what I was doing was wrong. Adding a little sound effect for each error could make the game feel a lot more fun. Also just general sound effects that would make sense here like a sound for the conveyer belts and switching the lane. Overall, it's a pretty fun game with some nice humor lmao

Yep, the Kernels not spawning is a weird bug that I don't know what the cause is. But it doesn't happen all the time so it's mostly okay for now with a reset.

Anyways thank you! I'm glad you enjoyed it

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I just realized the URL to this page has "boobs" in numbers lmao (80085)

It's very polished with really nice music and sound design (if not a bit annoying due to how high pitched the sounds are). You have really unique creature designs too!

The game struggles a bit with it's difficulty. It's pretty easy to just hold down fire and go through most of the level, especially with the upgrades to shooting. But I'm not sure if it should be harder since it would make it harder to read the dialogue. I feel like it still needs a bit of work to balance the visual novel aspects with the action since you can only have your attention on one or the other (at least I do.) I also didn't feel that her emotions changed the game enough. I kinda just kept shooting away at enemies.

With a bit more work put into combining these two genres, I feel this could be a really unique game you won't be able to find anywhere else!

I understand that so much. I ended up using public domain midi for my game when i fully had the skills to make my own. Time crunch is a sucker though :/

This is really good. Perfect game design. If this were a world in a full game, you would have executed it flawlessly. You introduce each mechanic one by one and put a challenge at the end using what we've learned. This is really great work, especially in the creativity department. I don't think you could find many other games like this.

Only thing i'd improve on is the style. I absolutely understand that it's supposed to look bad, weird, and unnerving (my game does that too) but I feel like it goes a slight bit too far with it. I wish the UI was a bit more organized and I feel like the music should be better. Like you can acknowledge that your music is purposefully bad but that doesn't make it not bad. I feel like there's a balance you can do with bad music but not bad you're supposed to turn it off. I like the option to toggle the music though.

But those are just minor nitpicks that only I feel. They really don't detract from the game much. Very great job!!

I'm still considering continuing the game but I'm glad to see the reception is really good! I'd love to hear suggestions on how to continue the game. I'm really glad you enjoyed it all! The style is something I really wanted to make sure looked right and it seems I achieved it judging by the reviews. Also the toy commercial thing wasn't exactly intended but may have been influenced by my brother giving me GI Joe action figures as reference while I modelled Colonel Kaboom lmao

Yep! That's one strategy to win. Though, you'd probably have better chances of swarming him with Funglers since they do more damage at a much longer range. My main way of combatting the easy allegations is to say you should strive to beat him faster but I do understand that people log off when they beat the game lmao.
But thank you for the review! I'm glad you enjoyed the style of the game.

You actually did what was intended! The goal of the game is to overwhelm the hero. I think you either got lucky or are just that good at the game (maybe good at understanding the game) since most other people struggle even with the energy leech mechanic. I tried to balance the Trappers by making them exclusively for energy. You can spam them but it won't deal much damage and you usually won't get enough energy to spawn any other enemies. At least that was what i intended.

Thank you for playing the game!

I feel like my game is simultaneously a game that follows the theme the least while also following it the most.
The definition of Aberration is "a departure from what is normal, usual, or expected, typically one that is unwelcome."

It's a game like Doom or Duke Nukem but you play as the enemies instead. Very basically, it follows the theme as it's a subversion of the Boomer Shooter/FPS genre. Aside from that, nothing is immediately obvious since it seems like a normal game. The only reference to "aberration" is a throwaway line in the game where he mentions how aberrant the situation is for him.

But that's exactly what makes it follow the theme. Compared to all of these games about an "aberration" or being very clearly weird and/or unnerving, there's this simple game looking straight out of a 90's blockbuster. It doesn't look like it follows the theme, which is unusual and unexpected!

Another way it relates to the theme is how it's portrayed. Lots of people who have played my game thus far have went in thinking it was an FPS, but were met instead with a strategy/management game. It's a departure from what was expected! This was intentional as I wanted players to experience that "wow" upon figuring it out.

In the game, it's slowly revealed to you that the aliens aren't actually evil or bad guys. They went to earth to advertize their beer. So in reality, the titular Colonel Kaboom is the REAL bad guy, despite how the story portrays him. The aliens also sell beer and are plant based, something that aliens aren't expected to be/do.

I just love how this game turned out and I'm hoping i can rank pretty high by the end of the jam!

Wow! You really are rating everyone's games. Thank you for this!

Here's my game, I hope you enjoy it!

https://jedizombiekiller.itch.io/destroy-kaboom

Thank you! I wanted to try to port it to as many things as I could and I noticed that I was able to export to Linux. I wasn't able to test it so I'm glad it ended up working lmao.

