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KoenfuPanda

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A member registered Jun 11, 2020 · View creator page →

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Time do be tight on the jams

Love the claymation! It is my first time experiencing it in a game.
Also puzzle-like gameplay of a type I have not seen before.

Only misstep is the balancing of the audio with the shots. They're a bit too grating making me wanna turn down the volume quite a bit. Besides that very well presented!

Amazing!

Kept playing until I was essentially stuck.
I completed everything except for 75m hole-in-one and commit regicide.

Nice job

I like the throw-teleport mechanic a lot.
Some of the bounces that the levels ask of the player can be on the more frustrating side as I can't possibly tell exactly where it will end up if it has to pas 3 corridors (let's say the corridor right before the 1st boss).

Cool game, I recommend ditching enemies/combat and fully focusing on the scythe-throwing and creating more puzzle-esque challenges. Let's say you can toggle between different types of scythes during the throw, each having its own effect or something of the like.

Reminds me of Geometry Dash.
There's fun upbeat music, a good-looking style with clear colors.

The difficulty is quite high I believe (or I'm plain bad). I think this game could do with either

  • A slower pace (similar to the slow powerup in the game).
  • An instantaneous boost in the according direction whenever the player swaps polarity (this way momentum does not make me lose if I was moving too long in the same polarity). 
  • A more zoomed-out camera to be able to prepare for what's to come.

It was a nice short experience that may or may not have fried my brain.

Very innovative. Love the concept that other projectiles can be used as active 'ammo' as well.
I only think there could have been more "Oomph" to hitting enemies with golf balls (like how the bazooka feels really good to shoot).


Was fine experience.
That initial tutorial however is probably a bit too difficult. Breaking that first wall in such a confined space felt harder than the first 2 actual levels for me.

With some more SFX for player actions, I'd be pretty cool. Well done.

I liked the wire puzzles.

I think it would have been even better if the shadows worked somewhat differently, because on the third puzzle, I simply had to keep pressing SPACE  mindlessly as my attention had to be fully on the wires.
I appreciate a proper difficulty curve, which it did have.

Neat game!

I kept going for a bit...

It's fair to say that I think u have something promising in the works.

I went nuts. 

I noticed that dying currently just pauzes the game, so I kinda cheated and just kept going until my pc could not produce more than 5 fps.
Some more player feedback when grabbing/planting flowers would be nice, because I did not even realize i was planting stuff for the first few minutes.

You're right, I must have been mistakingly pressing the up-key because it does work with space.

Yea, seems like Switch and ps5 controllers can be iffy. Ps4 and xbox360 should normally work.

The smash is mostly there to reduce air-time in case you want to keep a combo going. (I wanted things to smash too, but alas no time.)

Impressive world and narrative.

If you could take a few extra hits a level, as well as have some SFX for the footsteps and the spirits,
I think you'd get a pretty darn good experience.

Visuals look nice (especially the spirits) with an entertaining story.

Loved the style, especially the animations of the creatures.

From the 5 I've seen, I probably like the wolf or the duck most.

Nice job!

Oozing with style.

Really cool game with one of the strongest 'presentation' in the jam I bet.

If I had to nitpick, I'd say the UI of the upgrade stuff could look better, especially comparing it with how everything else looks.

Very charming game.
The Intro cinematic, music, levels. All clearly made with love for the craft.
Do wish I could jump when grabbing with both hands as I tried to do this a lot instinctively.

Very good player feedback with use of SFX and particles.
Feels good to smash pretty much everything.
Enjoyed the quirky sprint as well.

Right now I'd love some more depth to the scoring, 

Well done !

Definitely missing more depth in the gameplay/enemies.
Also I recommend making it clear to the player when an enemy is in range to be damaged.

Not bad for a debut game jam.

A crisp first person puncher.
Environment looks nice with he style clearly being inspired by old DOOM.

I do wish the punch felt more impactful as releasing the punch feels more like simply put my hand back into the default position.

I think if you mix in a bit of 3D projectiles and particles, you'd get something really cool.

Pleasant short experience.
Stages scale well in difficulty and I appreciate that kind of thing a lot in game jams.

Music and SFX on points too.

All in all a nice job!

Really entertaining.
Did not know having my hamsters be on rebound from a date would be funny.

Love the 'loading' screen where profit is made with all the hamsters are running in their wheels in the background. Music fits really well too.

Ye, I thought that would make a good addition. Thx for noticing :)

Really good visuals, audio design is also sweet.
Difficulty in the bank goes nuts though.

