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kimcd

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A member registered May 05, 2023 · View creator page →

Creator of

Recent community posts

Yup, if I refine this any after the judging is over, outlining the paths always is top of the list :)

Thank you very much!

I agree :) Thank you!

Thank you so much!

Oddly the wasd keys did nothing for me. (On windows and chrome). 

So, killed 10 dudes then very slowly got eaten.

Seems like a cool concept though and the sound effects were very satisfying.

Oh my god this is a great concept - so simple and perfectly executed! The amount of time you need to spend on the kernels is just enough to be a challenge. Well done.

Solid game!

The lemons make a compelling argument.

I'm afraid I did not understand the balance mechanic...

(1 edit)

Hey, thanks so much! And, please, try level 4 or "strategic mode" in the custom settings if you haven't already!

Awesomely atmospheric!

(1 edit)

I hear you, yeah.

If nothing else, I should probably have given the first level more time. One playtester actually commented that the game was way too easy (on a previous version with different times/goals), which surprised me, but that's why the goals are what they are now.

(Slowing the actual movement down is not possible with the method I'm currently using.)

But... this is why I hope people go to the custom level settings. Level 1-4 are just examples really. Making a level that works for you and your setup should be much more enjoyable.

Thank you!

I do feel like the tutorial page could be improved (or you know, be an actual level rather than just a page, but I did not have the time for that in the end). 

Even though the submission deadline is past, I would gladly accept suggestions on how to show/explain the gameplay better.

Thank you!

(1 edit)

Yeah... I know. I should have predefined available colors.

Many thanks for the feedback and I'm happy you thought it was cool 😀


Edit.

Or... you know what I actually should have done. I should have just drawn an outline on the paths. The same way I'm doing when the mouse cursor hovers over them, just less opaque. (I do hope that hovering effect is working for everyone...)

Damn. I got way too bogged down yesterday trying to figure out a way to decide in code if the colors would stand out against the background, and failing. 

Oh well.

I'm glad you liked it! Thanks!

Thank you!

Yeah I don't think the difficulties are optimally set, it was hard to decide. The randomness of the levels affects it a lot.

This is really pretty

Oh that is much better! It probably was the itch.io page settings. I didn't think of it. Nice!

I absolutely adore the doodle graphics! With that textured, lined paper background, oh god it feels like real doodles on paper and it's magical.

In the web version it seems to crop around the edges. For example, I can't see the player's legs or the ground.

Maybe Project Settings/Display/Window/Stretch/Aspect ->keep, or something else there?

(2 edits)

I mean "because they are done" is a fine answer but...
When you go to the submissions page, are submissions listed in the order they were submitted?

Are you going to see the first submissions, first?

I don't actually know if the ordering changes based on anything else, but that could be a reason. Get seen, get more people to play your game. (I'm also totally unfamiliar with how voting works)

Edit: Or, hell, just in the hopes of getting some playtesting?
I've commented on a couple of the submitted games here and some of it was about when a feature doesn't work for me.
Which I'm hoping might be helpful.

I get the feeling you aren't meant to be able to win this... and yet, I cannot stop trying. 

3D is already impressive.

It might be because I'm using a touchpad, but I can't turn and walk at the same time.

Great concept. So frustrating. Nicely done.

Seemed reasonable. (But I am an overconcerned soul.) Many thanks!

Hey, first time here and couldn't find an answer for this.

Is it okay to "submit" a project before it's finished, i.e. to submit and later update the submission?

Before the end of the jam of course.