Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Konrad Smith

16
Posts
17
Followers
5
Following
A member registered Apr 05, 2019 · View creator page →

Creator of

Recent community posts

game of the year

YAYUH

This is definitely one of my favorite games in the jam. It feels nice to control once I got used to it.

I am a fan of the way you use timings to create interesting levels like threading a gap while you are falling. However, another type of challenge you use are precision-based (avoiding over-shooting a platform or placing spikes at the end of a stretch) which can feel weird at times since I can't change the force of the jump, just the direction.

there is no lose condition currently. I was going for the kinds of browser flash games that someone could play in class like papa's pizzeria or something.

(1 edit)

it definitely needs more player feedback but I didn't have time to fix the squash and stretch effect I tried to make, unfortunately.

I actually really like the idea of using morse code commands to have actions carried out. In concept, it would be inaccessible to most players but you did a good job of making it clear and approachable.

jsfxr, baby

Ah, the famed 'all-tomato burger'. I definitely could've made the cursor invisible during gameplay and had it reappear to click the bell but 

1) It would make the game harder to click out of during class since those kinds of games were my inspiration, and

1) The idea didn't occur to me.

Damn, thank you! I wanted to keep the gameplay technically simple so that I could make sure everything was as polished as I could make it. I'm hoping to continue working on it and add some stuff I had planned now that I'm not on a time crunch. 

Huge fan of the Unregistered Cam 1

Very precise movements are needed but it doesn't feel too difficult. Nice work.

I have done a lot of Unreal Engine design on this computer but the build was requiring a lot of downloads I'd never needed before to run, so I think some settings were strange when packaged.

I really like the idea of doing all of your inputs ahead of time and watching it play out but having things like the amount of time the space bar is held down affect how far you go and then requiring the player to reach a very specific distance feels unintuitive without instant feedback. 

I'm not able to download it but the art looks good. I'll come back to rate it tomorrow to see if its fixed.