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KnGod

59
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A member registered Dec 24, 2023 · View creator page →

Creator of

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i liked it. Extremely simplistic, could have used a map or something similar but pretty solid. I couldn't give it many points for originality tough

i'm at 19. Still a long way to go

yea it'll need some work but i think there might be some worth in developing the concept further. Wether i manage to do that or not only time will tell

yea i'm no artist this game screams that pretty hard. I'll keep refining it and maybe someday people's eyes won't bleed when seeing it

it has a nice art but the game has no challenge, extremely basic in that aspect

i swear i just moved the big block like you are supposed to and one or more pieces of it just stay there. Maybe it could have something to do with the undo mechanic i think i remember undoing before moving but i wouldn't be able to tell for sure

the game is masterfully done in every aspect i can't criticise anything, my respects. BTW there is this bug that makes the cubes "fall apart"  when you move them if i explain myself correctly. At first i thought it was harmless but it displaces the gem too and leaves the board in a state that it was clearly not supposed to be in, The glitch allowed me to beat a level in an unintended way and had me restart another so you should check that out

Pretty well made, the translation could have been better and i had a hard time imagining the people that were talking to the protagonist but otherwise it was a really solid experience

i played the game for a while. The map is big and feels like a maze, nice graphics, the game is pretty full of things although most of the map is the same assets but i'm not expecting more of a jam game. There is a part tough where you fall to the void and have to wait until the oxygen runs out to restart that could have been shortened a lot. In general a solid game

here you go

https://itch.io/jam/acerola-jam-0/rate/2581693

i'll check yours later

interesting game. A little empty, could use more upgrades and not having the upgrades menu hidden behind the settings menu. I couldn't really make the bar progress so i don't know how much is required but i would have liked that the progress was based on the time spent waiting and the points just speed up the wait

maybe try some of these after playing the rest of the sugestions

https://itch.io/jam/acerola-jam-0/unrated

i already thought of colored holes that teleport you i unfortunately couldn't implement them, another mechanic i thought was somehow manipulating the spacial distortions(the areas where you can't teleport) so you can teleport to zones you originaly couldn't or more interestingly  putting them over black holes so you could teleport around them safely. I plan to explore this concept as much as i can in the future, thanks for the feedback btw

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you can check out mine if you want https://itch.io/jam/acerola-jam-0/rate/2582836

woops wrong link i'll leave it anyways but my game is this one https://itch.io/jam/acerola-jam-0/rate/2581693

i'll check yours later when i'm more free

sure take a look

https://itch.io/jam/acerola-jam-0/rate/2581693

i'm just pointing out the tendency i have no say in the matter, it's kinda like developing for a single market, you'll just leave out everyone not in that market so eiter support other markets or make do with a reduced audience

true, i'll see what i can think of, i think i remember some games putting a sideways square bracket to denote space maybe i should try it

A pretty interesting game. It's biggest flaw is how obtuse it is to understand in-game but it is the game that kept me playing the longest in this jam so that's something

I actually started the game several times just so i could fully test it. At the start i decided to jump to a precipice and see what happens and what happened is i got stuck so pretty realistic in that sense. I then proceeded to jump in every pitfall fully knowing there was nothing there i would have appreciated a) a way back up that didn't involve restarting the game, b) anything at all in there or c) a death screen it's just a minor detail but tbh if there is a way a player can softlock it's the developer's job to try and avoid it. Another thing that i noticed is that you can finish the game without using a single battery pack since the broken bridge at the end can be easily climbed with just the jump(the battery packs could probably be used as platforms too but i didn't check that). As for the concept it's an interesting idea that could lead to an interesting game with the right level design, the mechanic has been done before but i have no knowledge of a 3d game that tried it so that's something. The ambient was pretty nice it's noticeable most of the efford went there

that's unfortunate, yea the web build has probably a few problems i didn't make the game thinking about the web build sorry you didn't like it i'll try to take those problems into account for the future. There are controls i made sure they were big enough and shown all the time but it seems the web build in full screen cuts those out i didn't know how to fix it

i think 316mb without a web build might have something to do with people not wanting to play the game. The limit on games i'm willing to download is 100mb(this is because of some restrictions on my internet service) and some people fear the executable could have some kind of virus. That's just a theory tough

i feel you. Lucky for me i study in the UCI and we almost never get blackouts

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short and simple. A nice game, i think the movement mechanics are underutilized: the focus was the story but you get this random platforming section that should either be more developped or removed but as a showcase of the possible mechanics a longer game like this might have i guess it's fine. A funny thing when the people started attacking the character i just stood there taking the hits, my idea was seeing if there was a fail state but i didn't really want to kill anyone so i tried to leave before accepting my fate and finaly do what i was supposed to do

