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Kurt Plouf

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A member registered Jul 15, 2019 · View creator page →

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Tyty!! Yeah the controls were both a remnant of older concepts and a wee bit of laziness when I noticed mapping em to the same caused bugs lol Will def be keeping that in mind for the post jam patch though!

Such a cool approach to the theme! Had some performance problems on browser (every time after "logging in" the first time I used each spell would freeze the game up for about 2 seconds) but aside from that it was a really nice time! The accuracy of the chat is sooo good too lmao Will also definitely be giving the ost a download! It absolutely nails that nostalgic feeling

Solid game with a nice loop! I would say it could use a bit more tuning with the difficulty though. Having enemies start a bit slower as well as ensuring they can't spawn on screen would definitely help!

Super fun puzzle game! Really only gripe I have is some of the colors are a bit too close so the final stage had me putting some tiles in bad spots due to not being able to really tell what the animal icons were anymore. Though I wasn't playing in fullscreen which likely alleviates that lol Great job though! Really has that early Xbox Live Arcade vibe I didn't realize I had so much nostalgia for.

Really enjoyed how the level design allowed for alternate solutions! Got a bit stuck at that first pool though since I didn't think to absorb the water lol also had more than a couple times where I'd forget double jumping with the second form would lock my momentum and zoom past where I was aiming. Once it all clicked though it made for some really solid platforming!

Really enjoyed the main mechanic! Really only gripe I had with it was rolling the spheres could be slightly finnicky but otherwise it worked super well, and I'd love to see it taken even further!

Wonderful visuals! Found scaling the boxes to feel a little strange. Admittedly, I got distracted while the tutorial text was going so it was likely just user error lol but having a way to retrigger the tutorial text would definitely be nice!

Really solid premise though I agree with other reviews that the controls are a bit unruly. Great job nonetheless and congrats on a successful jam entry!

Really fun style! Love the voice clips too haha

Really clever take on the theme! The visuals are really nice as well! Love the design for the pufferfish lol whata fella

A fun little experience though I do wish the movement was locked to a 2d plane. Had a couple attempts where despite not moving with W or S the ruler would be slightly off from my position and I'd fall instead of landing on it lol otherwise a solid entry, great work!

Loved the vibe and visuals! To make such a simple gameplay loop so captivating takes a lot of skill! Great work!

Really solid gameplay loop! Always having that looming threat of the timer while wanting to go just that bit further works super well, and I'd definitely love to see how this idea could be expanded on!

Absolutely love the art! Such a fun and smart way to match the theme and put a spin on that iconic lil' big fella. 

Woop!

Congrats on making your first fully playable game! That's a huge achievement and one to take great pride in!

I saw you said you'd like to continue working on this post jam so here's some possibly unsolicited advice. From what I can tell, you seem to be using rigidbody controllers on the characters. Some ways you can possibly improve the feel of the movement are:

  • Give your player objects a Physics Material that has it's friction values set to 0. This will fix your characters sticking to things when moving towards them. Though you could also use this sticking to your advantage! You could set this up in a way where jumping while sticking will do a wall jump!
  • Set up the characters to have increased drag while grounded but less (or even none) while in the air. This will allow you to tweak how much your characters slide when moving on the ground! It's a bit finnicky to get the values right, since you have to now account for the difference of drag between grounded and aerial states affecting your movement speed, but you can get a really clean responsive platforming controller this way!
  • Currently movement while jumping feels a bit too committal. Not sure how you have it set up, but I noticed while in air I can either be stationary, move forward in a direction, or cancel that movement. It may be worth trying to give the player more control over their characters while in mid air since there were a number of times I died from forgetting how little I could adjust in the air.

Of course, all of this is up to you! Maybe you prefer having jumps be something you commit to (if Castlevania can get away with it anyone can lol), or as mentioned before, maybe you'd like to build off of sticking to walls. However you decide to proceed, I wish you the best of luck!

Oh man what a silly mistake! Thanks for sticking with it and commenting so I could get the controls fixed!!

Definitely a gem to come from this jam, had a great atmosphere and nice bits of humor too. Fantastic work!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Giving a quick blanket response to everyone since I'm out of town, but once I get back I'll give your entry a shot! Thanks for playing and rating mine!

Encountered an interesting bug that maybe you already know about, but I managed to "crush" a block resulting in it disappearing without adding to my connected cubes (though it seemed to just be inside them lol). May make for an interesting mechanic for further puzzles!

