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keays

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A member registered Feb 26, 2023 · View creator page →

Creator of

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Haha oh no, that's quite a coincidence. I hope you're feeling better! Glad you enjoyed the game.

Great work! Nice art style and a really interesting way to tell a story. I liked the little spreadsheet sequence a lot.

This was fun! The music fit well with the dream theme and the platforming/grappling felt good. Maybe some little difference in lighting or post processing effects to better sell that you're in a dream would have been good. I initially thought I ended up in a different room on my first fall, not the same room after waking up.

Nice work! Cute art and a fun little story. I really liked the mechanic of showing you the detailed pictures.

Fun little game! I liked the art and that the different rotations made you have to think a bit. Might have been cool to escalate a little and have to line up cutting multiple cakes that you move around to be more of a puzzle than a go fast thing.

Nice work! Great art style. I really liked the implementation on the chopping and frying mechanics, but it wasn't clear to me if I had a goal during those sections. I'd love to see a game using those with more of a target for cutting certain shapes or evenly frying something.

Nice work! I really liked the art style and approach to animation. The image on the wall showing you how to get the ball up on level 3 or 4 was a nice touch. One of those with every new mechanic could have been cool. Felt a little punishing having to repeat every level if you make a mistake later on.

Nice work! Driving physics were interesting and felt fun. I liked the gaps between platforms on the last level. I did get stuck once where the wind pinned me against the wall and I had  to restart the game.

Thanks for the heads up! Should be fixed now.

This was fun! Really great work on the aesthetic and minigames. Totally legally distinct.

Nice work! Fun concept. It felt like it could have ramped up a bit more as it progressed, maybe to having a longer memorization to do, more bars to sort, etc. Or just more frequent warnings. Maybe your desk-mate has to go to the bathroom and you take on a third screen.

Fun little game! The art turned out great with the limited palette.

Really fun concept! You managed quite a lot of depth with all of the tile types.

Really charming little game! I loved the Van Gogh pun and volume slider. The dragging was unfortunately a little buggy, at least in the browser. Out of full screen worked a bit better.

Thanks! My original idea was to have a different little Dave the Diver style timing/movement mini game for each task, but I didn't have time to do that justice.

Thanks! I was a bit worried about going from such a relaxed pace for most of the game to the rush at the end, but I think it's in line with the theme.

I really liked this concept! I agree with something feeling a bit off with the frequency of the shop. Maybe a bit more frequent with fewer options would feel better.

Seems like it could have been also cool with more of a deck building approach where you are drawing so many ingredients with each customer.

Nice work! Fun concept and great art style. I really liked the animation for sending an order.

Fun little game! I liked the aesthetic on the hand-drawn visuals and the variety in the wrong boxes.

Nice work! Really liked the music and art. The facial expressions when you're tipping over are a nice touch.

Nice work on the art and music choices! I found it a little unforgiving on late presses, but satisfying when you get through it.

Nice work! Fun little game and I thought that was an effective approach to a tutorial.

Nice work! Cool art style, and I liked the concept on the combat mini games.

Nice work! The art style was great. I found the same as other folks, with the amount of restarting you do per level, it would be nice to not sit through the dialog every time.

Haha oh no... I didn't notice the house door was different than the tower door. It was a separate object in that asset so didn't get covered by the mesh collider.

Snapping would have definitely been a good approach to making the mapping a bit more forgiving. I was also considering a system where you have some indication on bad pieces of which direction they need to go and/or how close they were, but didn't have time to iterate on anything there.

Love the idea of having some tool(s) like a sextant to help you more accurately judge things! And incorporating the bird a bit more directly also could be cool. I couldn't actually find any birds in the asset packs, so that's why they ended up as some flying thing out of sight.

I actually haven't played Firewatch, but the early days of The Long Dark (before their in-game mapping system) was the main inspiration. I used to make hand-drawn maps by trying to get on hills and triangulating landmarks and slowly building up the accuracy. So much fun.

I'm glad you enjoyed, and thanks for the comment!

Worked pretty smoothly for me on Windows. Just downloaded, unzipped and ran kenny.exe.

This was fun! Reminds me of the old Fishy games. I found your size maybe ramped up a bit too fast so the second half you could kind of eat anything. If you had to search a bit more room by room the whole time it could maybe feel a bit more strategic. Although the out of hand ramping is sometimes what makes these fun.

Thanks! That would have been a good solution I think. It would feel particularly bad waiting if you're done exploring and just trying to do small tweaks at the end.

Thanks! The music was from Kistol on OpenGameArt. I was really happy with it, I thought it had some nice Wind Waker vibes with the horns.

Haha good to hear someone found that! I had way too much fun adding all the hidden dialog triggers late last night. Glad you enjoyed it.

Fun idea! I immediately tried to find the worst combination possible. He was oddly neutral about the banana cheese soup I made.

Nice work! Movement and attack was feeling quite good. I thought the sound effects were hilarious :)  I did find the enemy health felt high. I mostly ended up avoiding them instead of killing them.

Satisfying movement controls, would have been cool to see some more of the features fleshed out you weren't able to get to. I had a good laugh at your "No option" button :)

I really liked the core exploration mechanic and presentation, but wasn't totally sure on my goals or use of the currency. A bit more built out there would be cool to see.

Cool concept. I liked your sound effect choices, the tick on the turn controls was very satisfying. The input felt like it might have been more suited for touch devices. It was a little frantic trying to click back and forth between the sliders once the skulls started and you had to move faster.

This was a fun idea. Some visual indication of what's happening on a planet without having to click might have been nice so you're not having to select back and forth so much to plan a day.

Nice work, I liked the vibes with the coloring and outlines you had going. A bit more control over how you flip when you hit a jump could have been fun.

Thanks! I wanted some limit so you couldn't just spam random placements until you got it right and encourage a back and forth of trying to judge things back in the world. Maybe landed too long though, it was a tough thing to judge knowing the map already.

Nice work! I thought the fog reveal animation was quite good.

Thanks! The level always pivots around the ball.