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Klungore

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A member registered Nov 20, 2019 · View creator page →

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Congrats on managing to make this (as far as I am aware) on your own while also organizing the jam. I think the end result is fantastically silly and a good bit of fun.

The accidental highlight, of course, was the crossing of the arms at the demo. Interested to see if and where you take that idea in the future.

This group was wonderful to brainstorm with, and it was very cool to see similar ideas taken in different aesthetic and mechanical directions. Sad to miss the rag-dolling boxes in the demo but happy to have seen them at all.

Nice Sack Image.

TRACK BALL!!!!!!!!!

I am so happy that someone fully integrated the use of that silly little orb on the arcade controller. Such a goofy input mechanism to really drive up the fun factor!

Aesthetic is also spot-on, of course.

PVP!!!

Everyone had a blast during the presentation. I’m sure it will be the same on the arcade machines. Simple and to-the-point gameplay becomes something frantic and tense managing multiple buckets to push the other player around while trying to hide your own earnings.

I love the background art. Premium JPEG. From what I could see if it, the source image is similarly gorgeous, though in a more conventional way.

It was so cool to see someone make a rythm game for a jam! Also impressive that you made this while also working on two other projects for the jam.

Art good. I like how the crowd bounces.

It was wonderful to see an artist-led game come together. I think the hand-drawn backgrounds, gorgeous textures, and 3D-in-2D look all work together quite well.

My sympathies and congratulations to the programmer for coagulating it all in-engine.

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I don’t care if it was accidental, I am over the moon (like Starman probably is) about any use of the arcade track ball. A simple, clean, and effective gameplay loop made even more frantic by having to roll that silly little ball around!

The game also looks very nice, of course. We love a good shader.

I was very happy to see how far this team managed to take the mixed gameplay premise despite the harrowing creep of scope.

The grainy, old school sprites look great. I also appreciate the addition of named characters in the cover art. Goofy and fun!

I’m impressed how far you managed to take the action game premise given the time constraint! Doubly so given the trailer you also put together during the jam.

The local theming is incredibly charming. 🤠

Very cute art! I don’t think I’ve ever seen someone make a “tie-in” for a game jam; that’s neat.

Also love the older turnip guy. Obviously.

Hectic and entertaining; peak slapstick.
I definitely think you managed to capture the Tom and Jerry energy.

Bonus points for local multiplayer!

Glad to see the mutating unkillable boss idea you had turn into something. Very entertaining concept!

Classic gameplay dramatically improved by the surgical aesthetic. I love the "health" mechanic!

A visceral experience born from a very silly idea. Wonderful for my eyes to have happen to them.

10/10

I'm impressed to see a jam game that managed to implement the stand-up idea so directly in a way that is fun and engaging!

It took me a couple tries to complete, information gathered in the first being directly useful in my subsequent attempt. Each stage provided an natural increase in complexity that intuitively eased me into the final challenge that required a genuine consideration of my options. Effectively designed.

The unique death screens are a very nice touch, I played through a couple more times to see all of them.

🎉This is excellent news, thank you for the update!💃

I'm flattered that you're still playing, glad to see someone making full use of the gramphics settings.

Very Impressive.

It's supposed top give you two castanets, display a thank you for playing message, and open a portal that takes you back to the start. I must've doinked it when fixing the boss's ai a while back. Thanks again for playing, I'm glad you enjoyed it.


Also impressive to beat it with the cowbell, congrats!

Well shoot, that's definitely not what's supposed to happen lol. I appreciate the dedication, sorry about the broken game.

Drum pit is about hitting things with a stick.

Descent into the pit to take revenge on the big meanie who sent you there.

Features:

  • Dodge roll
  • Gamepad support
  • 4 wildly different weapons to play with
  • In-depth combo system with plenty of tech
  • Fully remappable controls
  • Comprehensive colour mapping
  • Sounds that I recorded by smacking sticks and rocks together in front of a microphone like a caveman
  • Save your progress in browser

Featuring music and additional sound design by King Aurorus Music. Go support their stuff!

Discord

Hop on The Discord to be the first to hear any news on the game!

Twitter is also extant I guess

https://bobo-baqa.itch.io/drum-pit

Hell yeah! True gamer prowess on display.

I’m glad you enjoyed it. UI and display improvements are definitely on the priority list.

Very cool. 

Cute little puzzle game. That last level was a pleasantly challenging thinker, while still maintaining a really solid learning curve. Great work!

(was a bit tired for the bonus, but bonus point for including an extra challenge)

Thank you for playing!

That long jump level was one where the game is more puzzle then action. It was intentionally made to be impossible to brute force on platforming chops alone.

This is a spectacular  game. The only thing missing is a web build

conniptions

Thank you so much for your feedback, it was awesome to watch you both play our game!
You were absolutely right about the tutorial/safe starting area. With more complex game mechanics like this, it is quite hard for a new player to figure out what is going on and what to do - especially in a stressful scenario.

In particular we noticed that you had trouble figuring out that you had to link units while spawning them, which is more that understandable to miss. That was probably the biggest piece of feedback we have gotten across the board.


A couple of alternate post jam versions are in the works - focused on different aspects of the design (follow bot_Mark for a polished remake of the core systems). Top of our priority list is a proper introduction/tutorial.

Thank you again for providing such in depth feedback - and persisting past the introductory learning curve that you rightfully called "obtuse".

To clarify, I do not think that the difficulty was a negative. I quite enjoyed having to wrap my head around it.

Oh shoot! Sorry to hear that it crashed on you. I think I remember that coming up in testing, but the issue was not apparent enough to fix quickly. I am glad you still enjoyed the game, thank you for playing.

Oh, for sure! This was on our list of things to do, but unfortunately we didn't get the time to implement it.

You are required to connect every new unit to a controller bot, hence the wifi-looking "connecting" icon. We did a *sub-par job of communicating that. One of the myriad tooltip messages we didn't get have time to add would have indicated this.

Very cute. The gameplay idea of matching up the types of cats was really cool.

I would have loved to see more feedback when a card was placed, but I could still tell when I was doing well by the score count.

Was tricky to get the hang of the controls, but deafening the music worked as great feedback and incentive to do well.

Good vibes

Nice and clean.
A great job was done on creating a very simple and clear premise.

Very stylish in presentation.
I like the interpretation of the theme, but the red ball was much to unreliable in tight quarters to place so much empahsis on tight hallways in the later levels. I had much more fun kiting around enemies, then watching them explode in open spaces than I did running in circles hoping the timing would work out.
Overall very solid, great work!

Very charming.
I was a bit confused when the arrow keys/wasd didn't seem to move the hands as per the instructions. However, the game really didn't need anything other than the timing of pressing space to be engaging and fun.

Great Concept.

I was unsure of what to do after clicking all the different buttons that I could find.

I managed to get a score of 200. Very pretty.

For future reference, you can place the entire contents of a unity build into a zip file and upload that to the itch page to make it possible for people to play your game without the use of external means of hosting.

Concept was neat, Cow noises very very good.

I had some trouble navigating the environment, but spamming spacebar took care of that.

On a technical note: game ran at about 8 fps (no graphics card) even in 720p and was 2.55 Gigs which is insane for what it is, but I guess that's just Unreal engine.