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Kaideu

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A member registered Nov 07, 2018 · View creator page →

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(1 edit)

Understandable.

The potions are simply the goal. Once you complete all 5, that's the end game in the current state of the game.

Unfortunately, we neglected to convey that in game

We unfortunately had to cut out the 4th work station which added extract infused items.

Glad you like it!

I don't think we took inspiration from it, but it would be great to know what that game! 

Glad you enjoyed it nonetheless!

Apologies! I don't think we clarified that the WASD keys were usable for movement as well. We incorrectly assumed it would be implied!

Let us know if you're having issues with using WASD though, that would definitely be a bug

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Bold indeed. Gamaray stayed up all night the last the last 24 hours of the jam to get it done. They outdid themselves!

I hope you enjoyed the game!

This was really well put together, although I did have the issue where the time kept getting spawned on the edges where I couldn't get to them. I also really like the main menu idea!

Glad you liked it!

I appreciate the feedback!
The hay-bale trigger has been identified and I'm still trying to find the issue unfortunately.
And I'll keep the suggestions in mind for the possible post-jam update!

Glad you had fun!
I had intended on giving the coins motion at least, simple rotation, but I didn't get to it/forgot about it at the end haha

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Thank you very much for the feedback, especially about the pitchfork bug!
It will help me improve the level design for the post jam update.

  • The UI seems to be fine for most people, would you mind sending a screenshot of what you've seen? It could also be a browser issue.
  • The score is actually below the timer in white. The timer has a black rectangular background, but the score is just below it. (Admittedly, I should have made it a little more contrasting.)
  • The trigger does seem to break after consecutive runs and I'm still unsure what causes it. However, it's simply triggered after reaching a specific point in the track.
  • The coins, I agree, need to be more balanced.  The initial design was to make the majority of the score dependent on the time, then the coins would determine the "tipping point" factor. Typically this is used to try and beat a previous score by trying different paths in the track. I was unable to get a decent balance between paths however...

I also made this with a possible multiplayer update in mind, so hopefully I can get this balanced enough :)

Thanks! Glad you liked it! I gave myself such little time that I forced myself to come up with something. Level design is my biggest weakness, so I'm glad it turned out well for peoples enjoyment :)

And the artist really pulled through with a last day request, true MVP!

That was the goal!

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Thank you! The artist really pulled through with a last minute request for assets on the last day, much props to him!
The level design was something I really tried to think about, almost felt it wasn't good enough, but seems people are enjoying it regardless :D

Ya, I unfortunately couldn't get to audio in time, and couldn't think of a fitting melody/instruments. Still can't honestly, but I will see about a post jam update to include audio and other things such as a leaderboard and multiplayer!

And glad you liked the camera, I was very happen with how it turned out. If you would like to see it being done, It's actually in the 1st dev log video. I speed up the actual coding portion, but you can still pause at parts and read it :)

Glad you enjoyed it! :D

Thank you!

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I didn't complete it, but I love the visual choice! 
The audio fits in well too, though I'm sad there's no background music. However, I think the choice to leave it out adds very well to the atmosphere.

Love the gameplay. Balancing is pretty tough, but I think a decent job was done. Though I agree with some of the previous comments, variation in types or movement would be nice. I did like the current percentage of archers to warriors, however. I also noticed only 1 damage upgrade?
I think this has good potential to be a really great game with some updates and polish! Perhaps some level changes every so often would be good! Either small level changes in the current design every x amount of waves, or just thrown in an entirely new level every x waves. Or possibly even make it a choice to move to a new area every x amount of waves. Would do some sort of incentive to change or stay like the the upgrades. Pros/cons

Love the puzzles! Some of them make you think more than you'd think you'd need to

I like the concept. Seems like a good prototype to an arcadish game. The main things that bugged me were the controls, the damage/trip recovery time, and the difficulty to actually hit an enemy.

The controls, I would've preferred a mouse for at least the attack instead of enter, or maybe the option of either.

The recovery I felt was just a little too long. It felt like throwing a weight into a high speed mechanic.

The last one might just be a personal issue or it could be a combination of the previous issues, it just seemed difficult to actually hit something without the jump attack.

