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Khao Studios

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A member registered Jun 15, 2021 · View creator page →

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This game is pretty spectacular, I had no idea going into it that it was a puzzle story game! Very on theme, good music, great graphics. The only bug I had was if scene was changing during walking animation the steps would keep playing over the mini loading screen/title card, but it at least stopped when the next level loaded. I was also slightly confused on the goals in the between levels (it took a second for me to understand that those were generators and you had to reach them to progress). The gun highlighting the objects it would destroy was massive quality of life, good thinking. If you had time to make the different species have different audio sounds that would have been great! Alas it is a game jam in a week and this was a great amount of work already, great job, really. Also sad cat on the second station :(

Haha this game was great, the whole intro was pretty funny, the over the top voice over sealed the deal for me. Though it was maybe a tad loud versus the game itself. Wheels and Windows, arch enemies of the Doors and Keys. Liked the art, the gameplay was a nice bullet hell shooter, and the upgrades all did what I expected! Though I was sad finding the same upgrade multiple times as they didn't (seem to?) stack. Good job for sure!

Cheery art and music, I will say I enjoyed the time I spent in the game, mostly because of how difficult it was! I am not a platformer player mostly, and I got used to the controls pretty quick I'd say, not a bit deal. Though the difficulty of some of the areas was a bit much even for me. For example the quickly moving green vine to reach double jump was pretty difficult (until I figured out that horizontal acceleration carried into jumps at least)! I also wish maybe scene changes between levels had doors or something maybe? A little more incorporation of the theme into the gameplay would be pleasant. For a single new developer though, I think you did a good job for only week!

Just completed (Score 25.5k)! I loved the animations for this and the atmosphere you built with the music and room design was nice. Super on theme. I feel like this with being complete random that it was probably hard to balance. I ended up reaching a point where I had too many items and so could brute force through it, but that's probably better than having a bunch of people fail halfway through. A little more variation and this would be even better too! Good job!

I'm a big fan of stealth games so I had to try this! I do wish there was some little stealthy musical theme, but the sound effects all felt correct in the setting, and I really like the choice of using 3D models in a 2D settings like this (and it was probably some extra work!). Gameplay was fun, and I was glad the challenge ramped up once you got a handle of the basic mechanics in the first three levels. I did have a small bug where the target reticule wouldn't follow characters sometimes (I think had something to do with them going in the same door as another NPC), but it would fix after they left and reentered a different room. I enjoyed this a lot! Good job!

Good stuff! I liked the art and sound in the game, music swapping between tense and calm outdoors was nice. I did find the bank boss pretty hard honestly, I think maybe partly because the aiming has some spread on it so you miss some bullets during your damage windows when the chain gun isn't firing. The death sounds were pretty hilarious too! Also maybe a map to show you were you still need to go would be helpful, as I ended up spending a good bit of time wandering trying to find houses I haven't (broken?) into yet. 

Apologize for the audio glitching sometimes, I've never had an issue with this on previous jams, but I believe it might be an optimization issue where I set audio quality slightly higher this time, and Vorbis uses more CPU in a tradeoff for compression ratios. So it might be people's individual computers having issues streaming the audio out of the linker.

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Hmm, that's weird I know there's some chop in the music I believe during scene transition (that's my error I think events got reloaded instead of being kept active during initial menu -> game scene loading). It was choppy during normal gameplay though? I haven't run into any choppiness past that initial load though on my Chrome or Edge that I tested! Not sure what's going on if so.

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The music being choppy might be a WebGL issue, what browser were you using if I might ask? Thanks for the heads up on the capsule collider bit! I knew in my testing it was pretty close and narrow gap to ascend those platforms haha. 

Woops, not another! Do you have any memory of where in the map it was? I tested specific areas out, but as the sound person I didn't end up fully testing everything. Thanks, we all really enjoyed the void and gravity system too, could have some cool puzzles and systems, or if we leaned even further have it add even more to combat!

Once we started getting to play around with it, I really enjoyed the void/gravity mechanic in the game too! I almost feel we could have leaned even further into it, but didn't want to move too far from the Metroivania playstyle at the same time. Thank you for the comments!

