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KryptoPixel

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A member registered Jul 09, 2021 · View creator page →

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Thank you!

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Thanks for playing it, 24 is pretty good, it get pretty hard and tricky after level 20, more enemies, more walls.

This is insanely well developed and polished. As others stated, the game really needed a more complete tutorial / manual. I believe it's possible that the majority of people who played Tiny Shapes decided not to rate it because they did not understand the gameplay or gave up and moved on to something else after spending time figuring things out it and just didn't bother to play enough to form an opinion. The gameplay might be intuitive for players familiar to the genre, but it was not my case. It took about 30 minutes for me to understand the basics and, even after I got the hang of it, I wasn't able to evaluate the design aspect of the game without playing a bunch more. This is a shame, because I believe Tiny Shapes is a gem and otherwise would be a strong contender to be ranked at the top. The pixel art, music, sound effects and interface are flawless, and the gameplay seemed very smooth, even though I'd like more time with the game to be sure. I hope you keep working on the game post-jam or release it more widely somehow, because only 8 ratings (at the time of this review) is not nearly close to the attention it deserves.

Satisfying minimalist action roguelike experience, my cup of tea! The controls felt great and I never felt cheated by the proc-gen. The difficulty is more on the easier side, which I think is perfect for the jam format, but I'd tweak it if you're looking to work on it post-jam. As mentioned in other reviews, the UI and text don't really conform to the 64x64 resolution, but this is a minor issue and I think you'd be able to resize the same elements without having to rethink the design. Overall, very good entry. Also, congratulations on finishing and releasing a game, it's not an easy feat. Well done!

Interesting concept, felt like a tower defense game without the defense, or a super minimalist version of a city / colony builder with a survival element to it. It seems that if you right-click a construction area, it's destroyed, and then you're unable to build anything else on that spot. Is it supposed to work like this and I'm missing something or could it be a bug? Solid entry with a lot of potential, I hope you keep working on the game.

Such a great little experience! You managed to capture the "mini retro" feel perfectly. Rezland is a testament to how you can create a polished, entertaining experience without having to force yourself to come up with something new. The pixel art is great, the combat is satisfying, and there's a lot of variety, with different areas, enemies and backgrounds. I was particularly impressed with the clever use of the "spying glass" item to go around the resolution restriction — it added some strategy to the exploration as well. Even though the gameplay was linear, there was a welcoming sense of progression and I enjoyed playing it all the way through. The only things I'd do differently is have the looking glass item "pause" the game and the dash go over / pass through enemies — but these are design choices and I can definitely get behind them. Super well done, this deserves more reviews / rates!

Killer ultra-retro pixel-art and excellent design overall. The new mechanics are masterfully introduced in smooth, intuitive fashion. Some levels would benefit from some tweaking and the platform movement is too slide-y (which in my opinion can break this kind of game), so I'd definitely adjust the deceleration, or even remove it completely. Would love to go back to an improved version of this game with more levels. Great job!

Stunning to look at! The level select screen and the "dead" screen are simply beautiful and very well polished. Gameplay-wise, I think having to memorize the levels to be able to complete them can be frustrating to some players. I think it'd be a good idea to add some sort of visual queue on the right side of the screen to indicate how many guards are coming to each lane so the player has the opportunity to plan a bit ahead. Overall, very good entry, great job!

Of all the things I thought I'd do in a jam game, picking up monkey feces for money was definitely not one of them. This is pure joy, pure genius, pure fun.

Super fun (and funny!), fast-paced and visually appealing. If you're looking to work on the game post-jam, I'd add a visual indicator to help locate the gorillas. I'd definitely play more if it wasn't so hard to find the remaining gorillas on the map. Also, it seems the player sprite is moving faster than it should be when going diagonally (the game might be doubling the speed as you're pressing two keys at the same time). One last thing — the camera felt adequate to the gameplay but I got some slight motion sickness after playing. Overall, very good, polished entry — you even managed to design and implement multiple guns! Well done!

Wow, this game seems HUGE! Very ambitious, especially for a jam. It has great graphics, sound, solid gameplay and some serious retro Zelda-like vibes. I will definitely revisit it post-jam to play with hold controls, but so far I've had a blast. Great job!

There's a lot of content in this game, and the gameplay loop seems very satisfying. I believe the font in the gameplay HUD has some smoothing and might not conform to the 64x64 restriction, but that's a very small issue that doesn't detract from the experience at all. Overall, excellent entry.

Very nice idea and execution! Also love the graphics (in particular the color palette) and sound. As others pointed out, having all the controls on the left hand felt kinda odd, especially when you have to switch between dimensions mid-air. Excellent concept that can be easily expanded into something great.

Ahh appreciate the kind words <3 Looking back, we think the game could’ve benefited from a more in-depth tutorial. The experience is different enough that it requires further explanation. Thank you for playing and sharing our thoughts with us :)

Sadly we did not foresee the text rendering issues — we plan on correcting this for a post-jam version. Nice idea on drones having special moves / skills! We wanted to add a couple of drone-independent weapons / items with a high cooldown and powerful effects, but we ran out of time. Thank you so much for playing and leaving thoughtful and kind feedback, we appreciate it!

We decided to keep the scope as under control as possible so we ended up with a more bare-bones gameplay experience for this version. But I agree, some more strategic / tactical resources would be very welcome. We appreciate you taking the time to play and leave feedback, thank you :)

Thank you very much for playing! We definitely had to sacrifice some balancing and cut some strategy features to make sure we could make a complete, polished experience in time. But I totally agree, the gameplay needs a bit more “fleshing out” before it can be considered a full game, not just a “jam game”.