Really interesting game requiring you to micromanage 6 different screens at the same time. Good design, nice aesthetic, there is little to criticise here.I don't know why but the final screen seemed to have a resolution way bigger than my screen's resolution making the text of the left appear offscreen but that's the only "problem"(more like a slight inconvenience) that i could find

sure i'll add it to my list. It might take a while but at most i will have played it by tomorrow, you can try mine in the meantime

https://itch.io/jam/acerola-jam-0/rate/2581693

thanks for the feedback. I keep telling myself that the reason the game has no sound is because there is no sound in space but i'm just lying to myself. If i decide to develop this further i'll probably ask a friend of mine to help me with the sound

sure i'll do it soon take a look at mine if you want

https://itch.io/jam/acerola-jam-0/rate/2581693

sure just say the word and i'll give it another chance

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the movement speed is a little too high, has some bugs: the dialog glitched after i spoke with the chicken leg guy and it seems you can get stuck in an infinite dialog loop if you go to the bottom left and talk with the time guy wich i assume is a thief. I think the objective arrow could have been done with only one arrow that points towards the ojective without much problem. I think that's the whole list the game is broken so i can't say is good sorry. BTW it annoys me a little how every time that guy asks for the time it's a random time of the day if that's the aberration good work

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when i was thinking about the concept my idea became movement aberration. The first thing that came to mind was having a random chance of moving in a random direction but that's obviously not good material for a game(i guess everything is but i don't know how to suplement that mechanic in a way that makes it fun and fair) i followed with the possibility to know where the player would land if the random chance is triggered wich is better but i had no idea of what to do with that so i kept thinking, in the end i thought about giving the player te ability to teleport anywhere in the screen with the restriction that it will pick a random valid tile in a 3x3 radius. I thought about further improving that by consistently choosing the worst possible tile in the area but i never got arround implementing that.

your game is next in my list then. Here is mine btw

https://itch.io/jam/acerola-jam-0/rate/2581693

decent platformer. The combat needs work i couldn't finish an enemy without taking damage, the ghost platforms and the (for lack of a better term) the hollow floor(that part at the end with ground tiles without colissions) make the game seem like one of those rage games i wanna be the guy style but the rest of the game is telling me average platformer. I don't think those mechanics can be implemented in an average platformer without some heavy work

sure, i'll get into it. Here is mine if you are interested

https://itch.io/jam/acerola-jam-0/rate/2581693

thanks, i'll take it into account, it seems i might have to also add a level in the middle to force the player to understand the "spatial distortions" or how i call them "no-tp zones", i might want to see if i can make the controls more intuitive or easier to grasp it seems those give problems too

I'm not talking about your game specificaly. Thinking the quality of a game doesn't influence how popular it can be is wishful thinking, when i'm playing the games of the jam i look at them objectively and see if i can find the worst parts to point them out, praise doesn't make a better developer but constructive criticism can. Now talking specificaly about your game(i'm yet to try it i'll give it a shot later) with the amount of problems you say it had your expectatives should be pretty low, in my case with a few reviews and some sugestions about how i can improve i'm happy. Just what were you expecting to happen? I'm sure your number of rates will go up, there is more than a week left but i would adjust my expectations i doubt every single person can rate every single game thus some games are expected to sink to the bottom regardless of the actual quality.

i never said anything about games getting popular quickly, on the contrary it was more about games being ignored and falling into obscurity. If you want your game to be more popular you should as you said post it a few days earlier and/or promote it with all your might. Well that's just asuming the game has the quality.

there are a few people here with open topics in wich you just comment your game and they play it. I think all the ratings on my game come from those exchanges. tbh with over 900 games it's easy for some to just sink to the bottom that's a reality of the gaming industry in general

played it. 10 seconds of solid fun here is mine if you are interested

https://itch.io/jam/acerola-jam-0/rate/2581693

my high score is 22969. I think the clouds were supposed to be like invincibility stars in mario but they were more of an obstacle. If you press quick enough the mouse the character just shoots up and doesn't stop until it hits a cloud

that's a weird one. I would like to hear a little more to see if i can pin it down. BTW there is a certain kind of tile that looks like the regular space tile but is distorted in wich the teleport doesn't work, it's kinda like a no-teleport area