Some really great puzzle design on display here! Really only "criticism" is with some floor tiles being white, having your character on them can make it hard to tell which direction you're facing.

Thanks for the feedback! Really bummed about the sound. For whatever reason building with WebGL just refused to let me import any audio files... I'll try t give your game a try and a rating soon!

Thanks for the feedback! Being able to tether while grappling's actually something I didn't realize was a "bug" lol That's cool it just made it more fun for you tho! I'll have to try playing while doing that sometime

Nice! I'll try to give the update a shot when I get some time!

Fun concept though the execution could use some work. As others have said the helper AI could use some work and player speed is too low. I also really would've preferred if picking up a bag was a toggle. Holding G while also moving  with WASD feels really awkward. I also felt wall integrity degraded a bit too fast. Failure felt a bit too inevitable and getting a good score felt more reliant on lucky bag spawns than skill. Maybe make it degrade the wall slowly but occasionally the player gets a warning about an incoming wave that'll do significant damage all at once. That way the player gets more time to assess the situation, but it keeps the pressure on. This def has some potential to be a really fun little game though!

Side-note thanks again for rating my game and sorry it took a while for me to get to yours! I also commented about that audio issue you had and would really appreciate feedback on how that may have occurred if you get some time.

Oh there should be audio actually lol Was there anything weird that happened either during the extraction or playing experience?

A nice co-op game, just wish I had someone to play with lol Really only critique is that the tank shots feel a little too weak. I can understand the turrets having more health but the grunts would feel a lot better if they only took 1 shot and maybe the flying enemies 2 shots. But overall you did a good job putting this together!

Cute little exploration game though that trap part was a little too much lol I would've liked to see more representation of the theme through gameplay as well. Maybe make each of the Kibi's have a special ability they can use or something they can all do together that improves with each Kibi found.

A fun concept but the difficulty gets too high too quick. Even just on difficulty 2 I was constantly running out of ammo and getting destroyed by enemies off screen. Also had a lot of instances of enemies spawning right on top of me. Separating aiming and moving would really help make collecting ammo and health pickups work better!

There's not much more I can critique that hasn't already been said, but I will say it feels really difficult to take any damage and I think enemy bullets should be a different color. Could see this becoming really fun if you keep working on it though!

A good start for a puzzle game but I did have some issues. I can't seem to beat level 7. Those blocks in the middle are too high for me to shoot. I tried stacking both with the stacking button and by just jumping on top of my other cubes but I still couldn't shoot it. Maybe this is unintentional, but I really think you should make stacking more than 2 cubes a thing. It would also give you more opportunities for puzzle design as well! The music was also too repetitive. It has nice chord choice but it could really use some fleshing out. Maybe try a driving hi-hat line and a fun little bass line to give it more life but keep it more mellow and out of the way.

I see a lot of people commenting this but it really is just a bit too difficult. Maybe have it to where the burglar can sabotage the systems instead of hack, but have it to where it can get the guards to come check out the area because of the noise. And I'd try making it to where instead of the player just being spotted after stealing the gem, the security heightens so it's harder to get out but still allows for more seasoned players to get through without being spotted. I also felt the level design was a bit weak. The level was rather large but there was really only one effective path to the goal. Try to design your stealth levels to have more options and reasons for the player to explore different approaches! Really enjoyed that hacking actually involved doing a little mini-game though. It's a simple but very effective way to make things more interesting! Overall a nice foundation for a stealth game!

This is nice foundation for a project! Could see a lot of ways to expand on this like maybe some enemies only the player can damage, etc. Really enjoyed the arrow being able to go through enemies though giving more feedback on hits would make that feel even better. Main problems I ran into were there were points where my arrows would hit the air in front of me and the ally knights having slower moves speeds than the player was a bit tedious.

Has a nice retro aesthetic but I'd like to see more with the gameplay. Found the best way to succeed was to just speed through the levels without really shooting. Collecting the little magnets just didn't seem to make your damage go up enough if at all. Had a point where I'd collected 2 or 3 of them and just couldn't kill an enemy no matter how much I shot it. Also I'd recommend changing the enemies to be a different design. Had a bit of initial confusion because I collided with a small magnet and an enemy at just about the same time and wasn't quite sure which one did damage.