Thanks for the feedback! In all my playtesting I don't think I ever ended up on top of a cannon, oh no! Apologies for that, I assume the hitbox was wedged up against a wall causing that to happen.

Well, if it's any indication, I got to Floor 20 with more than a minute extra time as I was enjoying it enough! Not much to fault here, I'd have liked an indicator what block I was drilling and maybe a sound, as if you're nudged in a corner on some of the "harder" blocks I would have to second guess and look at the keyboard to make sure I picked the right button. In total, good job yo!

Thank you for the kind words :) I feel our team all pitched in really hard for this project and it was a lot of fun working on this jam. Getting the branching paths working was difficult, and we had a lot of back and forth of how to incorporate it. Since you want the player to understand that they might be missing something, without making it too obvious; especially with the red herrings. 

I liked this a lot, and I understand why the screen is small with you aiming for an old gameboy game aesthetic. The graphics are nice, the gameplay is fun, it's tuned well as I had to pay attention to energy and it took me just enough time to figure out the controls where I wasn't annoyed but had a fair learning curve. As an audio guy, I'll say the music was great, and the sound effects were okay, but needed variation and rate limiting. For instance, if you dig yourself down and bounce off the walls really fast the audio gets a little too hard on the ears. Outside a few small things, great job!

Ey! Fun concept, I'm a horror enjoyer for sure. Really liked the atmosphere and having the eyes glow in the dark gives the game a really cool feeling. I think it would have benefitted from another mechanic or two (time constraints hitting here) maybe a hiding mode when you shut the sub off (this would have required more structure in the water to hide around), or even make the sharks faster but give the sub a limited sprint? Some ideas for future advancement! Very minor point, when you play long enough the music loop restarting has the initial sub diving in the water effect. Overall great job for being solo in the jam time!

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Funny play on words for the title haha, though maybe could have been like Dark Stone Cosmic or something even! I liked the gameplay as it took you around the map, and the footsteps were definitely a help for some points as it was a little confusing at times. Audio was synced up good, graphics definitely had me noticing the play on DRG with a very different tone. Only thing I can say is after placing and using the oxygen tank I assumed I was supposed to progress past it. However I quickly learned that the pit I thought I was supposed to drop down was not in fact the correct way, but DEATH. Learned it the hard way! No mining my way back up today, this dwarf is going to need a recovery team. Fun game!

Oy! Fun concept with unique art style I like it! Especially with the short blurbs between levels, really fitting the vibe with the music choice. The animations for attacking with the Mage and Archer were quite unique, though I was sad the Warrior had a shield but couldn't block with it, I assume time restrictions. Two things I wish was there was a reticule as the aiming was difficult to really know where it was sometimes; and as an audio guy some of the effects were a little too loud. Good job overall for sure!

Oy! I ended up getting my retirement plan (lucky me!) and I will say this was some great design. An endgame condition for the game is smart as I was just reaching the point where I was kitted out with everything. Great fun with simple but engaging gameplay with enough shop choices to keep you switching things up. I did feel the fishing rods was too strong as a source of free constant income in the early game. I just put all my money to it and it funds itself so fast it just spirals out of control a bit. Other than that maybe just a little more variation in sound effects would have been (though the ones there were, were good!) and good chill music. 

Hey! Here I am wondering after playing if touching the red fishes are dangerous or not haha. I like endless runners, I didn't even notice the speed increase until I got to around 80 or so points then I felt it started ramping up fast! The additional mechanic of the bubble springs is smart. However as a sound guy I have to say the  coin collection noise has a tick at the end of it that is pretty hard on the ears, I had to mute after a bit from it (Hey at least you had a button for it!)

Hah true, I had a number of friends miss it before we added a notice, but the twist after all is only a piece of the puzzle :)

Yeah in our modern age it's pretty hard to innovate with how many games are out there, especially on our short schedule timeline for game jams! We did try our best to put together a short but entertaining story to fit in the theme though, thanks for the feedback :)

A bit loose on the theme, but it's outside the normal framing so I'm cool with it. I've always been a fan of these shoot em up action games and you  got down the resupply requirement. I do feel there needed to me some additional mechanic for combat though, as I ended up just walking backwards in circles to beat everything. Oh also the shotgun had A LOT of ammo haha. Start off with 110 shells so I started blasting! Fun as a reprieve here!

