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Kernel iron

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A member registered Jun 09, 2020 · View creator page →

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Thanks for playing to the end!

There should be a shadow underneath the character unless there's a rendering issue (you can check the screenshots). But I did it the lazy way with a "Shadows only" capsule mesh and a point light source pointing straight down. It might be a bit hard to see against the dark floor as well.

Thank you for your kind words. I appreciate it!

I really liked this! The fact that you can pull the boxes already makes it more fun than most box pushing games I've played, and just as the concept was growing a bit stale Evil shows up to deepen the game further. The levels are fun, and just tricky enough to be satisfying. And there's a lot of charm in the graphics and text.

One of my favorite games in the jam!

Simple but well executed. The concept is really cool and I liked trying to come up with patterns for how to sort the cards.

Good job!

Cool puzzle mechanics and challenging levels.

Nice work!

Great audiovisual presentation, as expected by a large and talented team. The game mechanics are neat, and reminds me of the more recent Giana Sisters games. The puzzle/level design is fine, but I didn't feel like it made the most of the mechanics. Felt like you had to stop constantly so progression felt slow. Personally I would have liked a bit more platforming between puzzles and maybe some enemies to mix things up.

Granted I am being extra harsh because I know a lot of people worked on this. It is still one of the most impressive games in the game jam.

Yup, that sure is some minesweeper. :D

A few sound effects would be nice. It would make collecting the fumos more satisfying.

Not what I was expecting, but very cool! I would play this on a NintendoDS. :P

A small thing would be to allow numpad buttons for the math problems. I often had to look down on the keyboard to find the right number, and lost the ball.

Totally, if I had more time the drones would probably have dropped hearts sometimes.

Regarding damaging the drones, the game checks if you're above the enemy and falling when the hitboxes overlap.  So you can't jump into enemies, only drop onto them. Try to line up the drop shadows since it might be difficult to judge the correct height, and hold the jump button when you connect to bounce higher. The enemies need to be closer to damage you, than you need to be to damage them.

Thanks for playing, and providing feedback! :)

Thanks for playing! :)

Alundra maybe? There were probably a few games like this on PS1.

Thanks for playing!

Very cool puzzle mechanic, and fun levels. The story didn't do much for me, but it wasn't distracting either.

Nice work!

Yeah I think it's dumb that itch game jam pages don't make you navigate to the actual game page for downloads, as it does with browser games.

I'm glad you figured it out and had fun. :)

I'm sorry to hear about the crash. Another player had a crash after the intro, that seemed to resolve itself later. The only crash I know about happens if a gamepad is connected (or reconnected) while the game is running. So maybe check USB devices? I don't know, I might just be running an especially bad version of unity.

If this rating period ever ends I'll try to get the WebGL export working too. If it's a Unity issue, then maybe a different platform export may work better.

Thanks for playing!

I'm glad you liked it. :)

Yeah, they used to be fairly common back in the 8bit-16bit era, but the perspective was often a challenge. I feel like most of them didn't even have drop shadows. :D

I tried to be pretty generous with the size of platforms and enemy hitboxes.

Oh, I'm Sorry! I completely missed that for some reason.

I did a little better with that knowledge, but I still can't beat Vedal without taking a hit. 😂

I loved it!

So many references, good art, and great writing. Great work all around!

Very cute art! The game is simple but I really enjoyed collecting all the Neuros.

That felt really complete for a such a short game jam. Seems like you got through the story you wanted to tell in time.

Most of the minigames felt like distractions when I just wanted to continue the story. But I wasn't expecting there to be a battle at the end. The final boss was actually pretty fun to beat too. Good job!

FPS platforming is hard to get right, but I didn't have as much trouble with it as I expected. The level design is pretty good, and the intro and ending were great and made the whole experience feel worthwhile. Nice job!

Visually striking, it's like one of those really old arcade games where the graphics and theme are really high concept and hard to grasp. I especially like the wireframe turtle.

There are a lot of lines on top of each other when trying to make a maze game with just wireframe though. I guess that's why most of the old vector games were space shooters.

This feels pretty different from most of the other games. The gameplay is pretty simple, but it was very funny to see the different Vedals in Vedaltopia.

There are some interesting ideas in here, even if it was buggy. I read through the tip to get around the bugs and see all the fragments, and I'm glad I did since the story was pretty cool.

It takes a lot of practice to get good at creating games, especially for a short game jam like this. I hope you continue making games, and can find some joy in the learning process as well. :)

Wow, this may be the best 2D platformer I've played in the jam so far. Really nice snappy controls and the weapons are fun to use. Great work!

You're too kind.

Thanks for playing! :)

Fun game, but it was pretty frustrating at times.

It's very easy to underestimate the distance to the castles especially when exploring new areas. And there's a lot of running around to do in the beginning each time you lose, to get back to where you were. But I liked it enough to keep banging my head against it more than a few times.

The music's really catchy too.

I like vertical shooters like these, but it seems very difficult to reach the end with any points. :P

Usually bullet hell shooters use a much smaller hitbox (or hurtbox I guess) than the size of the character so you can graze between bullets easier. The variety of enemy and bullet patterns is pretty good otherwise. I liked the art too.

I wasn't expecting there to be so much story. Pretty funny too, so extra points for that.

This is the most polished game I've played in the jam so far. You can tell a lot of people worked on it.

I really liked the music and the way the way the rooms change between each day was cool. But the cutscene art stole the show for me. It is adorable!

I'm looking forward to seeing the end if you update it after the jam is over.

Thank you!

I tried my best. :)

Very nice art in the cutscenes and the neuro sprites. The audio was good too.

I like the idea of the pins giving you different abilities, and the game controls pretty well. The weapons felt a bit clunky to use though. I tried playing through with the OSU tablet but felt it didn't work so well, unless I'm missing something. I retried with the pickaxe that was more straight forward to use at least.

The final boss against Evil was cool and pretty tricky. But once I figured out you could jump on top of her and spam the pickaxe it wasn't too bad.

Nice job!

I'm glad I read the comment that pointed out the symbols were letters. I was trying to memorize them by only sound at first and it was really difficult after the first one. After I knew to look at them as letters it was a lot easier (though it would be nice if the messages repeated after a while if you didn't get it the first time).

Really unique concept. I can imagine all kinds of interesting puzzles you could make with this.

I solved it with the map. The north west room gave me a lot of trouble, but I think I didn't get that the enemies were all on static paths during my first playthrough. With the limited viewport it felt like they were chasing me or appearing out of nowhere sometimes.

Cool game :)

Thanks for playing to the end!

Heartheartheartheartheart <333333333

Love the art!

Gameplay is pretty simple, but functional. Adding a little bit of momentum and changing the physics slightly in the air compared to on the ground would do a lot for the game feel. It would also be cool if the drone stayed deployed at all times and the attack was more instant.

Great idea for the theme!

It wasn't very clear that you could stack carried items on top of the middle items to empty your hand so you can pick up something else. And how the outer boxes' icon showed both the wanted item for lost items and found objects to pick up was a bit confusing. At least, that's what I think is going on after playing through it twice.

I'm at least able to beat it pretty easily now. :)

Cool battle mechanics. The final boss took me a few tries but it was very satisfying when I beat it. The story was so sad though. :(

Congrats on your first submitted game! I hope you continue making games in the future.

This is probably one of the best adaptations of the lost and found theme I've played so far. It took me a while to figure out that you could see which bag someone wanted by hovering over them. After that I had no problems and felt the game worked pretty well.

Felt great to play especially when you start getting too many upgrades and are basically flying through the level. Nice work!