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KentonLS

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A member registered Feb 11, 2020 · View creator page →

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I Will do a UI canvas scale check - thank you for bringing this to my attention. I'm doing the best I can with my current knowledge of Unity 2D, but even so, I'll leave no stone unturned!

Thank you! This is great quality feedback - I'll give the points/milestone system a much-needed rework and shine-up.
Regarding victory, I was considering whether to add having at least 1  of each Red animal type alongside the 1500 points (the Warcurana and Tyrantaphant).  The total fusion goal/counter is a great suggestion!
The shooting mechanic will take some tough work to reconfigure - an alternative approach could be to grant the player immunity upon making new fusions, and once their collection is complete, to make the finished fusion set passive altogether. 
And thank you for mentioning Disco Zoo - this game is a hidden gem! Gave me a 2014 nostalgia rush! I'll be playing through it again, this time with the eye of a programmer instead of a player.

Thank you everyone for your feedback and positivity! 
Am super eager to improve the game and increase its scope - each comment helps tremendously!

After several expeditions into the wilderness, I can safely say that I have successfully turned mars into a pylon porcupine. 

This is simply beautiful! No bugs, clean, clever concept, suave particle effects to tie travelling through the environment together --- overall oddly soothing. 

Upgrades to the R-over were a great touch! Also fantastic Elon Musk cameo!

Would be super dope to have a total pylon counter on top of the other counters, because I'm pretty sure I self-planted a few Amazon rainforests of 'em.

Well done! Gripping exploration, a fantastic game!

Constructing a party while showcasing all their special varied statistics was pretty cool! Elfis Presley for the win!!

Ran into a minor issue: I could still feed and heal characters when they were full hp / hunger, thereby consuming more money for no return, and it was very challenging trying to get out of being broke.

Mental note: don't put the whole party in training at once - training takes several minutes (3-4), feels outbalanced in comparison to the quick speed of dungeon raiding.

Otherwise solid effort! Art and concept as a whole are amazing!

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Somehow feels Lovecraftian (the pacing), Don't Starve, and Fran Bow -esque all at once! Superbly sits on the edge of uneasiness! Also, the ambience and build-up to the eventual spooder reveal are amazing!

Managed to get 2 spiders to spawn at once under the light just before reaching the end door. Otherwise, the game is thoroughly polished! I now have a mild case of uncurable arachnophobia.

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 I couldn't find any control hints. Trial-error discovered that Left Click = Shoot, R = Reload, TAB = change sensitivity (very difficult to adjust the slider without seeing the mouse), and Spacebar = Jump (needed to use it in the last level). Not sure about Right Click = Make Gun Smaller (didn't help aiming).

The guns themselves though are cool to use and look extremely dope! Your multiple level designs and enemy designs are also awesome!

Just had issues with 2 things:
- Couldn't swap between guns with the in-game mentioned numpads, and 
- Very big invisible enemy colliders meant I got stuck a few times in rings of 'em.

Overall, a great effort - especially with using Unreal Engine! 

Great! Gave some super rad Human Fall Flat vibes! The grass itself looks amazing as well, and I really like how body slamming clears it up! Just a hover glitch in pressing the spacebar while walking, otherwise this really makes the cut! (grass pun intended)