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kodikos

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A member registered Apr 28, 2023 · View creator page →

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All fair comment, thanks. Not played with post-process filters, but seeing El-Dee's game, I can see it does add to the feel so I'll have a look into that.

Unfortunately, yeah, I ran out of time so didn't get as far as having the beasties come after you, not even inflicting pain, but I left the models that I created in the rooms. This will probably be no. 1 thing to fix after the voting ends. At least you provided some things for us to hack at in this jam!

Lots of Doom nostalgia, I kept expecting roars in the distance and nasty hordes coming to get me! Nicely done. It took a few attempts, but I just couldn't seem to get past getting the red key, there's a door off the main courtyard, but it isn't colour-coded and won't open.

This is pretty dang cool! I haven't played GnG, so dunno if there's anything missing on that count. But everything works well, except the bat disappeared when I added to a later part of the level - maybe it fell off a ledge or something, but it looked really amusing. The only issue I found was that it took me a while to work out how to scroll the view along in the editor, because I couldn't see the slider background.

Hey Hutch, thanks for playing. It's not possible to leave. You only need to get back to the entrance hall and it's done. If you pressed esc when the menu came up, that was a bug and you shouldn't be to continue to walk around. I didn't have time to put in an outside, or do the storyline, and a whole lot of other stuff!

Ha ha! Love the spooky camera angles, great effect.

Thanks, snacks.. I really liked your submission too. I'm still thinking on where I could go with improving this, beyond just the bug fixes, so might be a watch this space!

I can confirm there's an axe in it!

I think I only found it because it was advertised on the GameDev.TV discord.

Superb take on the PickAxePete cover. It is such an odd character to have marketing a game, obviously they changed it pretty sharpish. But he feels quite fresh on modern eyes. I wanted to capture him in my game by playing on him being kind of desperate, pathetic and a bit inept, but also wily, somehow always close to the prize.

Jump is ever so slightly underpowered, which makes it a fair challenge. But it's a well polished game. Well done!

Enjoyed the jokes. The game engine could possibly do with a bit of streamlining for the user. It's not my cup of tea as a game mechanic so I just mashed Z till it was over! Is there anything after the shop?

Don't worry, people of all skill levels do jams. I've only done one jam before, so still pretty fresh myself. I toyed with joining this one, but I've been a bit strapped for time. Doing such a short time jam is a big challenge if you're starting out. Worth checking out ones that are a little longer so you can start to build up some libraries and shortcuts. But knowing how manic a short one is at least gives you a feel for them. Happy jamming!

Gameplay is like snake but without the snake! But you did go fully into interpreting the theme differently (tries to think how many games she's played in the last few days that scale the player/enemy up/down for x scenario!)

Should we call it a sandbox, or a litter? Very tricky to control, but ultimately there's nothing to do.

Yeah, like others say, I had no idea what I was doing, but it was fun blasting stuff, and the vehicle was particularly crazy and super weird to control! Great sound effects.

For some reason, I couldn't get gathering to work properly. I think I was telling a team to go get something and it would appear on the alchemy screen, but the number of them was 0. I guess there's something I was missing about the gathering? You should improve the feedback on user actions, even if it's just say "confirmed". Took me a while to realise what things on the screen did things, like that there's a menu on the top banner. But, that was a lot of UI to put together in such a short time, and it looks and sounds good.

Translation is: "race against time and hit enemies before you explode. Free yourself from the curse of the yokai."

I couldn't get past the big pit, the jump doesn't seem powerful enough for the distance. The change of scale is a bit weird, you don't notice it changing till you restart and you're really small - though I don't what actually caused it. But that, at least, is a good effect.

That is a whopper download size, I think your distribution settings need some tweaking (looked like a third of it was textures). As for the game... well, I didn't really get to it because it kept crashing the tutorial screens just when the block goes through the square (it's less bad if you pause between clicks, race condition when the next scene is loading, maybe?). The music was nice, though.

Great idea with the resizing platforms. I managed to disappear the 2nd robot, must've crushed it raising it up to the 2nd platform.. oops! I wasn't as much of a fan of the background music, but did appreciate that you got the jump sound to harmonize! I would rather make the background music myself, but it's very difficult when you're strapped for time.

It's okay. Your game theme fit description makes me think it's supposed to have a zoom feature, but I didn't find one, except for switching to the underwater scene, maybe I was misunderstanding the meaning? That would certainly be an interesting challenging twist, but it sounds like the art took more than the gameplay this time. And the art is okay, though some form of colour, even if partial hints, would make it stand out a lot more.

I needed to keep reloading the page to play, which got annoying very quickly, because the game is so quick. However, once you do it, it's finished all too quickly.

This is excellent.. well on theme, great playability (nice touch with the posters reminding you of the keys as you go), nice mix of challenging and just-think-it-through puzzles. Great effort.

