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KTSpeedruns

46
Posts
A member registered 94 days ago

Creator of

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For what it's worth, I was so mentally drained from simply making all the systems work together and trying to make sure I was submitting it properly. I wasn't worried about the UI at the time.

i am so mad I didn't see that while looking for that sort of option. At the very least I could have had some way of displaying a gold count on screen. I guess I have a lot to learn about RPG maker despite it being in my steam library for several years.

Yeah, the games plot has no combat, and I couldn't spend a lot of time trying to figure out how to disable the irrelevant menus. Good to see someone got the gospel reference. Well, someone else probably did and just didn't care to mention it. Thanks for playing.

I thought you were allowed to update your game as long as it wasn't past the deadline. I had to push a hotfix that I only found because I was replaying my game to get screenshots for the game's itch.io page.

Not too b a hypocrite, because I forgot to put an opening image of the controls in my own game, but I really expect a game to convey the idea within the game, not expect me to read a webpage before downloading.

Missed the first checkpoint not knowing it was a checkpoint and it's easily ignorable so I got sent back to the beginning which was frustrating. I don't like that you can't just let go of a wall and fall. The mice scurrying around stopped me in my tracks because it looked like an enemy that would reset my progress. But then the spiders actually are enemies, so I don't know what moving sprites I can and cannot trust. And it needs to drop the intro screen's gimmick of dragging a word into place as it does not fit with the theme.

Thanks for the words of appreciation regarding how much of a chore RPG Maker is. I really dropped the ball in conveying what is happening and the effects everything has. I looked for how to disable the menu and could only ever find scripts for alternative menus. And I knew every minute trying to find a way to disable/alter the menu was a minute not spent on building and testing the core systems. My biggest regret so far isn't even starting more than 24 hours after it started, it was the lack of external playtesters. 

Let my blunders be a lesson to everyone how important it is to not be your own sole playtester.

Not sure if I'll continue doing this in RPGM or redo it all in Godot.

What? Only one level? That's such a cool concept, though! I was hoping there'd be more.

When it said "press z to use the artifact," it looked like a 2, and I was so confused on why 2 wasn't doing anything.

Once I got past that, it was one of the best games of the jam! I'd love to see this on steam/switch with an expanded story.

Well, I didn't know what I was doing, so I only survived 6 seconds. Then I read "you were absorbed" so I thought I was supposed to escape, but that led to a void of nothing. So I thought maybe there was something I'm supposed to touch. Found out some things decrease growth and some increased it. Tried decreasing. I was absorbed. Tried increasing, and I was absorbed. Nothing makes sense.

I cannot tell what's going on in this game.

Um... I couldn't get it to work. Just a screen with the title, and nothing happens.

It was fun, but I feel like it doesn't match the theme. You have your character grow at the end of each level, sure, but even if the character didn't grow at the end of each level, it would effectively be the same game.

Yep. Admittedly, my fault for not at least having one playtest to find out what more needed to be communicated to the player. I don't think I quite hit that balance of invisible systems to figure out. But all the kind words have been inspiring me to keep working on it and expanding on it.

This felt nostalgic. And the medal system was the cherry on top. Others are saying you should release this on mobile which would be awesome. 

Oops. Guess I forgot to mention in the tutorial and the ESC key opens the pause menu where you can see your money. Sorry about that.

it said missing DLL when I tried to open it

I don't think you included everything necessary to run the game. That's a bummer since the screenshots look interesting.

Feels like I'm designed to lose in 10 seconds. Not sure how scaling the wall is possible with everything shooting, and with nothing shooting, it would just be an autoscroller.

It's interesting. it's just... lacking.

I couldn't get the game to work properly.

There's an issue where the enemies will get too close to the turrets and I can't shoot them. Still, I really like what it's going for.

That makes sense. I hope you continue. ,This is a really creative idea.

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The biggest disappointment is that it ended. Put together a tutorial and a few dozen levels and it would easily be worth $5-$10 on steam. When I beat the first level and saw 1/4 notes filled in, I thought it was a ranking system so I was trying to get a better score by using fewer notes or holding keys down for the least time possible. Only to realize it meant it was level 1 of 4 completed. Might be harder but a ranking system based on the total amount of time notes were held or total number of notes placed would be great for replay value.

More levels please.

Spruce this up with some UI polish, some more music tracks to vary in battle, and a good yet basic story, this could easily be a $10-$15 indie game on steam.

I appreciate the feedback.  The tutorial was the first thing I did, and I might have find tuned it if I didn't think it would break things.

Thanks for the kind words. I started a day late and used the only engine I had experience in. I'm glad the management system left an impression. As my own worst critic, I must admit it really is more of a proof of concept, but I'm thinking I'll continue development. Maybe get a team together.

Thanks for your kind words.

Got stuck a few times. Didn't know what I could interact with for most of the game. Thought the red floor in the last level was lava, not a safe floor.

I had no idea what was going on.

Kinda confusing and I think I got a glitch that softlocked all my actions except sucking.

Lack of tutorial almost ruined it for me. took me a few minutes to realize what "skill" was and why it was always going left.

I think this misses the mark in terms of themeing. Sure, things grow, but the gameplay doesn't change depending on the sizes of the actors. It's more like just a background/sprite change.

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The blue circles need better tutorial/explanation. And better consistency, too. I feel like they all act differently.

On the most positive possible note: it's really cool that scaling wasn't just the gameplay's main them, but also its resource, which is something none of the other games I've played have done. That was seriously cool.

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Needs a proper tutorial. Also, discovered a glitch where a shrunken character can simply clip through the floor if their downward speed gets too high.

All it really needs is some level variance and difficulty tuning. I imagine this could be the gameplay for a game where you play as a space mercenary selling their services out to other planets.

It's a novelty for the first minute or so. Becomes irritating when you're at one edge of the scale and notes start coming for the opposite end. 

There's such a good idea here. However, I do feel like it's just a bit lacking as there's no advantages to being big, so all the levels are just "find the button to make you small, then get the key". 

This was WICKED cool. I thought it would have a new window with the whole UI nested in there, but it had multiple windows floating about which must have been a trick to make.