Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Khyi

37
Posts
2
Followers
A member registered Apr 25, 2024 · View creator page →

Creator of

Recent community posts

Fun game concept (and Earthbound reference).
The core gameplay is solid, although it might need a bit of polish.  The borther can get stuck in a loop of falling into the same few pits if he gets into the wrong spot, and I didn't see an exit portal on the second level when I first played it.

I do enjoy the idea of protecting a different character though, while you only get knocked out temporarily, and making escort missions fun at all is an achievement in itself.

(1 edit)

Very cool idea and well designed, but it would be nice to have more distinct visuals for the enemies and hostages.

Initially I wasn't sure why I don't get a full score when moving and stationary enemies kill each other, on level 8 it says "Enemies killed: 4/7", then I realized that technically I shot some of those enemies before they could get to the others. Adding some kind of marker to the timeline to show the order of events (such as a standing enemy getting killed) would make it way more intuitive.

Still a very unique and surprisingly complete game for this jam.

Edit: I also noticed that overlapping enemies cover each other completely. If two enemies are on the same tile it would be nice to have an offset between their positions.

Looks and plays like a hidden gem from the early Sega Genesis era.

Really solid entry, although after a while just sitting in the middle with a massive pile of corpses felt like I was unbeatable and actually had to try to lose. A Vampire Survivors-esque spin on it could work really well if you choose to continue this project.

I like the visuals and sound design, I wish it was more about using each tower!s respective specials instead of pressing the upgrade button.

I do like the way the resources physically moves along a pipeline, maybe you could have the player build pipelines and switches instead of directly controlling the towers.

(1 edit)

There's a lot of potential here, but I'm not sure how to best rate this game, I have some conflicting thoughts.

The art style is great and works well with the theme and concept of the game. Controls are intuitive, although crouching happens too abruptly for a non-action game and can feel a bit disorienting, and at least for the web version using ESC to exit isn't the best, since it unfocuses the mouse cursor every time.

The limitation is incorporated very nicely and is integral to the core gameplay loop. I do wish you could zoom in on the instructions the same way you look at screens, otherwise it can be hard to read.

It has tons of potential and the presentation delivers that Iron Lung-esque vibe, but my main issue is a lack of real direction. Do I just maintain the three stations until the timer counts down? Do I try to find a way into the area I see past the grates? Is it even accessible? And what is causing the damage I keep fixing? Is plugging the power cell into the socket in front of the gate sealing or opening it when the valve turns?

Leaving things vague does help engage the player's imagination and that's especially helpful in horror games, but I wish there was a clearer overall thread that ties together the moment-to-moment gameplay, so that I can be engaged in an overarching goal instead of putting out fires where I see them like when playing Overcooked with a younger sibling, and more visual feedback when losing would help me want to try again. It's a solid foundation, just needs to find the right balance between "vague and mysterious" and "clear and responsive".

Edit: Oh and subtitles for the ending sequence would be great too, I couldn't make out everything, but appreciate that you added some voice acting too.

Effective use of a simple concept, although it's very hard to read the long descriptions of all the different upgrades while also doing a timed minigame and checking all the timers.

Maybe moving the upgrades to in-between levels could help, or if the hectic nature of performing multiple tasks is the point then you should definitely add icons to the upgrades to help players quickly recognize them.

Not sure if winning is possible, by the end I had almost everything maxed out but still got destroyed in two quick hits.

Thank you!

(1 edit)

Thank you for the comment!
There is an indicator for the amount of energy you have left, but because I messed up the UI scaling it only shows in fullscreen.
Pushing should work by holding both LMB and RMB, but if it didn't work for you it might be a bug I'll have to look into.

I'll probably rework the bullets once I have clearer level designs so I can plan accordingly.

Edit: I made the game launch in fullscreen mode by default now, in hindsight I should've done that from the start.

Unique and funny concept, would like to see it explored a bit more with different stats.

I'd also prefer if you could parry multiple multiple incoming hits with one swipe, and the flashing effect is a bit too strong once the battle really gets going.

Definitely one of the more memorable entries.

Best use of the limitation I've seen so far and charming visual style, but I wish interactions were more seamless, dropping flowers directly onto the workstations instead of having to open a menu each time.

A simple concept executed well. I would have liked to see more complexity with the mechanics, but the presentation is nice and it's a good example of a game with a small scope that's actually doable within a jam deadline.

The concept is fun and uses the limitation quite well (although you could argue that there's *technically* two resources).

Graphics and style fit the game nicely, the planets lighting up when firing the laser beam is a nice touch.

Bullets seem to go through the big enemies for some reason, even if they deal damage, and I would really like to see auto-firing, both for QoL and accessibility reasons.

It's also one of the few jam games with proper tutorialization, and the little intro sequence sets the scene nicely.

Thank you, those things are definitely next on my list, along with a few bugfixes and adding animations.

Thanks for the comment.