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First of all, we’d like to thank you for streaming not only our game but a bunch of other games from this jam. It was great for the community and for us as game devs / designers / artists. Your live feedback was invaluable as a learning tool and you added a lot of charisma to the experience. Keep at it, your content is great :) Also, we deeply appreciate your suggestions on how to improve the gameplay and the UI — they will help us solve some design issues in a smart and straightforward way. Thank you so much for playing our game, streaming and leaving such in-depth feedback. You rock!

Thank you for playing and for the feedback, we appreciate it :)

For now, the gameplay during the battle is simply deploying the drones in the most optimal order — they move / fire by themselves. Picking the best drone squad to fight each enemy ship also requires some thought (although we had to sacrifice balancing due to time constraints, so it’s far from perfect). For now, the strategic / tactical decisions are definitely narrow. We wanted to focus on presenting the core gameplay concept with a polished experience, and improve on it in case the idea had legs. Thank you heaps for playing and leaving feedback!

LOL I wasn’t familiar with George Clinton, the musician, until now! We simply combined the first and the last names of different US presidents for the pilots. It might be a good idea to change it hehehe. Thank you so much for taking the time to play and for saying such nice things about the game. Your game is super cool!

Thank you for playing and for the nice words, we appreciate it! We definitely have plans for a future version. STAY TUNED!

I LOL'd so hard when I "finished" the game. Hilarious, unpretentious, fun, well polished and aptly designed. The pixel art is outstanding and the text / backstory fits the theme and the mood perfectly. It's short, sure, but its length is completely appropriate for the experience — great fit for the jam format, very brave in its genuine simplicity. This game has the indistinguishable mark of someone who's more interested in having fun while creating and perfecting something instead of trying to "reinvent the craft" and impress their peers. Thank you for making this.

Contemplative, relaxing, emotional and extremely well polished. It's more an "experience" than a game, but one of the best experiences you can have in a 64x64 display. Excellent work!

The atmosphere and storytelling are on point with the game theme, very impressive. The restrictive resolution added to the feeling of being trapped and to all the darkness of the story. I hope you keep working on this, well done!

Fast-paced, nostalgic, and nicely polished. I especially liked the enemy variety and the item drop. Would love to play more levels. Great job!

Very solid shmup experience! Art and sound are good, with some interesting animations and enemy variety. I also like the fact that the bullet movement has some variation, especially when your health changes. The only criticism I have is that after a while it becomes clear that you can "cheese out" by going up and down and spamming the bigger bullets when your health is low, so maybe it's something to adjust if you're looking to work on the game post-jam. Overall, good entry, well done!

Amazing, complete and polished experience. Everything was super clear in the UI with the very best minimal explanation. The gameplay was balanced and fun, I never felt the battles were too easy or unfair. You also did a great job with the pixel art — the warlock death animation is extra satisfying, hehehe. Excellent entry, very well done!

True retro feel with great pixel art, sound and level design, very well polished for a jam game. I especially like the "wow" moments, such as the secret passage to the key and having to escape the building after planting the bomb. These added a lot to the gameplay experience, and helped show you put a lot of yourself into the game. I'd love to play more levels. Excellent entry, well done!

Neat idea! I like your pixel art a lot (even though you said you were not very good at it), especially the enemy wizard with a neck problem, so funny! As someone pointed out, the text is not conforming with the 64x64 restriction in some places, but that's just a minor nitpick. Overall, good entry, great job!

Very impressive for an unfinished project. You even managed to generate playable mazes and add A LOT of UI elements in a 64x64 display. I'd gladly play this once it has more content, I hope you keep working on it. Great job!

Innovative gameplay mechanic with very impressive level design and smooth controls. The pixel art is amazing! The only issue I had is with the last level — the 2nd form of the big boss having random actions felt somewhat out of place, and produced some awkward situations, such as dying immediately after re-spawning due to a spiked ball being dropped at the exact same time. Overall, awesome entry, congratz!

Wow, you made a hex-based tactics space battle game in a 64x64 resolution? That's super impressive! The gameplay is deep but very easy to get into, I could definitely see this being expanded into something great. The only issue I ran into is that sometimes after using the Ion Lance the game froze. Not sure what triggered it. Overall great entry, super well done, congratulations!

Thanks for playing and reviewing, so happy that you liked the idea. 

We would love to increase the complexity. Sadly we had no time enough, even though it's already pretty hard to beat sometimes.

Thanks for playing and reviewing. We Appreciate.

You did wonders with the interface in this resolution, the gameplay felt natural and intuitive. More people need to play (and rate) this game, it's super impressive. Well done!

There are so many elements in the UI, yet everything looks great and as clear as it gets, impressive! The art style / palette is also very nice on the eyes. There learning curve can be a bit intimidating at first mostly due to the resolution restriction, but I actually found it appealing as an exploration aspect of the game. Also props on how well you receive feedback!

Short but very complete experience! The action is fast-paced and enjoyable, and the graphics are very appealing. Having light metroidvania elements without the backtracking and exploration is interesting, as it adds some variation, even though the main aspect of unlocking areas is somewhat lost. The boss fights are super well designed. Overall, great entry, well done!

Cute gameplay and graphics! I'm impressed that you made this in 24h, congratulations. I didn't understand how the "game" part worked at first, but after the score screen showed up it was pretty clear. Great job :)

Such a lovely and relaxing puzzle experience! Having no timer or movement counter made the gameplay feel smooth and forgiving, even though some of the puzzles were definitely challenging. Very atmospheric and polished, great job!