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Kertis Jones

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A member registered Apr 13, 2016 · View creator page →

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....I've never seen a run with over a billion points before. You didn't happen to record that run, did you?

I love this. As someone who has made both an insane Tetris mashup game and a block-climbing game inspired by Avalanche, I feel like this was made just for me! I've seen a few other games use a similar concept in this jam, but the ability to control the tetris pieces as they fell adds a unique twist.

This. This is golden.

Those poor little geckos 🥺

I really like the idea of a parking lot based puzzle game a-la mini metro. It's a bit unfortunate that the difficulty doesn't ramp up over time, once you figure out what's going on it's pretty easy to go on forever.

Very silly and charming. Glad I didn't get lycanthropy or an unexpected pregnancy. 

oh god oh no whatdidido

Absolutely hilarious that I typed this by accident lmao

1 second before the deadline is cutting it so close, but this being a game about Chronos makes it even better haha. 

All of the spikes really blend into the enviroment, it took me a few times before I realized what was even killing me. Unfortunately I think my game bugged out, because I got stuck off-screen on level 2. 

Oh geez, this was incredibly disorienting and I don't normally get motion sickness in games. Having the ship move in a different direction than its pointing felt odd, and it felt like I kept skimming up against asteriods without having a way to slow down and land on them. The procedural animations are really nice, but I had to stop playing early because of the camera swinging wildly in random directions.

I love everything about the art for this! The perspective shift at the end where you became an even bigger size was fun, can't wait to see the next level where it's built upon. Unfortunately the movement was very finicky, it felt almost impossible to move forward just a little, because even the shortest pullback I could do would send you flying.

I somehow managed to somehow send the blocks flying for thousands of points! I'm really impressed with how stable you managed to make a large stack of objects with Unity's physics system, most games like this would see a ton of clipping issues where the tower would slump into itself. What tricks did you use to pull that off?

It's a very cute take on an evolution/merge style game, but having your pigs randomly get destroyed while you mash R is kind of frustrating. It's an excersise in babysitting your units by dragging them to the center of the screen, which can also mess you up if you're trying to make anything but Piglots. I feel like it would be less frustrating if there was more counterplay against losing pigs, such as if they were fighting some enemy on screen that you could drag Piglots over to deal with.

This has some incredibly clever level design, you never get lost despite all the backtracking you do. It might be my favorite game of the jam I've played so far.

Does the first gun play daft punk as you shoot it? 🤔Not sure if I'm just imagining Harder Better Faster Stronger, but I love how musical it is nonetheless

That's so sweet, thank you so much! I'm really proud of how everything came together. We spent most of the jam just making it feel good to swing around, and only started designing a level on Monday night. The secret is we just didn't sleep lmao 😅

Thanks for playing! The grapple line you're connected to and the visuals of the chains are actually completely disconnected, so that's something I'd love to get working if I had more time to futz with the physics system. And the chain breaking is a very good point, it'd probably be much improved if it swung around on the chain rather than getting destroyed at its max distance. I am so tempted to continue working on this project, but I've got another game I need to get out the door first! I really apprciate your feedback.

The long ranp was an alternate route that didn't get enough playtesting, added at the last minute to catch the player when falling from a higher section that went too far off the map. But I'd say you were about halfway through! If you wanna give it another shot, try going left under the fans by the mech suit, or climbing up on the vertical pipe at the bottom of the ramp.

I love the physics-based twist on papers please! 

It's a fun concept, but I feel like compression clipping in the physics engine makes this way more difficult than it's intended to be. It's kind of impossible to avoid in a game like this, I've had to deal with the exact same thing in projects before.

I love this. As someone who has made both an insane Tetris mashup game and a block-climbing game inspired by Avalanche, I feel like this was made just for me! The art is adorable too, I'm really impressed by making a whole opening animatic. 

I feel like there's a clever way to design something that makes good use of the tiled factory, but I haven't figured it out yet. I've never seen a game where having low framerate is a failstate, it's absolutely hilarious and a great way to handle performance for something like this lmao

I feel like there's a clever way to design something that makes good use of the tiled factory, but I haven't figured it out yet. I've never seen a game where having low framerate is a failstate, it's absolutely hilarious and a great way to handle performance for something like this lmao

The controls are really slidey in an unsatisfying way that feels like I fall for reasons that aren't my fault, but I do really like the rhythm of the click and drag between each arm. But I made it farther in this than I ever did in GIRP, so I call that a win.

I love the idea behind this, but pushing the boxes feels way too clunky for how precise you need to be. It's difficult to tell what spaces are safe and what's an instant kill zone, so it felt more like navigating an invisible maze than solving a puzzle.

I think the concept might have been better served if this was in 2D, if only because I wish I could have seen more of the adorable illustrations!

I love the idea behind this, but pushing the boxes feels way too clunky for how precise you need to be. It's difficult to tell what spaces are safe and what's an instant kill zone, so it felt more like navigating an invisible maze than solving a puzzle.

I think the concept might have been better served if this was in 2D, if only because I wish I could have seen more of the adorable illustrations!

The style in this is top notch. It seems like it's more important to just pick the option tied to the character you're talking to, so it really feels like my choice in robot pieces don't really tie in to much.

This looks and feels fantastic, I love the art style.

It gets repetitive fast, but the juice on the handgun makes it feel so good to play. My record is 252!

It gets repetitive fast, but the juice on the handgun makes it feel so good to play. My record is 252!

These are some great puzzles that really make use of the concept! It can get a bit frustrating when you need to set everything up again and again to tweak the sizes, so saving your last configuration would go a long way.

Unfortunate that only the cube and rabbit sponges were working in time, but this is an incredibly creative take on the theme!

Unfortunate that only the cube and rabbit sponges were working in time, but this is an incredibly creative take on the theme!

Instant hit of nostalgia, just from the main menu alone.

The simulation in this is crazy. I don't fully understand what I'm doing (or what the blue beam at the start is), but this is extremely cool to play around with.

Went into cryosleep for 10,000 years to avoid a 5 minute timer. 10/10.

I got a bit worried when I saw a webGL error at first, but it seems to run fine! It's incredibly cute and I love the 2D art wrapped around a 3D object. I'm a bit confused about how often I get a block to place, they seem to be available at random? Sometimes it recharges instantly and other times I lose a run from not having a block to place. 

I got a bit worried when I saw a webGL error at first, but it seems to run fine! It's incredibly cute and I love the 2D art wrapped around a 3D object. I'm a bit confused about how often I get a block to place, they seem to be available at random? Sometimes it recharges instantly and other times I lose a run from not having a block to place. 

This is a clever idea for creating some chess variants. It's a bit odd how many queens spawn when you lower the board size, but the tiny boards almost feel like a puzzle.

Thank you for playing! It's really great to see someone react to the game in real time, so I appreciate recording your playthrough!

You really don't get enough playtesting in a game jam haha, so I just put some pro tips for navigation in the controls after seeing some of your frustrations.

That is the most hilarious bug report I've ever seen lmao, maybe a new gamemode is in order

I'm glad to hear that! Our discord is pretty active if you wanna hang out there! This moves you up to 74th place 🫡

I've been behind on this, but you made it onto the leaderboard!

Thanks so much! You are in 75th place!