It is effectively a prototype right now, I didn't have the time for more but plan on coming back to it after the holidays.

There is a stamina bar, but because I didn't scale the UI properly it might not show up unless you use fullscreen mode.

Sensible level design (or any) is next on my list, and I've worked with a music/sound designer before who might help out with that aspect.

Impressively complete looking game for a solo project.

If the game was a bit more fair, meaning there's always a correct route you can take without dying I could see myself playing it more, maybe as a mobile game.

Very fun take on the survivor genre with a surprising amount of depth and progression.

With randomized upgrades between levels and a graphical overhaul I could see it becoming a paid game.

The shields not moving with you when bashing feels a bit weird, personally I'd change that.

Why would you do this to us?

I'll never have a dumptruck as magnificent as Dave's ⁠ (´⁠;⁠︵⁠;⁠`)



10/10

(The two hands for each half of the screen is really cool, but I wish there was also a cursor or a smoother transition between them.)

Love the art style, claymation really needs to make a comeback in games.

The controls could use some rework and overall the gameplay is a bit simplistic, but if you join a team I think your presentation could bring some real value.

Fun game with a very cute concept and presentation.

Incorporates both defense and one resource, although the "resource" limitation feels more like just a renamed highscore.

Getting multiple thieves with one shot feels satisfying, but I wish the AoE size was visible on explosion.

Fun game with a very cute concept and presentation.

Incorporates both defense and one resource, although the "resource" limitation feels more like just a renamed highscore.

Getting multiple thieves with one shot feels satisfying, but I wish the AoE size was visible on explosion.

Really nice quirky little game, but whenever I remove an egg from the paint bowl it cracks a little, no matter how gentle I am, which is a real nuisance for the "dye X colour multiple times" tasks.

Gotcha, yeah I was mainly playing against Hoyka.
The pixel art is great and the concept is promising, but it would definitely benefit from more feedback whether the player is at advantage or disadvantage (maybe stun animation?).

If you want it to be a simpler alternative to fighting games you should definitely explain what's going on, because as a long time fighting game player I have 0 idea how to improve, so I lost interest after 3 matches.

The guard break(?) happens at times I wouldn't expect, blocking a jab and then attacking is apparently still unsafe, there seems to be a parry mechanic that didn't give me much of an opening either, and like everyone else pointed out the AI is insanely aggressive. The game really needs either a tutorial or way more feedback on when it's advantageous to perform which action.

Got it, I think a healthbar or a flashing effect as feedback when you hit the boss would clarify it, I noticed the little red light, but thought my shots weren't doing any damage.

I went back and played it again, really nice overall, my favorite weapon is definitely the dash'n'slash, but the barrel bombs are also very creative.

I really enjoyed the controls, the game reminds me a bit of RangerX, which is one of my favourite retro games.

Can you actually defeat the first boss? It just kept spawning more and more enemies, and I couldn't attack it directly.

Thanks, I was hoping people would catch onto that detail :D in the concept and on the game over screen the monkey's Hawaiian shirt also has bananas instead of the usual palm trees/flower patterns, but in-game it was easier to implement a simple red shirt for now and texturing wasn't a top priority.

Really neat concept, reminds me of Captain Forever which I played a lot.
If you continue working on it I would suggest including a short tutorial, or more explanations when hovering over UI or game objects.

Great game and I loved the art style!

I really enjoyed it, but also have some advice on how it could be improved:

I wish you could pass through platforms if you're already holding S while landing, instead of having to time the button press, and while I like the variable jump height based on how long you hold W, it can make the double jump a bit inconsistent. If there were 2 set jump heights - one for tap and one for hold - it would be easier to know how high you're going to jump each time.

Finally, this is purely visual, but it would be really neat if you defeated enemies you run through while your powerup is active, the same way as shooting them.

Very cute game with a nice atmosphere! 
I wasn't sure whether giving my nectar to other bees was helpful or not, sometimes they flew off in the opposite direction.

Deeper story than I expected, despite the relatively few choices to make it kept me engaged all the way through.

Thank you! I really enjoyed your game as well

Thank you! Jumping works fine for me, though we are aware that the collision with some of the ramps can be iffy. If the game is laggy or if input is delayed try it in windowed mode, it usually runs smoother that way.

Thank you for your review!

Very neat pixel art style and animation, and the gameloop feels quite complete for a 2-week project, well done!

Very cute atmospheric game, I especially enjoyed the interactive objects that reveal one of the items you're looking for when clicked on.

Very fun little game, reminds me of some of my favourite flash games like Dolphin Olympics and Downhill Snowboard. With a bit of polish I could see myself spending a lot of time in it.

Invite sent

Hi! I have made a bunch of 3D assets for a game concept, but the Unity dev I worked with ghosted me, would you be interested in teaming up?

I have a rigged character, a bunch of objects and a small prototype in Unity held together by duct tape and spaghetti code - the game concept isn't complicated at all, I'm just terrible at coding.