Good gameplay, and clean presentation. Managed to break the glass, but couldn't seem to satisfy the 2nd mission.

Hey, this is a good start for a first jam. Alas, having to restart the whole game if you fluff it up is annoying and drains out the fun pretty quickly, for me (I know someone who would perseveer!). I like the torchlit 8-bit style lighting, except the exit should be more clearly identifiable. Maybe the bottles should be big and small, or have up/down arrows on them? I kept forgetting which was which. When big miner moves blocks, it should be a consistent distance, seemed to change between 2nd/3rd level, I'd rather they didn't shove it away, but I sense that's part of the puzzle-solving.

This is difficult without more of a learning curve, way too much to work out on the 2nd level. Can't help but notice how similar the character is to a certain game involving magnets ;) Does need work, the clicking doesn't always work (or the doubling up of functionality makes it unforgiving if you don't do the right type of action at the right time), and I would say you need to chunk up the platforms and more clearly show why one side of the platforms kill you. I also don't see where the theme fits in, but obviously I didn't get far into it.

It is tough because I didn't have time to balance it properly.. but it is possible.

Thank you! I did get to the final battle, but it was too hard for me. When you get returned to the train each time you reach Benedict and die, it became a bit difficult wading through to get back to him. What was also hard was losing track of the cursor in dark areas. Still, I played it loads, it's a lot of fun. Sound seems to have improved on the voices.

Little bit surreal, but good because it's different. Playability could be better, but kept me intrigued till the end. Well done!

Well done on a super game in the time. Minor issues I noted were the music vol needed to drop when they spoke, and the textures of the saloon floor were flashing for me (maybe as I wasn't fullscreen or something). The horse ride is tough when it's so long, had to give up in the end because of the amount of fine mouse control, tires ones RSI'd hands rather quickly!

Thanks for commenting, and it's valuable feedback. Ideally I'd like the red things to come from any direction, so an indicator of where they were coming from would be handy - but for this jam I just thought limiting it to one direction would save time and then I wouldn't need that. And yeah, you are supposed to have troopers (green blobs to the left of the outposts) who do the fighting and use up supplies (orange blobs to the right) fending them off, and you can build up defences (awkard L shapes on top of the outpost) to improve the trooper effectiveness. Then it would become a game of managing defences, troop transfers and supply lines. First time doing a jam and an RTS, and the detail needed in the calcs and balancing of only this small number of things in a short space of time took me by surprise.. definitely something I'd need to practice more before trying it in another jam.

I got this to work. Easiest is if you expand the data zip, then put the exe and pck into the expanded folder so that it sits above the inner data folder. Managed to win, I think, I didn't blow off the screen and the avatar looked happy that the demon wasn't there anymore! You have to restart the game to play again. The sword collision area is maybe a little tight, but does present a challenge in the game.

For anyone checking this out, it's an Unreal Windows download

Yeah, I was intending to put some soldiers on the outposts, but ran out of time so badly that I didn't even put in any shooting noises!

Sorry, v1 is not a lot to rate. Better luck next time. For anyone else checking it out, this is a Windows Unreal app. Not much to do in it.

Saw your progress on discord and wanted to check it out, was not disappointed! Great idea and executed really well.

I used to play Pirates! a lot, and this certainly brought back some memories. Good boat movement. Couldn't work out if you can repair your ship? Recommend making the gun sound a little less harsh, it can tire after some time.

Having any AI at all for a game in 48hrs is bang on effort. Wishing you well for the Jam.

It's so easy for a simple idea to have lots of caveats, and when you're trying to do it all on your own in a 48hr window, it is a lot to take on. I think everyone that I reviewed did a super effort on their games. Regarding the idea of removing the protection, it might depend on the direction you want to take it. Arcade games tend to start rewarding successful players with crazy powerups and god modes, so if you did it as a raw feature, maybe building on those pop-up words with other kinds of distracting eye candy might balance it a little. Equally, you could combine it with another disabling feature, like it's slow-mo so it would only work if you were already in the vacinity of where the ball would land. Anyway, don't want to spoil your creative fun.. you got it!

Really liked this, good choice of the green screen. Would love to be able to train the guards, they shoot like stormtroopers! I had a not too dissimilar idea for a game recently, so I definitely think you're onto something! Best of luck for the jam!

This is a lot of fun! The bunny is cute, the gameplay simple and yet quite challenging at times (I got to a level where you seem to have to move the blocks very quickly and I don't have the speed for it). Comes with a good number of levels, so plenty to try out. Music is good and not repetitive. Graphics is lovely and the game is quite polished. The only downsides, if you could even call them that, is that you have to manually fullscreen it (alt+enter) and the bunny is too small that you can't easily how cute it is.. it is sooo cute!