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Korgen

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A member registered Aug 26, 2017 · View creator page →

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Ummm, you´re right in the atmosphere and narrative!! I get your point of view. ^^

Fantastic game with a lot of possibilities with mechanics, puzzles, other possibilities (color restrictions in some areas, etc.). Visuals are very well done, also.

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Cute and interesting!! ^^ I only detected one platform where the pause button is really needed, hehe.

Awesome, simple addictive, funny… Great job!!

I think I beat the game XDDD

Hahaha, yeah! ^^!

It was in my second attempt. At first, the strategy was to point with the mouse the enemies and shot. But when the number is too high in each iterance, the best way is evade and attack. Only in the last 45 seconds I used the pause time mechanic.

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One of the top 3 of this gamejam, no doubts. Nothing to say, it´s a very well done game.

I would make only one minor change, in my opinion: I would block the out of screen of player, when the things get complicated, if I the player goes out of screen it´s harder to see where he is, the bullets coming or the enemies spawning…

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The gameplay, idea, mechanics and concept are very interesting. After some minor changes, the game gained a lot!! Visuals are simple but effective. Need more work in this area. With some assets maybe the visuals could be more atractive. The pointed font is perfect for this game. The song loop is too short, but it´s ok. Sounds are cool.

It´s a interesting game to be played, with more mechanics and puzzles to discover and work with ^^

Interesting prototype here. I liked the damage visuals, and I hope you continue develop it ^^.

Hey! Hello, GDevelop colegue!! Hehe. It´s a cool concept for a game, replayable, and I liked a lot (I played like four times). Simple but addictive puzzle game, with some strategies and mechanics, different enemies… The ghosts are the worse ones, because the pause affect them randomly…

Great job!! It´s a fantastic game.

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Heheh, I understand… This is how the third level was made visually (GDevelop 5). The “Exit Portal” collider is small, so it needs a platform if the player don´t touch it in the jump (is the same in all the levels). The level design it´s really simple, only has 5-6 components. And… I don´t have much experience in programming, so, maybe there are some errors, but for me, it worked well ^^!

A winner ir youuuu!!!

Ok, the idea is very well done, and I love how the level design is made, with progression. It makes the game very easy to understand. The visuals are very simple, but the game works smoothly. Congratulations, it´s a very good work ^^

Thanks for the feedback and for your words!!

The platform of the “exit portal” is not a Jumpthru platform (I did it on purpose). But I forgot to deactivate the option “Grab the ledge” of GDevelop platform options, so it can be possible to “double jump” at the edge of the exit border… ^^!

Ok, this game is really cool. With a lot of mechanics and fantastic ideas! And the voices are also an awesome addition!! But, in my opinion, the game has a pair of problems that makes it a little “less” fun:

  1. Level lenght.- It´s better to make three levels with 3-4 puzzles that only one with 14-16 different puzzles. And, if you like that lenght, maybe a % level progression bar…

  2. Pause system. I compare your game to “Press Alt F4 to jump”. In this game, the access to the options is only one click away. But in your game, the player need to go to “backspace” (ESC minimizes the screen, for me was not a solution), go to settings, then choose the option, then back and then resume… And a lot of times with every puzzle gets a lot of intermediate steps. You need to rethink the pause system to make it quicker and more intuitive.

  3. Please, subtitles! ^^

ESC for Menu, and search there… That may help you, hehe.

Thanks!! ^^! Yep, I needed to discard a lot of ideas and reuse one only level with minimum variations to achieve to end the game in the short time, hehe.

Hey, it´s an outstanding work for a first attemp! Congrats. I detected an error. Sometimes some enemies get stucked in a place while the rest go against you (not in “pause time”). And, as a recomendation, maybe the game needs some visual feedback when the enemies hurt you…

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This game is awesome in all aspects (idea, concept, mechanics, visuals…). ALT+F4 closes the browser, but only F4 worked well for jumping XDD. For me, this is the best game of the jam.

Hey! It´s a good idea, I had one similar to this, hehe. Good job.

I get stucked in the second level. It´s complicated to draw the lines with no collider interferences…

Oh, and I spent like 30 minutes to get the best time in your game… Too much table for my smotach!! XDD

Hehehehehe, this redefines the concept of bullethell XDDD

I love the visuals, audio and gameplay ^^

Oh, thank you very much for your words, hehe. In my case, the first hours, before starting to code, I think a LOT about the game, and I write down in paper all I will need to use (music, sounds, sprites, texts, level desing, main mechanics…). For me, this saves me a lot of time when starting to code… I’m awful at drawing, so in this case the Marauder’s Map was my main inspiration, hehehe.