I also noticed the glitch through one of my playthroughs and I have no idea why that happens tbh. It doesn't seem to happen all the time luckily

It might be my laptop but it didn't run the best.
For having "Velocity" in the title, the car felt a little slow tbh. It might be because the camera makes it looks slow but it just feels slow. I feel like this could have been a bit different if you played as something other than a car, which speed is expected for. The visuals sometimes get really confusing too. It sometimes gets way too dark to see anything. One of the dark rooms is entirely red too which makes it extremely difficult to tell if what you're driving towards is a danger wall or not.
Other than that though, this is actually pretty fun! I love the mechanics of having two abilities you switch between. I love how you can drive on walls too! It reminds me a lot of Super Mario Galaxy (A game which I love so much.) The game is ambitious and just nearly misses the mark. With a bit of fine tuning on the wall mechanics, tighter movement, and better air control, you could really make it even more fun!

Thank you for the review! I'm glad the visual style came out well. it was my first time doing something to this extent with the style.
As for the balancing, that's a bit intended! Kaboom is intended to be a bit unpredictable (kinda like how an actual player might play) so there are plenty of different strategies to win. Sometimes he acts dumb and gets himself killed. You have to exploit every weakness you see.
One of the methods is spawning as many Funglers as you can too. They work well when they aren't being targetted. They can deal damage from anywhere and deal it passively. It's a strategy to spawn them in a room and get Kaboom to enter the previous room so he isn't able to engage. The main issue is getting enough energy to do so and keeping him in the last room. My main concern was the difficulty which I tried to balance as much as possible and I hope was just right when you played it. There are some strats that guarentee a win, but they take the entire game to do (Which is saving up for Funglers until the last room where you spawn them all before he enters it.) I hope the boringness of that strat gets people to want to try another strategy instead.

I got addicted to the game for a while. I'm scared what that says about me.

Thank you for the advice! This is my first time doing a game with UI as a heavy aspect. I knew it was a bit awkward to select them but I was running out of time to change anything about it. If i ever update it, I might make the selected trooper change to your most recently bought one automatically so you can go immediately from buying to spawning while still being able to select if you need to change.
As for the 2 screens, I'm not really sure how I'd fix that. Technically you can play the game without the bottom screen (UI for health would have to be adjusted) so it's more just there to make it fun to look at when you're able to. I found that I would look at it mostly when he was overwhelmed with enemies or when I didn't have any energy to summon new ones. Maybe the issue was a bit worse with your strategy since Trappers aren't meant to last very long, making you have to respawn them often.

Wow! This is a really simple yet fun game! I love your take on the theme, and the addition of the chromatic aberration makes the impact just a little more impactful. The idea that currency is also health is also a really fun mechanic that i'd love to see explored in other games. Overall, for your first full game at 14, this is really good! Getting into game dev that early is always a good thing (I've been doing it since before I was 14 too lmao)
Great job!

Wow! This is a really simple yet fun game! I love your take on the theme, and the addition of the chromatic aberration makes the impact just a little more impactful. The idea that currency is also health is also a really fun mechanic that i'd love to see explored in other games. Overall, for your first full game at 14, this is really good! Getting into game dev that early is always a good thing (I've been doing it since before I was 14 too lmao)
Great job!

I'd love to play this game but I'm running into errors while running the .exe and I don't have time time to compile the game myself :/

Really cute art style! It's a fun simple game that's short and gets to the point. The frogs are super cute. I also played it while my little brother watched and we did commentary like some youtube video. lmao

I love the simple style of the game and the UI is really creative. The game is maybe a tad too difficult and I've had issues with the UI. Sometimes pressing space after going to the next day will progress to the next day. I assume that the button is still selected after pressing or something. Overall a really good start for a game! I love the cutscene too!

I absolutely love Tetris so I knew I had to play this game. I love how the theme was implemented into this! Having pentominoes and trominoes fall instead make it a lot more interesting than i thought. The ability to change which piece you'll have next wasn't really useful though. I feel like they should all change randomly so you have a choice of what to choose next or something. Good Job!

Thanks! I really wanted to sell that sorta 90's action game vibe where they made any excuse to use pre-rendered graphics. I actually consulted by brother on a lot of decisions since he's a total 90's action hero geek.

Thank you! That mistake was actually what I intended. I didn't make it immediately obvious that you'd play as the enemies because it'd subvert your expectations once you get into the game, relating to the theme of aberration!

As of now, there aren't any plans to develop this further, but I have gotten that suggestion by others as well. If I have ideas on how to continue this game, I might try it.

Yep I was planning to give him facial expressions but was unable to with my limited time. Facial rigging is a beast of it's own and then I'd have to program conditions to do facial expressions. I'm glad you could at least gather his smugness (I assume from the voice lines? Done by yours truly)

Thanks for playing it twice as well! I really hope this game has a level of replayability that makes it fun to come back to!

I didn't get very far and I think the game crashed when I entered level 3 or 4?
For your first game jam game, this is really solid! The puzzles are actually make you think, which is hard since puzzles are hard to design. Though, in my opinion, I feel like they're a little too hard. The difficulty curve was fast and the mechanics were a little confusing, even after playing them a while. But that's more just on me, I really couldn't understand exactly how things worked. And once I saw that there were MORE colors in the gameplay, I knew I just wouldn't get past this lmao.

