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Kodachi Games

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

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Thanks for the feedback! And you are right the throw projection is not a 100% and it should, sadly could not fix it in time, but is a high priority post jam judging period. Also the contact tint is misleading as it means that the axe made contact, but the green color and context reads at it should stick. 

thanks! glad you enjoyed it!

XD such a convenient torch :P

Was really fun see you play on stream, thanks again for playing and for all the good and clear feedback. I'm glad it felt fair as it was the big drive behind the "throw preview". 

For the lamps I must confess they were a last-minute addition that did not go through the 'art department' , she was also horrified, but it was to late to go back XD

Look, feel, sound design and music, are extremely polished, really surprising at first glance looks like a finished game, gives a really strong first impression for a game jam game. Gameplay wise, i was a little confused at the start, but kind of got it after the first "PLAY".  I kind of felt like i was guessing while selecting the cards, as there was not enough information for me to plan. 
By itself is kind of hard to understand how the "structure" of the game works. After reading the explanation, it is more clear, and makes me even more curious in how a more complete/bigger version of this game would be. Its the kind of game i would love to make but i would not  even know where to start XD. 
Of course i didn't read anything before i play, because i 'am that kind of player. sorry
Nevertheless, i feel this game has lots of potential, it already feels extremely polished, if you ever decide to update it i will try it again. Easily one of the more promising entries i have played so far.

Yeah, that was hard, can't complain really, our games are like cousins, so i should have expected that. 
This kind of games can be really frustrating so adding the 2 difficulty modes is a really good idea. 
Physics felt a little floaty, but but thats probably a taste thing, i enjoyed it, for a time, then i got angry which means you succeeded XD. Congrats!

Really interesting concept, i don't know much about music, so I'm pretty sure a lot many cool things were lost on me. But that being said, clearly a lot of effort was put into it. Art is nice! Gameplay wise i got a little confused. At the start i thought the combo/rhythm sequence was going to be a really "core" part of the experience, but i ended up not using/understanding it really. 
If this were my game (which is not, so i probably have very different design objectives than yours), i would kind of design, some enemies to be, highly weak/resistant toward specific instruments, to push the player to adapt into different situations. Of course, this requires a lot of iteration, time, and design, cant really fit all that in a 2 weeks game jam. That being said, i don't have to much experience on this kind of game, so my feedback may not be the most adequate. Nevertheless, is a cool concept, with really cool music and sound design that is directly linked to the gameplay which makes it stand out. Congrats on making such a cool entry while adapting to the best of your team, keep it up!

Thank you so much! Such a nice comment.  Congrats of figuring our how to control the weapon spin not everyone does but it's always satisfying when they do :) 

And you where spot on with the simplicity,  we wanted a simple mechanic to give us time to polish (last year we overscoped and neither the development nor the game were fun).  

Also many players have said they where not able to unlock the weapons, so post jam judging, we will upload an update that makes it easier (we didn't unlock them from the start because the level was designed for the axe but sadly the stage 1 is to long)

Thanks! we were thinking on adding a little more content then polish and try to publish on Steam. Seems like a good size for a first published game

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Lovely game! The art is really good, Gameplay wise, our games are cousins, so of course i like it :P
Love shaking on the sword when it sticks, adds a lot of game feel to it, nice detail.
Congrats!

Thank you for playing it and taking the time to share the timestamp! Was really fun to see you play

Before even playing it i saw it being streamed on twitch and didn't know anything so when the Bjorn reveal happened i almost died XD that moment alone launched it to my personal top 5. 
Crazy work for a solo dev, congrats on such a cool game! Keep it up! 

Lovely game! Art is gorgeous and really like the music to. Congrats!

Damn I'm surprised that worked as well as it did on the browser XD. Reached like wave 27 and had to kill myself against the walls because nothing happened. Very fun and polished, congrats!

Thanks!  The lighting is just a Spot light that gets spawned and destroyed during a fraction of a second plus some particles with trails (some particles can collide with the world and others can't) 

Very cool concept and the art is really cute. Love that the enemies can also possess the weapons, is really interesting how every now and then you end in a little race with another ghost to pick a weapon.
For a feedback i would probably make the game a little faster at first as it is a little to easy once you understand the idea (you could attach the difficulty with the amount of enemies defeated, so the better players will find a challenge faster and the more chill, can progress at their own pace).  Also the cooldown of the attack  should be (in my opinion) communicated in some way, like a progress bar.
Also the hitbox in the enemy spears can be a little misleading.
The game concept is solid, in my opinion, just needs a little work on the juiciness/gamefeel.

Congrats! (and thanks for playing our game on stream)

Really fun! got surprisingly engaging when i got the hang of it! 

XD, love that suggestion, will take that in mind for futures updates. Could be fun to add some achievements with that

Not really my kind of game so take my feedback with a grain of salt. Idea is neat, the few times i got the flow of the game, it felt really well, but reaching that stage was hard and a little frustrating. I think the difficulty curve could be a little more soft (good players will, advance fast anyway, while we the slowest ones, will have a better time learning)
For MY taste, there is too much text at the start, in general i think that, the more invested the player is in the gameplay, the more lore and text you can push to them, so at the start of the game dialogues and instructions, should tend to be more short, and concise, and once the player is more invested then you can start to unfold more of the story. Again this is just my taste, there is probably people that love this kind of pacing.

Nevertheless, when you get in the flow, the game words, so there is potential here, keep it up, and congrats on your game!