The game itself only has 1 animated sprite and 7 static sprites (including bars and icons), and then words or verses as sprites… It´s indeed simplier than it looks.

Oh, thank you for your feedback, I appreciate it a lot ^^.

Well, the “R” button for me was necessary to end the game, but because there´s so little time to go fast to the next “help point”… After the gamejam maybe you can polish some points, like:

  • Give more impulse when pushing up your friend.
  • Give more time to go to the next point before the pause ends.

But, again, the idea is awesome as a puzzle game with difficult progression. The level design explores new ways to use the pause and no-gravity effects…

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Uh, that´s a cool puzzle game… I liked it a lot. You need to plan, see the patterns and imagine how to execute your movements. Finished, and enjoyed it ^^

Same in my case. I’ve only made 3 levels to barely implement a concept…

Hi! This game has a lot of good ideas, but it´s very difficult to play, needs more polishing. I beat all the levels, but I needed to use a lot “R” key (:P). A lot of stucks everywhere XDDD

This game has a lot of potential… ^^

Great work!!!

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In my case I finished my game saturday afternoon. I had to simplify and synthesize my initial ideas a lot; at first, the game was more deep in mechanics and with 4-5 levels. I ran out of time on third level, and I have only set up a couple of sound effects from my planned list. The idea of “creativity pause” (where someone stops for seeing things clearly and then be creative) and the draw-and-write-on-paper visuals combined well. And the inspiration of Marauder’s Map, obviously. I made some mistakes in my english texts (ups). No time to check it…

I spent a lot of time setting up the Itch.io game page since it doesn’t count towards the time limit, hehe.

Oh, I want to see your project. I liked a lot the idea of your last game!!

My lowest distance: 1,33 ^^

Fun game here hehe.

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I understood the meaning of the comment after submit my response, hehe. You are right. Making the controller mechanic more challenging transforms a “mini walking simulator” into a platform-like game with a story. Thanks for your words again ^^

Downladed and tried. It´s curious, the movement system is very similar to the one on my game, hehe. It´s really funny. Visuals and audio are fantastic. That´s a great job ^^

Wow, fantastic, and it´s a great job for an 8h game!! Needs more polishing, but it´s a very interesting mechanic to explore. Audio part is also interesting (intensity changes on repairs, music…).

Great job!!

Hehehe. Cool! 334 points!

Yeah cool! My best score, 331 points. In my opinion, it´s incredible how with a minor polishing, the game is a lot better. The only thing now for me is that the head is a little too big for the screen. Try with maybe 25% smaller. Now the minigame is challenging, and it´s well balanced between time and recharge… Great work!! ^^

Thank you for the feedback :) The difficulty of the controls symbolizes the protagonist’s difficulty maintaining control. The only mistake was not adding the code to completely stop the momentum when hitting walls, hehe. I will fix it when the jam is over.

Thank you very much for your feedback and for your words.

You are right, I completely forgot to full stop momentum at wall collision, and when I realized, it was too late XDD.

Wow, this prototype has a lot of potential. I adore the card-mechanic-games, and this is very promising. It´s crazy to try making this for a 3 hours game jam, but maybe you can develop this for other jam, it´s really cool. Art is awesome! ^^

Um, nice premise and concept, very fun prototype. Need more polishing. It´s a pity not having sounds or music (10 minutes more), a warning or a score system, and the movement is maybe too fast for me. Althought this, the game feels with a lot of potential and humor, hehe… Also fits perfectly to the theme. Great work!!

Oh, thank you very much for your feedback. ^^

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Indeed you can code more than a little bit ;). I didn´t find any bug and ate my table at least half a dozen of times hahaha. Jams can be taken seriously, as a joke or as a challenge to yourself (or maybe a mixture of all). But you made a playable and addictive minigame, so… Well done.

It´s a good game because I wanted to reduce the time. My first attempt (without choking) was 2:15 (XDD).

Hey! Congrats for getting the “good” ending hehe. Not much time for a more visual ending, but… You won :P

Thanks for your feedback and for your words ^^. Yep, the movement system was made on purpose to be challenging and not too easy to “control”.