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Wiloux

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A member registered Jul 23, 2019 · View creator page →

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Hey, thank you very much for the feedback. This demo is getting old and some stuff have changed but we're definitely down to have you consult the futur dialogues of the game.

Add me on discord (wiloux_) and I'll let you know when we have stuff ready to show you :)

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Haha okay! Good news. I suggest you try the steam demo instead.

Did you remove the download link?

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I'm glad you've liked it! :D

Watched all of it. Seeing the game through your lens was a lot of fun.I genuinely laughed a few times.

Thank you so much for this comment, it was very unexpected! The demo has been out for a while now and I'm glad some people still enjoy it. 

Still working on the game, don't worry Mochi will D E F I N I T E L Y have a bigger impact on the story (:


The enemies respawn issue was already worked on, I talk about it here if you want.


So happy you've found the dev room!!

Team nature for the win..

Sure, I'll look it up!

aw :(

Oh ): Are you on windows? Do you have winrar?

Hey! Sure I'd love to. Do you have discord so we could talk about it?

Thank you for trying out the demo. I love watching people play the game it gives me strength to continue working on the project! Your let's play was very cool, kanpeki desu!!

Hey! I'm so happy you liked the demo! You might have to wait a while for a full release, the team has shrunk a lot but we're trying our best!!

Glad you liked it! Cute avatars!

Hey thanks for the kind words! I still post the progress of the game on the discord server, anything I produce is posted over there, in it's raw, unfinished form lol. Feel free to check it out, It's too quiet atm!!

I'm not too sure but I think I've seen your video a whiiiile ago. Thanks for checking the game out :)

Hey! Thank you for the lengthy review and sorry for the late response!

I think the things you've said are fair and make sense. Some has already been worked on. I just hope the solutions I've found will be interesting.

Thanks again for the feedback.

Hold your breath to predict his next location!

<3

Great video! Thanks for the feedback. :)

Yay! Amazing news.

Woah! thank you so much!

The bug is fixed! The team couldn't figure out why this bug happened tbh. Good thinking it was the cat, thanks!Stream polite looking cat <3 by Z-Rocha! | Listen online for free on  SoundCloud

Amazing! I'm so glad you liked the game so much!! Thanks for the feedback, we'll investigate the cat bug.I'll check out the video soon!

yay!

Hey, I'm sorry you had to encounter a bug that ended your playthrough.


Thanks for putting so much time into trying to improve Kanpeki and giving us feedback, most of the things you've said in your video and in this comment makes sense to me, feels fair and will be changed in the final game. We're currently working on changing the controls to something more similar to PS2 titles such as Fatal Frame for the steam release of the demo. If you have the time, let us know what you think of these controls when the demo gets out!


Loved the video!

<3

So glad you loved the reload mechanic, it had the intended effect on you!!


Hello from france!

Glad you find the story interesting!

Loved the video's thumbnail!

Thanks! Exactly the vibe we were going for!

Cool video!

Took notes of your feedback.Thank you Jason. :^)

Thank you so much! :^)

Thanks!

Very cool and weird demo. The adaptative camera real helps sell the vibe you guys are going for. The gun feels very satisfying and powerful. I just wished my character would keep running when climbing things from the start, it felt like I've unlocked this ability upon killing the boss though, I'm not sure?

Is there anywhere I can find the soundtrack of the game?

<3
We'll try to translate the final game in as many languages as possible!

Itchigo is on one of the posters, good job spotting him lol!


Thanks!

Hey! The dev team is very small and mostly european. It's totally possible that we might have made mistakes. Oops! It will be fixed in the final game for sure!

Oh.. Uhm.. hi.. you're pretty close..👉👈

We'll do our best!

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What a humble and great post!

Honestly I'm shocked that some people would be so invested in Kanpeki. It feels like a dream. I'd like to give you a reply worth the time you've invested into the game.
I've read your post many times, gave it a few days to try and come up with a good reply, Here goes nothing!

The main inspirations for the combat (while not very apparent in the game) were FatalFrame and DarkSouls. I loved how every fight in Fatal frame felt like a struggle, you need to adapt to the third to first person perspective change, find the ghost, wait as long as possible to charge the Camera Obscura while keeping them in sight and far enough from you to avoid taking damage. And finally take picture. I really wanted to capture this feeling and recreate it into Kanpeki!

I find melee combat very rare in classic survival horrors games and even less interesting. In Silent Hill 3 for example you just mash the attack button and wait for the monster to die. It's not fun nor stressful. We really wanted to avoid that for Kanpeki's combat. That's why we've added the active reload mechanic, I think it works well and that we shouldn't change it too much.

Apart from that I agree that the combat doesn't feel good. And I think the sort of "parry" mechanic (Attack right before the enemy attacks you to inflict a devastating blow to the enemy) you've described could really work into making the combat more nuanced and interesting (As long as the window is short). Having enemies lunge at you could also make it harder and more interesting.

I think we should also rework the stagger system of the game, change it to "Hitting the enemy will stagger them every few seconds" to "Hitting the enemy enough times staggers them, grantting you the opportunity to deal an extra hit without fear of danger". It would make the stagger feel less random and more fair.

I also plan on removing the cooldown between Hoshi's attacks, making her feel more responsive.

Last change I've had in mind was to add a dodge mechanic, I think it could add more depth and allow for different playstyles, it would also make players feel less as if "they're trading hits with the enemies" which was exactly what I wanted to avoid lol.

One other problem I've identified with Kanpeki's combat is that kiling enemies does not reward you in any way. They don't drop anything, they come back when you heal ect... It makes the player try to avoid fights as much as possible which is not something we wanted. I've failed to come up with an easy to implement idea for that lol!

Anyways, these are just ideas I've had, not sure if any of them will go into the final game, I have yet to discuss this with the other team members!


PS : Have you any experience in game design, Unity or Blender? We're looking for motivated folks to work on the game's full release! Let me know if you are interested!

Hoping I gave you something interesting to think about

-Wilhelm! :)

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Bahahaha WHAT A THUMBNAIL 10/10!

Thanks for the feedback! You are part of the few ones that liked the controls!