Damn, thats a LOT, for a first ever game. Extremely impressive, the visual style, and audio really make this game stand out. 
As a minor critic, i would say that the WASD, controlls are to heavy, i like physics based movement, but i think this one is a little too have in its response, i ended up, abusing the dash for movement. Also the speed on the player projectiles is a little slow too, so the controls don't feel really responsive, which can be a little frustrating. To be clear, i'm not saying you should make the controls super snappy (like hollow knight for example), but instead you could add a lot more force during impulse, and compensate it with a lot of drag. Anyway, that is just my opinion, and could be a taste thing more than anything. 

Congrats on your first game and your first gamejam! 

Really fun idea! keeping the gameplay part shot at the start and buying mana to gain more play time is a really good design in my opinion, lets a new player experience the gameplay loop fast first time.
My only critic would be that the ending was a little abrupt, i think i played 3 levels and then stickolas grew legs and thats it XD.
As a suggestion i would try some really subtle screen shake, and maybe a "combo bar" mechanic that depletes with time, that would encourage the most competitive players.

Anyway, gameplay is solid and has a lot of potential, congrats!

Cool game, i don't usually this kind of game, but at least for me the atmosphere works really well. Had some weird interaction with buttons, sometimes i put something above, but if i walk over the button, it gets released (even if there is still an object above it). I also got a little lost many times, this could be mitigated with a map/minimap (which i don't really like "generally" or having "landmarks", distinctive set pieces, etc. But this implies a higher cost /scope in the "art".
Nevertheless, is a game that clearly has a lot of work, congrats!

Thanks! Just checked out yours and really liked it, is funny seeing to many similar with slightly different designs. 

As it was already pointed out, the checkpoint system was an genius decision, (wish i had thought of that one for mine, will probably steal it as an accessibility option as well in the future).
Gameplay wise, is simple, challenging and well executed (a perfect example of the genre). The art style is nice and clean. Nothing to critic really :) Congrats on making such a well rounded game!

Really fun, simple premise but well executed, art is clean and i love  roguelikes so, nothing to critic. Congrats on making such a good game

Really interesting concept, there is a lot of potential here. Art looks really good. Gameplay is promising i think with a little more polish/juiciness it would probably feel amazing. As a minor nit-pick i think 5 weapons at the same time is maybe to much, it could benefit from having a system that allows to swap weapons like, picking a new one drops the one you have equipped (so if the player remembers where a specific weapon was dropped, and they need that specific weapon with urgency, they could go back, while being chased, etc) . Of course this would need a bigger scope from the one of the jam, so is more of a funny idea than a real critic. 
Nevertheless, the game is really cool and complete, and you should be proud, congrats! 

This game is so polished is hard to believe is a jam game, Amazing, congrats on such an amazing entry for the jam. good job

Really cool, ii think it could benefit for smaller rooms, and maybe faster player projectiles, but that is maybe a taste thing. Anyway, idea is good, with a little polish i could see myself playing longer.

Thanks! Glad you like it, we put a lot of focus on the feeling of the axe to make it satisfying. Happy it paid off

For the predictive spin I used the technique on this tutorial, pretty straightforward, just careful with performance 


Yeah sometimes gets a little tricky and visualization isn't 100% reliable yet, but I'm glad you liked it anyway. Thanks for playing it!

Thanks for the amazing feedback 😁

Thanks! Love to hear that you liked it. As the concept was kind of simple we really wanted to polish the feel

Really like it, is a really clear aesthetic you wanted to portrait and i really liked it, it could use a little more time, but the fundation is really solid.
Gameplay wise my only critic is the Right click to collect, i ended up perma holding it, maybe you could make it so you have to spend 1 bullet to turn it on, and the make it turn off automaticly after shooting or dashing, this way, it has some limitations and risks. Nevertheless, thats only my dumb opinion, congrats on the game!

Simple concept but well executed, is the kind of game i would have lost hours, playing as a child just to beat my own score. Congrats!

The art is gorgeous and the drawing gameplay is really cool. Congrats on the game! 
PD: The ik on the vine is just hypnotizing for some reason XD

Loved it, i was starting to get anxious and  then i ended up falling on the title screen, and haft the tension was released in a chuckle. As you said our games are similar, but is like we went through the "Jump King" way and you to the "Getting over it..." one XD.  Loved the deformation on the sword, i wanted to do something similar in mine, but could not make it work in  time.  Maybe later i will come back and try again (fuck that pinetree). 
Congrats!

Loved it, i was starting to get anxious and  then i ended up falling on the title screen, and haft the tension was released in a chuckle. As you said our games are similar, but is like we went through the "Jump King" way and you to the "Getting over it..." one XD.  Loved the deformation on the sword, i wanted to do something similar in mine, but could not make it work in  time.  Maybe later i will come back and try again (fuck that pinetree). 
Congrats!

Thanks! It is a simple concept but we are glad we where able to deliver

That was fun, and infuriating XD Physics felt really good. 
I would suggest on adding some visual feedback for when the jump is available (like an outline maybe?)
The levels where fun, but the difficulty curve is a little steep, i think some easy levels with fewer targets at the start would be really beneficial, also the first level could be divided in 2, one for learning to shoot, and the other to learn how to traverse shooting.
Regardless this are just my dumb opinions, either way the game is solid and really fun, good job!

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Damn i really like this one. With a little polish and more juiciness i think it could get a little addictive really fast.
Congrats, you have a cool and promising game here