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Karbonic

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A member registered Jun 15, 2016 · View creator page →

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Wanted to let you know, the score doesn't reset when you click Try Again.

When you collect all pumps on screen, nothing happens. They should either reappear in different locations, or reset to continue.

Try adding movement with getaxis at the same time, to allow for diagonal movement as well. 

I would recommend adding more enemies as time goes on, to add to the difficulty the longer you play.

Adding some music will add to the excitement of the game.

Keep it up!

I'm happy you liked the game! It means a lot to me to hear that!
Thanks for playing!

That is excellent news!

And I totally understand, loss of work can be one of the most demoralizing things to deal with, and I applaud you for being able to continue with development after that.

I think that you've got a really great game here with a lot of personality and a clear passion behind it, so I can't wait to see where it will go, and I guarantee you that others will be excited as well!

I promise that your hard work will pay off.

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If you want, I can send you a decompiled project version of v0.87

It has everything up to the current released update, though I understand that it will still mean a lot of lost data.

I deeply recommend that you continue this project. I think with proper work and advertising that this could genuinely be the next big RPG Maker hit. I made a post about the game a few days ago and within a few hours it had garnered a lot of attention on Twitter. It'll be hard, but I still recommend that you do it. 

Being able to look onto your finished work, that finished game project, is absolutely worth it.

All of that being said, I absolutely understand if you need to take a break from development. A loss like this is unbelievably hard to deal with, and you should take some time to rest and recuperate.

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Oh trust me I agree, I only figured this one out by looking into the files to be honest.

I think maybe changing up that puzzle would be for the best, everyone I have sent the game to has gotten stuck there.

I think changing the numbers up would be enough to make the puzzle more clear. The fact that it's 1-5 throws off everyone who sees it. Throwing in a 7 or a 9 or something would do wonders to make it clear those don't represent the place in the code.

The hand of the clock determines where in the code the number should go. Start from the earliest time, and place the respective number in each slot.

Excellent! Wonderful work!
I am totally invested and I cannot wait to see more!
The world is charming, the original graphics are wonderful, and I'm thoroughly hooked!

Very Very Cool! Love the colorful dark and melting visuals and the overall feel. It's super fast paced and a lot of fun! Keep up the great work

My twitter (@Karbonicc) is the most likely place to see new updates. It's been a bit quiet since I've been working hard on stuff to get it ready to show off, but I'll start posting there often when the game is just about ready!

Thanks for the kind words!
I'm currently working on some cool projects that I'm hoping to show off soon!

Stay tuned!

Very promising, I'm really looking forward to seeing how this comes along. Very slick interface with a really nice idea behind it!

Right now, I think the biggest thing this needs is an in-software map/scene editor.
Having the ability to call upon a tileset for map data, rather than having every map be a separate image, would greatly reduce the final size of games created, and is the way that most Gameboy games worked back on original hardware.


Keep up the great work!

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Incredibly good art design and presentation. Everything about the way this game looks and sounds is excellent. From the intro alone I was completely drawn in, and ready to see where the ride would take me.
Unfortunately, I'm gonna have to criticize the gameplay itself. I feel like the claustrophobic nature of the forest ended up just making me feel like I was wandering around a hedgemaze rather than exploring an area. Once I got the the night area, the enemies are too unforgiving, and lock you into a QTE even when you land a successful punch in on them. In the dark woods, the feeling of being stuck in a small maze got even more prevalent. 

I think that making the explorable areas more open and varied, as well as giving the player a bit more defensive and offensive ability would really help the game feel. I really want to learn more about this world, and it'd be fun to explore a map where it feels like I'm in that world, rather than just a themed maze.

Still, keep up the great work! Everything about the presentation is top notch and incredibly professional. I'm looking forward to seeing where this game goes!

Very cool work here! Love the graphics, and the enemy design is phenomenal, really professional stuff there! (Sawblade guys are especially unique and cool) Love the overall vibes and dingy bloody aesthetic. I like the fast paced vibes, though I think a speed between the walk and sprint would be optimal.
The main complaint I' have is that the enemy AI needs a bit of work. They get caught on decorations pretty often. This actually lead to me almost dying a couple times to enemies that had gotten stuck in dark corners of the room lol
I'd say the second level is better than the first, mainly because I feel there's a lot more visual clarity in the design. There's a few places where I feel it isn't clear what a button has done. Some visual cues connecting the button to its respective door would help a lot, or simply placing the buttons closer to the doors.
A quick weapon switch for the mousewheel would be greatly appreciated, being able to switch on the fly to kill multiple enemies with different weapons would feel great!
Overall, really great work! I look forward to seeing your work in the future!

There's not much of a big meaning to it, it's sort of a play on the word "Dashboard" and in general Nic has a sort of bored demeanor to him most of the time. Hope that helps!

Absolutely! I'd be extremely happy to see that!

Try Spacebar, that's the key that works for me.

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Thanks for reminding me!

Since the Steam version came a bit later, I ended up forgetting to intergrate keys with Itch.io.

Your keys should be available now!  
The Steam version is a bit more up to date than the Itch.io version, Itch takes a while to update games for me, so the Steam Version is usually the best way to get updates the earliest.

Edit: Just wanted to say, loved the video! Keep up the good work!

Sorry for the late reply.

If you wish, that's perfectly fine by me!

Are there any things you need to continue with this?

Looking pretty good so far!

Things I like:

  • The setting
  • Ambient Music is nice
  • Humor seems to have improved since SUITS
  • Graphical improvement, the animations are really smooth
  • Battle system seems interesting so far
  • Character designs were nice, particularly on the sandworm

Things I didn't like:

  • The desert area seemed pretty bland visually. I would suggest including some different complimentary colors in the mix. Hell, maybe change the whole color scheme of the area, yellow themed deserts have appeared everywhere at this point.
  • Battle system seems too simple. This might change later on, but there was no reason not to use the pipe rather than the fist.
  • Battle system was a bit boring visually. The bar at the bottom blended in way too much with the surroundings. Maybe think of redesigning it.
  • Certain graphical ugly spots in some places. The Guy's hat is kinda weird looking, and the pixels kinda smash together.

Overall, it was a pretty fun short time, and I look forward to seeing how you'll develop this in the future!

Green Brean

Thank you!

I didn't really think of it that way!

My whole Idea was that the game was so short that it wouldn't be a problem, but I do understand your issue.

I may be able to fix that up in an update later on.

Glad to hear you enjoyed it!

Sure! Be sure to send me a link if you do it!