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Ktosox

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A member registered Mar 12, 2018 · View creator page →

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What a beautiful mess I made as a whale in space. 4/5 in fun and originality for sure.


I really don't like the controls. Felt like I had barely any say into where I'm going, or where the stuff was going to end up.

But overall it was an amusing experience, though I never figured how to make a civilization :/

One of the definitely more fun games I played this jam!
Took me a minute to get a hang of the wheel and using potions, but once I figured it out it was high score city for me!
Got about 2k on my third try - which was a bit of a problem since the sound effects started getting quite loud due to overlapping.

Absolutely lovely!

My smooth brain was unable to comprehend the intricate rule set - but that did not stop me from admiring the copious amounts of eye candy! The sound design was also very nice.

I even enjoyed the minor bug I got at the end, made me laugh for half a minute :D

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Feels very fancy with the animated intro and the shadows and beautiful visuals.

I would have appreciated a bit more of a visual indicator when you attack, something that shows the attack range.

I was going to complain that game is short - but now that I'm writing this comment I noticed that I must have missed something, since the "How does your game tie into the theme?" section indicates there is a "metamorphosis" mechanic?

I got like 140 more games I would like to rate, but hopefully I'll find the time to give this game a second try and update this comment accordingly.

Edit: I figured out what happened. There is a guy right before the place where you undergo metamorphosis. I didn't notice (and thus didn't kill them), so when the game started the "you can't get across" monologue, I died. For me it looked like the game went straight from "you can't get though this part" to " you gave up". It's not uncommon for a jam game to stop abruptly due to obvious reasons, but I'm glad I came back and gave it another shot.

Feels like an exceptionally complete and well executed experience for a jam game!

I really like the idea of allowing the player to design a custom victory pose for their in-game avatar, since it's a simple and effective way to project some personality onto an otherwise blank vessel.

Actually voiced narration was also very nice, would love to see more of that in jam games.

Unfortunately, I had a real hard time using the in-game interface to pose my character, so once I was faced with time pressure I instinctively crawled into a ball (which I believe says more about me than the game, but that's my experience nonetheless) and ended up not engaging with the game mechanic as intended.


Easy to grasp but quite difficult due to an extremely small margin of error. I managed to get to the third stage and have no idea how to deal with those pesky spitting flies :S

I'm kinda split on the artstyle, cause I think that most assets are fine by themselves, but they don't quite make a cohesive whole.

One small nitpick - the movement vector might not be normalized, cause the player character feels faster when moving diagonally then when moving sideways.

Seeing "Level 2" right after I though I finally beat the game was soul crushing :S

Overall a cool submission, though it's definitely not my type of game.

Feels like a complete and streamlined experience, though it is a bit overwhelming at first.

I'd suggest locking some of the features initially, and unlock them as a form of progression - so maybe start only with drawing cards and splitting them, and later unlock merging, and finally unlock morphing.

Thanks for playing and for the honest feedback!

This is definitely going into my post jam feedback file.

As to the trend mentioned - I had this idea for a game that simulates an office environment (kinda like "Orwell: Keeping an Eye On You" - which came out close to a decade ago) so I thought this would be a good opportunity to get accustomed with Godot's Window node.

Thanks for playing!
And I'm actually looking forward to tinkering with game play (among other things) after the jam :D

I'm not quite sure what the end goal was, but yeeting the larva around made me genuinely laugh out loud :D

Mostly quite intuitive, but could use some instruction - like, it took me a moment to realize you can adjust the speed of the game. But - you could also frame figuring out how things work as part of the experience.

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That Veil Mastermind guy seems very familiar. I must have seen him somewhere before...

Very fun collection of mini-games. The presentation kinda reminds me of the video game "Muppet Treasure Island", and similar games from ages ago which I played as a kid (thanks for making me nostalgic out of the blue, I guess?)

I feel like the difficulty ramp got quite steep at one point, but it's a fun and engaging experience non the less!

Thanks! I'll give it another shot.

I was genuinely worried at the beginning that I'm going to consume my snail if I press the "EAT" button.

It was quite funny - having snails race and mediate and transform into... things.

I got some nit picks here and there, like the nice music not looping, or the fact that you can glitch out some UI elements if you click too fast, but overall feels like a complete experience.

Actually, there was supposed to be an extra window with third person view, but sadly it didn't make it to the final cut.

Thanks for playing!

I'm sorry, but I genuinely have no idea what is going on. There are buttons and cards and dices and numbers - but they mean nothing to me :(

Trying to figure out what's going out gives me flashbacks to Balatro - which my smooth brain is somehow unable to comprehend.

Very true, I pretty much scrapped the damage system a couple days before the deadline and slapped the timer as a last ditch effort to have some kind of fail state. There was supposed to be more happening as you fall, and the level design is lacking since the procedural level generation system was woefully under cooked.

But I'm glad you enjoyed the vibes!

Cool game!

Reminds me a lot of Vampire Survivors - which I played quite a bit.

The pixel art style seems simplistic at first glance - but the transformation mechanics look really cool, and I bet some effort went into making them.

Attack aiming was a bit annoying, especially lack of upward/downward attack.

Sacrificing health for power was... unexpectedly deep.

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Hello!