I liked the idea here, though I expected the sonar to produce sort of a map or some way of seeing farther than the screen (like letting you see otherwise invisible blocks). I always would end up reaching 200 meters and run into a path that seemed very difficult, either a straight wall or the forced S-curve. Smart audio/art choice though too, gave it the correct feel for sure. 

I liked the idea here, though I expected the sonar to produce sort of a map or some way of seeing farther than the screen (like letting you see otherwise invisible blocks). I always would end up reaching 200 meters and run into a path that seemed very difficult, either a straight wall or the forced S-curve. Smart audio/art choice though too, gave it the correct feel for sure. 

Looks great, I did run in to some issues with the controls when restarting though, my mouse would disappear in the game screen so I wouldn't have a good indication of where the pin was going to jump or dodge to. Outside that, great job!

I enjoyed this! It felt like a bit of a time race on some of the levels to get your pieces placed in time. I think some ideas were a grid and pre-planning, a grid would be helpful for sure, but I think pre-planning would change the feel a lot. Since then it'd be more about perfecting your solution instead of trying to speedily lay down modifiers. Maybe as a substitute you could use keybinds to drop them on the cursor for less mouse movement? Good stuff!

Haha this family is CERTAINLY on the clumsy side!

That is correct, we only managed to get a pair of tasks in the game, but had planned 4 additional ideas with a laundry machine, television, and stuff like putting away toys and folding a mess of clothes! Simply ran into the time constraint and wanted to polish up our slice of the game. Thank you for trying it out!

Oh no! Apologies for that, I mayyyyyy have typo'd the controls graphic in game, I've edited the game description on here as a notice about it, but we cannot make changes past submission date of course. Thanks for the heads up!

We planned on additional tasks throughout the house to make it a little more hectic for sure, but 3D is definitely a different beast to work in in Unity!

Thanks for the feedback :)

Ah I see, I think the middleware I use is realistically not compatible with this; as it's still Experimental as is and not tested/implemented through an older application (and mod) than this. I probably shouldn't try to implement through this with the caveats it has already! I'd rather not work with base audio engine in UE4 either, I haven't touched that ever honestly.

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I could use a team still yeah! If we need music I could try hitting up old contacts too. Although I was under the impression UE did not have webGL packaging?

Hey!

I'm Evan, an audio programmer and SFX artist looking to work as part of a team for the game jam! I'm experienced creating audio in Reaper and implementing it using Wwise into Unity (WebGL available/exe) and Unreal. I've worked on a few game jams before; If you could use me on your team, let me know! My most recent projects: https://itch.io/profile/khaokg

Hey, there is currently an experimental version of Wwise that requires specific versions, special installation, addressables integration, and some work-arounds/issues with single-threading approaches that come from using WebGL. I was able to request access for non-commercial purposes and work through these though! 

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I did take your advice and implement a backspace for one digit (minus key(s), as Unity does not backspace)! That way in case you entered one digit too many while speeding up you can reset yourself back to none!

Hey!

I'm Evan, an audio programmer and sound designer looking to work as part of a team for the game jam! I'm experienced creating audio in Reaper and implementing it using Wwise into Unity (exe or WebGL), Unreal.

I've worked on one game jam before and done some certifications for Wwise work. Looking to get more experience on projects!

Hello,

I'm Evan, I'm an audio programmer and sound designer looking to work as part of a team for the game jam! I'm experienced creating audio in Reaper and implementing it using Wwise into Unity (exe or WebGL), Unreal, and to a degree GODOT.

I've worked on a couple game jams before and have completed certification courses for Wwise and self-taught myself the engines and C-based languages.  If you could use me on your team, let me know!

Made it through with 164 deaths, very fun and a solid challenge. The platformer genre shmixed well!