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keays

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

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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.

Nice work! I really liked the art work. The little crown bounce details in the jump looked great. And had a good laugh on being able to flatten the little guys.

Really fun, nice work! Having the You Win screen playable was a nice touch. The music restarting every time you restart a level was a little bit annoying on levels with a tough first jump.

Nice work! Felt good when you could get a good sideways bounce going and relax for a bit :)

Thanks! Time got away from me on doing much with the levels unfortunately.

More predictable rotation was one of the main mechanical things I would have liked to do more with to make it a bit less fiddly. Fixed degrees based on power, or maybe having it more likely to stop at intervals of 45 degrees were some ideas I would have liked to play with.

Really funny idea and a lot of fun! Agree that the controls were a bit tough, but really impressive work.

No shortage of buns in that kitchen...

Cool concept of cycling between all of the characters!

Nice work! Really creative way to give tutorial info, although a little repetitive to hear it on retry. Particle effects and screen shake were at a satisfying amount.

Fun game! The art was great. Kind of felt like a mix of Pizza Tower and Adventure Time.

I was back and forth a lot on the best way to do the camera, and could still use some iteration for sure. I think the main problem I had with centering on the ball was some further hittable surfaces being off screen if the ball was near an edge. But maybe that plus some manual camera movement could have felt good.

Fun idea having a series of different mechanics applied to the same hole. Had a good laugh on the title of the last level :)

This was really fun! Having to hit yourself out of attacks in the final fight was a cool mechanic. Some sound effects on hit probably would have added quite a bit to the impact of attacks.

Yeah, I made it and still hit the wrong direction occasionally haha. I think I needed to do a bit more visually to show that the ground/ball are static and make the course movement more obvious. Glad you had fun!

Nice idea. I found the waves ramped up a little slow, so didn't need to use my diagonal throw much. Fun mechanic when I did get to use it.

And you got me with that readme...

Fun idea! I just spent way too long beating that last level. The camera would maybe feel better if it didn't go up with a jump. It was a bit tough to see placements on the double spike pits when mid-air.

Fun concept!

Great concept! It would be cool if you had phases with different abilities to mix up the gameplay a bit.

I really liked the chat but missed a lot with how fast it was going and not much break in combat. Some slight pauses in the action between phases could make it easier to take in.

Thanks, I appreciate it! I would have liked to make more levels or get rotation feeling a bit more precise, but was pretty happy with the concept.