I've used your track as the soundtrack in my jam submission over at: https://ktosox.itch.io/virtual-descent

It fits quite well, even though my implementation of game audio leave a lot to be desired :S

Thanks for playing!

I definitely wish I found the time to add a CRT style screen shader to really sell that look, but it was one of many features I had to cut to meet the deadline. Regardless, I'm glad you liked it!

Cool little game. It took me a moment to realize that the graphical glitches were on purpose.

Respect for the amount of level design! The movement didn't "feel" very good. Maybe slowing things down a bit would be an improvement - but this could be a skills issue since I don't play a lot of platformers.

Painting the spikes red on death was an interesting idea.

I feel like a stereotypical game journalist since I was literally incapable of passing the second part of the tutorial level. Gave it a solid 5 minutes with pretty much 0 progress. Wish the essence that I need to pick up didn't fly off in random directions :(

Really like the unique art style. I didn't get the ghost hint mechanic so I just played it like a regular memo game - which I haven't played in ages so this felt nostalgic, thanks :D
I noticed a glitch / exploit - you can peek the symbol by clicking on a covered card and then moving away the cursor while still holding the left mouse button pressed - this reveals the symbol but doesn't count as a click.

Cool and very intuitive game. I expected manual reloading to be very annoying at first, but it actually felt quite refreshing compared to all other shooters. Having a shop is a neat idea. The art and sound effects are simple but work great together and create a nice and coherent whole.

I  do however have 1 nitpick as I managed to soft lock my self on wave 5. I eliminated all hostiles leaving only me and a non-combatant alone in a room, and I since refuse to execute a non-combatant, and the doors won't open unless I do, so I'm pretty much stuck.


Agree. I added the freeze mechanic solely because I wanted to have 2 action buttons. Making the second button a temporary shield that prevents damage would have worked better + be less of a hassle to implement.

I had a fun little run, and the mechanics are quite intuitive once you give it a couple minutes.

I was surprised by the amount of character you managed to squeeze in.

Having an in-game introduction to the game world was very cool.

Re-using the player's pathing for the ghost was a neat idea. And the ghosts sprite is cute.

The game would definitely gain a lot by adding some coyote time.

Thanks for playing!
You have no idea how much I regret picking this specific camera setup. At least now I know what doesn't work :D

Thanks for playing! Were you doing something specific when the bug occurred? I was getting the same feedback from a different tester hours before the deadline, but I was unable to recreate the glitch.

Great game!

Couldn't get past the first level without cheats, but that might be a me problem since I didn't play the bridge building game or Angry Birds as a kid :D

I absolutely love the reset animation, when all the blocks go back in time and re-form the tower - I could just sit and watch it again and again for hours!

Cool game. Very easy to figure out what I'm supposed to do.
The only thing that really bothered me were the ladders - primarily the fact that grabbing a ladder does not negate horizontal velocity, so jumping on a ladder from the side is a horrible experience, as if the ladder is slippery and I keep slipping off to the side :S

But the ability to place ladders in random places is cool.

I didn't really get that it's an infinite tower from the description, but I guess that's probably on me.

Got a funny high-score though.

Thanks for playing! Difficulty in jam games is something I can never get quite right. Probably because knowing how everything works gives me an unfair advantage that I don't always factor in.

Regardless, sorry for the inconsistent challenge!

Thanks! I tried my very best!

I'll pass on your complements to our artist https://sardolutra.itch.io/

Fun adventure game with interesting mechanics!

Great submission with a lot of fun details, like the player character's smooth walking animation or being able to rocket jump with a pushing spell! 

The only thing that I didn't like were the spell casting controls as they felt  bit off at times (though it might be just me, it took me a while to get used to the way spells are aimed)

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A very nice puzzle game, that at some points feels a bit like a rage game - but in a positive way, since it feels like some of the challenges are annoying / rage inducing on purpose.

I especially liked the water spreading mechanic. The in-game tutorial was very nice.

And the music! It's a perfect fits to a puzzle game!

And the amount of levels! I find level design to be the most annoying and time consuming part of making games, so I appreciate the effort that resulted in so much content!

Overall nice platformer! and it has a story! with talking!
I really like how the shirt lifts when you fall, it's a nice detail. I also liked the music loop (for the first ~5 minutes).
I got lost after consuming the 4th orb - there was some kind of room after it but I got no dialogue and didn't know where to go next :S
Checkpoints and coyote time would be very much appreciated!

Wow. It took me a while to realize that by removing all other lemonade stands I become the owner of the - last stand. Nice idea.

Very cute art and the sounds design is great.

Thanks for playing! And sorry for not explaining better how to play the game. 

We increased the starting pool of resources shortly before submitting the game as getting soft-locked is something that came up in last minute testing. We definitely need a more permanent solution to this problem and adding a passive source of income is definitely worth considering.

Thanks for the feedback! As the person responsible for adding the notification system and creating the events that generate notifications I agree that the frequency and overall amount of notifications needs to be cut down drastically.
And although we are currently gathering feedback and making a wish list of improvements to implement after the jam, I don't think an in-game tutorial is on the menu.

A very nice game. Straightforward and well executed.

I enjoyed the art, SFX and music.

The only thing I didn't like was shooting with the mouse - engaging a second hand on a different device just to press a single button seems wrong :S