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xkonstantinos

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A member registered Apr 17, 2018 · View creator page →

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Give me more!

Cool game, enjoyed playing. Would have loved to see a bit of object scaling and not just the fishes :P

I don't know what is worse, the little mouse making a mess or the Dust Machine 3000. Works pretty well and looks amazing! More physics PLZ the pottery needs to break :P WTH who bought the fake ceramics?!

Sadly I couldn't reach the last bread. Though found myself carrying a big iron pot but not the small chairs... So many questions XD

A bit glitchy at times but had fun playing it. If there were more physics elements it would be nice, collecting powerups and stuff like that.

Confusion mostly... Found a few buttons that spawned the things... but didn't get the gameplay part.

Great style and overall feel. The environment and atmosphere work great together. It feels too cozy though (which is a nice twist, and I like it), and time doesn't seem to fit here (I don't feel rushed and all of a sudden the day is over). The UX is a bit confusing and overly nested. I dig the idea of expanding material, we went for something similar ;). The gameplay works, except for a few unfortunate times.

Physics is always a welcoming addition to any game.

Once you do a few runs you get what's happening, and the game becomes very enjoyable. I've won the Time War this round but would love to play grander battles with the terrain even being involved.

Cool idea with lots of potential ;)

Very cool concept, and one that I would look forward to as a full-fledged game. Physics is always welcome and fun! And countering evidence is very interesting.

Was able to play it the second time around. Movement and UX felt very off and took a while to understand the consuming area. Hard to play and enjoy, but I can see this being fun once the annoyances are out of the way.

Number guessing can be fun IRL, like how much the 1700s big ships weighed. In my opinion for this to work you need a lot more info dumped to the player. I don't mean in the form of a tutorial but in ways, someone can approximate by looking at additional stuff around and/or on the subject.

It plays a bit hard, but the concepts are solid. We had a similar idea that was dropped for something funnier. If the UX was a bit better it would make for a very enjoyable game.

What a brutal bear. Funny and simple. Would like to see more levels and challenges.

Hmm... It seems broken. Something to do with the resolution, the other comments mention it too. I couldn't ALT+ENTER (or any other way to window the game). A bummer because this looks to have solid gameplay attached to it.

An interesting take on the Katamari-style gameplay. Other than the weird camera movement, and a bit of glitching here and there (looking at those trees :P), the game is quite enjoyable.

In our game, we went for an "inverse" Katamari style. So, it's nice to see people try different approaches.

With that much broccoli, he should be able to use fart propulsion and thrust himself anywhere :P

I couldn't make it work. The first time I was able to assemble a trash gatherer, which was ordered to gather but failed to extract anything from two different resources. The second try didn't even open the panel to create the gatherer. The idea seems to be there but I wasn't able to play.

The graphics look nice though can't say I've enjoyed the gameplay as much, it felt weird and not rewarding. The story is a nice addition.

Hard to control, and the locomotion in general felt weird. Was also confused w/ adding and destroying the cubes... which meant I had to restart a few times (ALT F4, there was no pause menu).

Interesting concept for a platformer nonetheless.

Interesting take on the old-school 2D space shooter genre. I could see a few things work more smoothly and better, but overall not bad.

I like the concept, and the art style fits it well. I can see this being part of other mechanics working together for some grander experience.

Cute game, and easy to understand but hard to master. I would have enjoyed it a bit more if the meters didn't fill as quick. The idea is cool!

P.S. What's up w/ the menus going back and forth? XD

Fun game. Straight to the point, with cute graphics and plenty of levels.

Before settling on our (the) current idea, we prototyped planets/gravity/orbits (coming close to what you guys made). I like how this turned out, I can see it fully developed easily.

It was quite fun to play. It's very unfortunate to be disqualified.

That's a pretty nice idea. Modules work for this theme (and the nesting connections are an exciting addition). I liked the challenge of the last level. Only if there were more to beat :P

Fullscreen didn't work as expected and some UI/UX felt lacking (even though the designs are cool). Other than that, it would be nice to have more levels to play with (maybe at some point introduce rotating blocks too).

Too bad there is no download link, the graphics look interesting though :)

Thanks! I appreciate your positive feedback.

Very nice atmosphere. Everything fits well together. Left clicking surprised me a bit, which I personally believe the game would benefit more with a 2D UI.

Cool idea to use the fog as the hiding factor.

I'm sorry to hear that. Since it's a jam game the difficulty can escalate very quickly due to limited time for creating more levels or general balancing. You can always restart and try again. In the end, it has a mix of the puzzle genre and it's supposed to be hard to figure out but at least hope a bit refreshing once you find the right way :)

The how is elegantly explained in-game on the first level which acts as the tutorial. You might think the weapon is not working because you aren't choosing the right color to shoot (it depends on the "ammo" you carry). Even though its FPS you need patience and observation to progress through the levels. By shooting you illuminate the world to find your way out.

Thanks for taking the time to play!!

You can press or hold the action button (Y/PgUp) to perform certain tasks. Pickup/drop the fire extinguisher when fires break out, hold to turn the valve for it to release the build-up pressure and hold to fix the hydroponics tanks that break. You won't hear feedback sound when fixing the tanks :( .

As for the big red buttons, they are for maneuvering the drill, distributing power between the radar or the drill's rpm, and shooting the laser.

The fact that we wanted to portray an old school feeling of a game and not having much time to polish it, led to a confusing one. At the end of the day, YOU ARE A CALAMARI led by en evil overlord that didn't pay to much attention when building the vessel :D

The bug after playing again when losing or winning is an unfortunate one...

Yeah, Thanks!