Otherwise, the game looks really nice! I love how the CRT filter makes everything look and the concept of playing a fake arcade game. The music is groovy (albeit, maybe a bit too short and samey for the amount of time i spent on the game lmao) Really good job on this game!

My game is pretty UI heavy so I'd love some feedback! I tried to emulate how the UI looks in DOOM where they use a stone texture for everything. This was the first time I've done a game with UI of this scale, so I'd be happy to improve!
https://jedizombiekiller.itch.io/destroy-kaboom

I love the visual style of the game! I also like how the game accomplishes what it wants to do and does it well. It really had me thinking it was a fun game to relax to with just enough difficulty to keep me engaged.
Then the ending threw me for a twist and it really emphasizes the theme. That was amazing.
I don't think there are many flaws with this game! It's a short simple game and does it well! Great Job!

What browser are you using? I heard that it doesn't work well on Firefox and the likes. Try using a Chromium based browser. If that doesn't work, you can always download the Windows or Linux version.

Really creative way to use chromatic aberration as a game mechanic! Overall, it's a nice fun and short game that I feel like would fit perfectly in a website like Coolmath (minus the f-word and the mentions of killing lmao)
The mechanic was a little weird to get used to and I was still struggling by the end, but I feel like you'd eventually get used to it if you played it for long enough!
I feel like there's maybe a bit too much text. I think half my playtime was reading about the story. While it is a really fun story, the gameplay just feels too short to justify it. It feels like I'm reading a book with a minigame attached. There's also not much replayability, there's not really a reason to go back to the game after you've finished it.
Overall, I love this idea! I feel like it's flaws come with being so short of a game since it was made within 2 weeks. If this game were an hour long, it'd definitely justify the reading and story!

Thank you! I was worried about the relation to the theme too, but it really is related in multiple ways.

Aberrance is "being different from the norm." The entire game is a subversion of the Boomer shooter genre where you play as the enemies instead. It's different than the norm.

This game's enemies are also not really enemies or even made for fighting. This isn't a typical "Destroy evil aliens!" story, but a story about a man killing aliens who he thinks are evil (even though they just wanna sell their beer.) Colonel Kaboom is the real bad guy here, which isn't typical for this genre.

And I feel like this is a big one, it doesn't feel like it's related to the theme and that's not following the norms! Instead of going with something entirely wacky or immediately obvious, it's more subtle with it's influences.

Sorry for the long response lmao. I know more people may ask about this so I wanted to make it clear. There's also more that relate to the theme (Aliens not really having a reason to be plant based is one) but I mentioned the big ones.

As for the gameplay, it's a bit frustrating but once you get the right enemies and gather energy really quickly, it becomes a chore. The main strategy is to overwhelm Kaboom by spawning lots of enemies at once. It requires some waiting but patience is key!

...or you could just save up for like 5 Funglers and place them in the final room, but that way is boring.

Thank you for the play again!

This is great advice. This is my second game jam and planning out my week has made a tremendous difference so far. I'm only a few days in and I'm already starting to have the basis of a fun game. Sure, it looks like crap, but a fun game that looks crappy is still fun. Meanwhile, a crappy game that looks good is still crappy.
My last game jam went pretty well but I was stressing over coding and art at the same time which made things a lot more stressful.

Thank you! I put a lot of effort into getting the gameplay feeling just right and I had to reduce the scope of the game from 2 minutes to 30 seconds. Though with the support I'm getting, I may be adding more levels in the future.

It's kinda interesting both our games (both being retro racing games with a view from behind) have similar looks. I love how the world looks and the important stuff contrasts with the dark background. Some kind of audio or maybe a song would really sell this.

This was pretty fun! I managed to get up to 69 points. It would be cool if you added some sound effects for clicking, succeeding, and failing. Maybe even visual flair.

Not bad for a first game on Itch.io. I like the plan to have the game be hard, but I feel like the controls are a little too unresponsive. There's a balance you have to achieve when making these rage games and I feel like this leans a little too much into the unfun side. I think increasing the player's friction and making his hitbox smaller would improve it in that aspect (maybe it's explained by the character wearing slippery soap shoes?)

It would also be a little more interesting with obstacles to place difficulty not only on platforming but trying to avoid things.

Thank you! I'm you enjoy the music and art as those had to take the sidelines for a while during development (Had megalovania as the music playing for most of the development time lmao).
And i'll admit, not being able to restart the level after the time limit was somewhat intentional as it would artificially increase playtime for an already extremely short game and allow you to see the cutscene at least once. I think I could only do that for this game but even then, I might find a better solution.

Yep I understand the pain. My game was supposed to have 3 sections lasting 30 seconds so you can complete it in under 2 minutes but I ended up only making one part lasting 30 seconds lmao.

This game is great! My only gripe is that you can only punch which gets repetitive when fighting lots of enemies, but I understand why. Maybe if there were some sort of Strong/Weak punch mechanic. Other wise, I love the style of the game and the music is good too.