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KtheVeg

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A member registered Jul 27, 2020 · View creator page →

Creator of

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I always (unintentionally) called it an inventory system, but it's a party management screen. You're unfortunately not holding Neuro and everyone else in a pitifully small backpack, but rather trying to memorize the memory of them.

It's still an inventory management screen in a party management trenchcoat though ngl

Thanks for checking out the game though, and I'm glad you enjoy the art!

Well, unfortunately there's some space issues. Perhaps in this world, compression isn't efficient enough to store all the characters...

We definitely need to update the game's stability, as there are many bugs relating to crashes and lots of imbalances.

Glad you like the party selection though! It took a little while to make that work...

It's random who you get, and some combos are a little more overpowered than others... It's for sure a possibility.

Some balance updates are really needed though...

Thanks! The whole time even we thought we might not make it lmao!

Hoping to improve on the project in the future

Was that a pencil-drawn neuro-chad?

It's a great concept, by replaying your previous moves as Evil. Quite an interesting way to handle the theme. I like it! Also ooo spoopy, Love happy-looking games that suddenly turn dark!

oooo spoopy

The mini-games are classics, but not much innovation was put on top of it. The art is unique and simple. The game could benefit from some comfort-features that re-makes of the classics have, like making a queue of button-presses in snake (so two quick inputs result in the game inputting those actions on every square), and drawing the snake as a thin line instead of a block.

There's also a bug in the snake game where your snake can do a complete 180 simply by pressing a side direction then the reverse direction really quickly. Results in your snake dying if it's longer than 2 segments.

Hi! Your Linux build seems like it's perfectly set up to be an AppImage (a self-contained linux app that usually works across many linux distros!)


If you've got a spare machine, or if you'd like to set up a VM, it'd be perfect to bundle it as an appimage if you have the know-how! Why your compiler didn't do this for you already is a mystery...

Otherwise, the game runs nicely on my Arch machine!

Linux build missing libIrrKlang.so.

A classic idle game, albeit a little simple. A little bit more impact when things happen would be nice, such as click sounds, or sounds when you achieve a new level. Perhaps some unexpected events happening over time would be nice to have too. Visuals are a little simple, perhaps a little more variety in the UI would be nice.

Our game is 100% glitch-free minus the bugs...
In all seriousness though, we've noticed many crashes during play-testing, but a lot of them we couldn't resolve before the whole deadline was coming up. Then again, we had an extra hour to submit due to the extension, but we opted to simply submit before the original time.

Perhaps some bug fixing is needed...

As you should. Game's a bit harsh in how little Neuro can remember, but where's the interesting & satisfying payoff without a little bit of pre-planned conflict?

I'm actually a little proud of the little extra fade-out that I added when you forget a character. A little detail, but adds just a bit more impact to your choice (forced or not) to forget.

Thanks for reviewing!

Well, Neuro & Evil definitely can't really do much without the tutel anyway 😂

Thanks for checking out the game. Hopefully some balance changes get made for the next patch.

We didn't properly plan an ending, so to keep the game going we just dropped you back into stage 1 after beating the final boss. At least you get to play 4 more stages before the game crashes, compared to the previous design which crashed right after stage 10...

Hopefully in a future update, we can redesign a few things and actually create an ending, which should fix some things!

Balance was one of the bigger things we had to focus on. There are runs where you breeze right through because you strike lucky and get the right characters, while others you end up getting a terrible combo at the start, but rarely a situation in between. We wanted to ensure that one can't get through the entire game simply by attacking only, so the difficulty was increased quite a bit.


Hopefully, balance gets worked out in future patches

After or before reaching stage 10 for the first time? The loops have been a difficult area in terms of bugs, and it's generally because we weren't even planning on looping the game! We ran out of time before we could design & implement a proper ending.

Anyway, thanks for reviewing the game.

Hello! Thanks for taking the time to review the game. We ran out of time during the jam, and couldn't make a proper 'end' to the game. Literally last-second, we elected to simply reset the stage counter to 0 after the first boss. Turns out, once you've already 'Unlocked' (then subsequently forgotten or placed in your party) all the characters, the game didn't know what else to give you!

Anyway, we're gonna try fixing this by next patch... Maybe...

It could have been explained better, I was planning on having a tutorial, but it was difficult getting this out on-time. I'm in the process of making it better, including a tutorial

The game has a very nice concept, but unfortunately, the controls aren't quite intuitive. For some browsers and apps, CTRL + SPACE activates different things, from Windows keyboard language switching to Opera's quick search can quickly make it annoying, especially if you're trying to sneak around while painting. Otherwise, it's a great game.

I enjoyed it, but many times I found it difficult to figure out what character I was playing as. Especially with the pong, I thought I was playing as the enemy but couldn't tell, and the racing game wasn't responsive enough for me to intuitively find out what exactly needed to be done. Overall a good game, but some small tweaks would have made it better, such as a distinctly-coloured outline or more indication.

It's a really nice game. I liked the concept, but I found some of the challenges to be a bit difficult. Maybe easing the difficulty a bit more would help, or maybe I'm not great at puzzle games. Either way, it's a super nice game.

It's a neat game. It could definately become a game that many people can use to practice doing math quickly. Maybe a new game for schools to dive into? I could see the potential in that

Interesting take on the concept. It's not too difficult, and the progression system works well. Overall a good game

It's a neat game. It could definately become a game that many people can use to practice doing math quickly. Maybe a new game for schools to dive into? I could see the potential in that

Hadn't had the time to do multiple playtests and refine some of the cheese that can happen. I intend to make some changes and release a new, mildly better version.

Thanks for trying my game!

Thanks for the feedback! I wanted to do a bit more, but being rushed for time, I didn't get to do as many play tests to refine the mechanics. Eventually I'll come out with a better build with more refined mechanics.

Thank you for the feedback. I started making the game a bit later than I would have wanted, so I didn't get as much time to play test and refine all the mechanics. I intend to make some updates when I can, though!

Quite a neat little game. The platforming physics are consistent and nice. I like the idea, and the dialogue is spot-on. Overall, great game!

Does not seem to load properly for me. It would be best to re-upload a Windows build

This is a very nicely done game. It has a super smooth drawing mechanic which felt quite nice. The mythology theme is done quite well. Overall, quite nice.

Quite a neat little game. I enjoyed it. The building was relaxing, and the physics were... Physics. Overall, very nice

Nice game! Controls are a bit slippery, but it's a really nice game!

My Guess: Something Medival (Swords and shields in the background, Mark in a helmet)

Anyone wanna build off this?

My Guess: Something Medival (Swords and shields in the background, Mark in a helmet)

Anyone wanna build off this?

Let's gather 'round and try guessing the theme!

Place your guesses, build off others.

Let's see how close we are

It is said that mark is needed to be in the game. Depending on the theme, can mark's sprite be edited to add/change dressing or must mark appear as they appear

It's pretty difficult. I really like the idea, but maybe an easier tutorial level which gradually tells you what to do, some strategies to beat it, and all that. It would make it SO much easier, and you can introduce an interesting puzzle element to it using this.

The first level is hard to understand and feels kind of untested. There isn't a solid tutorial level or anything, and the font used is uneven. I see where the idea is from, but I just can't understand it