I like the audio and the fluidity of the mechanics, however! The design overall is an interesting concept

I'm glad you enjoyed it regardless!

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Apologies, we weren't able to get the animations in...
But the lose condition is touching the lava, with any body part!

I'm glad you had fun regardless!

Controls have been updated in the description and fruit + camera have been fixed!

The game has been patched! Apologies for the issues.
Though we still have some bugs in there...

Hey there! Glad you enjoyed it! I'm sorry about the too easy feeling. We weren't sure on the balancing so we took the safe route haha.

Your feedback will definitely be taken into account for the difficulty curve adjustment for the release version!

Hey, we are sorry to hear about that! I know the first few hours we had a build up that was crashing early on. The next build update seems to have fixed that though. If you're still getting crashes, we would love to know when it seems to occur and your specs if possible!

Hey there! We really appreciate that feedback! I do believe we forgot about the planes possibly obstructing the camera view. That's definitely something to fix in the release version.

We glad you enjoyed it nonetheless! Be sure to be on the look out for updates if you'd like to see the progress for the release!

We appreciate the complement!
Be sure to stick around for sure. We will be updating and striving for a full release version!

Hello everyone!

Honestly, we don't really expect many people to be reading this. But it's good practice to get started, right?
During development on this, we enjoyed making the game so much and had a vision for a complete version that would not make it in the jam entry. However, we are definitely going to pursue this support and go for a release version!
We'd like to thank everyone in advance who decides to hop aboard and follow the journey. We will be posting devlogs when possible and keep the community updated on progress.
However, due to misc. issues, we may or may not have a WebGL build to release. We will do our best for both a Windows and Mac download version!

Once again, thank you for the support in advance and we hope you enjoy the journey as much as or more than we will!

Glad you enjoyed it! Be sure to watch for updates if you'd like to see the release version!

Ya, unfortunately we are aware of the no click bug and have worked to find a fix. We are still unsure as to the cause, which is why we implemented the save feature to allow you to go back at any time!
The no movie issue is a balancing issue we've also had trouble with.We are glad you enjoyed yourself nonetheless however!

The game has a great concept to it! A few things to point out:

I think it was level 5 or 6? The room with the 3 falling platforms at the right side. When I die, the screen goes to black, but does not fade back in. I can hear my character moving via SFX but the screen simply stays black.

The player seems to get stuck on the ramps going up and it's hard to control things while making them rewind, I would suggest making a more curved response to the rewind objects so you can follow them with your mouse, or just click and need to hold without following.

I loved the layout of the levels though, very good engagement style tutorial!

Overall, you have a good game!

Great game! Smooth controls and awesome concept with the ghost player. The design seems to be pretty well balanced! Well done.

It's cool to see mechanics that change the environment/enemies on rewind in some way, but those bullets honestly were a little unfair as you can't even dodge them haha
Also, on the 3rd area, the moving platform got stuck when I first rewinded and I had to restart the game to get it going again.

Mine broke at the start every time i tried loading the game. It looked as though the character was dying immediately? But I love the way the game looks regardless! I want to rate, but I don't want to be unfair.

Loved the aesthetic direction!
Menu transitions were a bit long though. Would've been nice if they were quicker as to not slow the flow. The kite mechanic was pretty unique and makes for a great endless runner! Though, I couldn't jump at times and was confused as to why.

But overall, Awesome turn out!

Ah, I see! I'll keep that in mind for the future. I'm glad you still enjoyed it! and thanks for the feedback :D

Neat, I think this is the first time i've seen rewind be the enemies weapon instead of a players tool!
Unfortunately level 2 seems to have some poor design as it's nearly impossible to get through... If the devs were the play testers, just remember that the developers of the game always make the worst testers as they know everything about the game and how to play. When they feel it's too easy, they ramp the difficulty and play test some more, leading to a difficulty creep. 

It was a neat concept though! The blocks you stand on have great applications and balance pretty well with the rewind

I hope you were able to find the "How to Play" section! If so, Please let me know how I can improve this! I always try to make tutorials easy to understand!

Honestly, it was probably a bit more frustrating than fun. Don't get me wrong, it definitely is a decent game, but became more of a wait for the right moment type game than anything. If that was your goal, then it turned out great! Just probably a little too hard for me.