If I was not locked to punching left or right, and instead could punch in the direction of my mouse, that would feel incredible I bet.

With some more particle effects, sounds and animations, I bet this would be quite fun.
Currently I did kinda just walk through it with the latter 2 stages ending very quickly.

It's neat

Did I truly save the horses? Clearly I did.

Good for a few minutes, the car does get very wonky and sometimes even flips before lift off at high horse power, so you probably wanna tweak that after the jam ends.

Saving up for the true ending seems like too much though, and I wish I could use my cash to increase the time I'm allowed to collect and stuff horses in my car. 

I like it

I like the stringing of multiple powerslides a lot.
It just needs a stronger stage for this mechanic to shine.

Loved it!
I probably wiped out 30 times or so, but I didn't mind because of how good failing feels (weird to say that).

I think I managed to get some bugged highscore when I held all the bumbers/triggers and spun, or maybe it was intentional.

Genuinely wished for more/longer levels as this demo goes hard!

Really cool and smooth experience.

It was however quite frustrating getting hit by offscreen rockets that are hidden by the environment, ruining some of the fun I was having.
I tried a new run, on in which I don't donate my powers, but alas that third robot just kept killing me.

Sweet polish on the presentation-side, just needs a bit more on the gameplay-side.

Short little puzzle platformer.

I do have to be honest that I did not realize why I would sometimes float to the top of a level. 
Getting the block to the desired location in the final level is also quite messy as you need to shove yourself into it midair when it's bouncing up and down incredibly rapidly.

I like that time was spent in making the visuals look interesting as well as music and SFX that are fitting the experience.

With some better player-directing and particle effects, you'd get something quite neat.

Acute simple experience. Love that I can play on controller, always a plus in my book.

Really good and well-made. My only issues would be things that can be chalked up to lack of skill-knowledge, such as not knowing what to expect from enemies, if they're immune or not etc.

Love how levels are presented in this top-down perspective grid, with pillars rising up from the ground.
Obviously the presentation is top-notch.

Simply impressive and amazing.

Love the frog-mech and the boss design too.
Opening cutscene has a lot of charm (could have done without the "yehe boi" sound though imo).

Just needs some more polish on the audio department. SFX volume is not well-balanced and I wish there was some BG track present too.
I also don't understand the wrench and nailgun pickups. I image one heals me (but I don't know my hp) and the other is ammo (but I could not seem to shoot in my right click mode).

Well done.

Honestly pretty darn good. especially in its presentation (visuals/audio).

Just like another comment said, make the game ramp up faster (like give use the orange power-up in stage 3). That would enhance it for a game-jam. Projectiles are indeed quite small, but If I spam a little bit then I'll eventually hit with one of them.

Personally, I think it would be good if you could charge a shot, increasing its size.
And perhaps also a ray indicating the line of your shot, which slowly fades out the farther it goes (like make it almost invisible 1/2 the screen width or something). Just spitballing some concepts I got during play.

You should really think about updating the page with a few screenshots and/or a new thumbnail.
I think it would be a shame if people gloss over what you've made due to lack of eye-catchiness.

I tend to hover over games in the submissions after which I'm presented with the screenshots they have put on their page. those screenshots typically win me over to check them out.

Nicely made, hope more people notice this one too.

Love the art.

Actually managed to get to the King on my first run, though it suddenly adding/changing so many of my abilities made the fight somewhat rng.
I  could not cast anything as I seem to be out of mana in that final stage, and the king 2-hitting me felt a bit too unfair with previous statement in mind.

Very charming short experience though. All hail the poison flask.

Quirky little game with a bat.

Smashing a creature into the floor under the water, to have it ricochet was maybe not my best strategy.

Cool concept, but lacking in execution.

I seem to only get Stone Titan or Eden endings, and quite quickly too.
Having to close the game to restart was also a bit tedious.
It's also quite difficult to know how my actions are influencing my future without any UI=overlay or notifications.

The physics of the swinging, as well as the controls feel pretty good.

With the addition of SFX, music and a clear level to traverse, you would have a pretty neat game on your hands !

Very strong in all aspects.

Properly instructs player and increases difficulty which is always a challenge in game-jams I feel.

Love the Gex inspired companion and the dialogue you can get when failing jumps.

There's a lot to like in this game :)

Multi-headed geese are a menace.

Short and charming.

I'll see if I can have a downloadable one at some point after the jam :)