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kmmod

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A member registered Mar 17, 2020 · View creator page →

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(1 edit)

I made a script that counts all the diamonds in the level (so I wouldn't miss any when counting by hand) and suprise, suprise - it also counts keys :) Should've guessed that if class extends from Diamond (Key extends Diamond class) that key will also be counted as diamond instance. However collected Key won't count as a Diamond because each item has it's own collection method that does not depends on item type.

Hats of to you, and mad respect for your curiosity. Sorry for my mistake! 

The 56 is maximum you can find, one diamond is duplicated. Therefore you have made 100% progress.


 

Thank you. This comment means a lot to me. I am really grateful you've spent your time trying to find the gems. The gems have been optional, and I was certain nobody would care to find most of them, let alone all of them. 

I didn't found the jump bug :D amazing finding, thanks!

Next time I'll do my best to balance the backtracking. I agree with all the complains.

For your curiosity I've created a map of all the diamonds hidden in the level. 

I agree it does not feel like NES game after all. Actually there is something "Spelunky" about it - I have played a lot of "Spelunky" some time ago. Didn't played the VVVVV thou, need to check that one out :) 

Thank you for your observation about sounds and fall speed - I have not noticed that at first but I agree.

Thank you!

I really appreciate your reply, thank you for playing. It's amazing to see your playthrough, thank you for the effort. Sorry for the slideshow, I should have tested this properly :) I agree it does not feel like NES game after all. 

Wow - the page design was great. Very cool!

I really liked the audio here. This looks like and feels like NES title.

Each game could be an entry on its own. Each one is funny, smart and cool looking. Awesome!

Very pleasant. The box mechanics remind of a game "Chip 'n Dale Rescue Rangers" from 1990, feels good!

I completed all the levels and was genuinely pleased. A very nice and charming game with great NES vibe.

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This one is great. Reminds of a game "Darkwing Duck" that I've played a lot back in the day.

It totally looks and feels like I'm playing a game released on the NES. Best NES vibe in the whole game jam. The character control is a bit cumbersome, but that's exactly how I remember NES games – slightly frustrating. :)

Very well done and polished, smooth controls, varied enemies, updates, and great NES feeling - good choice of colours. Is it randomly generated on each run?  It feels like it does. Good stuff! 

Indeed creepy, the music is spot on!

Yes, Animal Well was one of my inspirations recently, a brilliant metroidvania. It's true, I've also noticed the FPS drops - it's due to the 'fog of war.' effect - I don't remove unseen tiles from memory, and at a certain point, there can be too many of them. :) Thanks for the feedback!

Great game feel with smooth controls, satisfying projectile deflections, and a fun mechanic of downward strikes for bouncing. Well done!

Fun game and definitely could be one of the titles made for NES back in the day! good job!

My bad, sorry - I'll include the missing files once the nes-jam is over (uploads are locked until voting ends)

I really liked the concept of the enemies following only when use the light. Cool idea, nice sounds. 

Thats something new - vengeful ex-planet on a rampage. Nice!

Thank you for noticing the writing on gravestones. Yes, standing on the ghosts is intentional - I was wondering about doing some high platforms that would require player to bounce on the ghosts to reach them. Thank you for kind words!

The art is clean and gameplay is solid. I think the idea is really relevant to theme + 

I couldn't pass the spike sandwich, kept dying there. but I'm not too good at tight platforming.

Transparency is a good advice. I'll try doing that instead of blurring next time. 

Knight's one-liners are spot on. I love his priorities. (Chests > Monsters)

Good job!

Probably Johnny is an ultra introvert - even more afraid of living than the dead. ;) But seriously, thats a huge plot hole. I feel what you mean and it could've been thought out better.

Thank you for kind words!

Sprint key redundancy is a valid point. Maybe holding the space longer for higher jumps would work better.

Thanks for playing it through!

Thank you! 

Thank you! Yeah I guess it should be a lot harder, too much easiness is boring :D

I like it! I believe short tutorials are essential, good that you've included one. There could be some progression, new dangers appearing, aliens boarding the ship - I think the idea is worth expanding to give gameplay more variance.

Thank you for taking time to check out the mechanics. Well, there's no real purpose to collecting coins - they are more of a secondary objective - some are partially hidden or require more jumping to get to them. 

Its fun! A rat managing whole ship - thats cool! A bit challenging for me (those damn walls), but I guess thats the point. Coop version of the game would be nice.

Thank you! I'm glad to hear you seem overall pleased with the game aesthetics. 

I like the concept and the music! There are some bugs here and there, I've got some dialog freezes. Overall nice job!

Thank you for playing. I agree that focusing more on "panic" mechanic would be definitely better. We had  a plan to add at least bats and spiders, but each one required different behaviour pattern = more scripting. We simply ran out of time.  

I love the idea of sentient barrel. It would be fun to see more all around mayhem. As mentioned in other comments - it felt dizzy after a while. Maybe camera could only tilt to a certain degree? Or maybe lock in 90 degree intervals? Good job on completing the game!

It's not a bug, It's a feature! I'm really glad you played it all the way through, thank you. 

I like the idea of tower defence /  deck building mix - It seems to fit well together. I think it could benefit a lot from being more simplified, at least at the very beginning. Good job!