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YiKaG

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A member registered Aug 21, 2021 · View creator page →

Creator of

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The stream was really fun, I was there since the beginning. Thanks for playing!


Thanks for making fabulous jam entry with amazing polish! What can I say more?

At first I thought we had to go at a straight line to draw the spiderweb, but thankfully you created a system that connects the points of webs. Just because of this decision, game's ten times better :D

My only complaint is the spiderweb resource pack (?) spawn rate. I wish when you're out of web, game would spawn and drop in it from the sky after like 5 seconds bypassing the RNG. If there's a system like that, I didn't notice. But it's just nitpicking at this point. And doesn't effect the amazingness of this entry. I don't even mention the graphics and polish, because you probably heard it thousand times. Have a great day!

Haha, that's amazing. This is the kind of game that steals the show, and you'll remember it no matter what,  amazing job :D

As everyone says, sound effects are awesome. Game is hard, but not frustrating. Because you know it's my fault that I can't park and vroom vroom well. Also game's calling me trash, which is probably true.

Amazing concept, hilarious implementation. Have a great day!

Send my regards to your cat

/ᐠ。ꞈ。ᐟ\

A unique concept that may be first of its kind! Well thought and well made!  I liked the background music, it's so relaxing and you forget the time while playing the game (pun intended).  

To make things more competitive, I wish there was a time pressure for adjusting the clock. The timer would have calculated the shortest way and calculate radians and required time to get to those area, then player would only one choice out of two rotation ways, if player chooses a wrong way, time would probably run out. Here's what I meant:


In this approach, we won't have to press Q + P at the same time, if we just hit 4:29, game will automatically gives us a new target time.

I wrote those in case if you want to update this into the 'final jam version'. You could also add leaderboards as a last touch for chef's kiss.

This has a potential of becoming a cute competitive game, I hope you'll use that potential. Apart from that, good job!

If you are not busy, I would highly appreciate if you could check out my game. Have a great day!

Thank you for your kind words! I agree, I wish I made the game little harder. I didn't want to make players frustrated in a jam game, so I lowered the diffuculty as possible as I can, but this was a poor choice.

Loved your game btw, have a great day!

Really well done and cute entry! The sound ghost makes when getting hit is so cute. Graphics are minimal but it has an awesome aesthetic. I loved the parallax background. In game jams, they usually make pixel art disoriented and sometimes discordant, but you handled it perfectly! As a little detail I really liked randomized text in death scene, it's a little but good touch. I also liked the second mechanic, shooting. Heart targets spawn rarely, so it changes the way you play the game, you start to say "Pillar, next pillar, pillar, oh health, HEALTH!, HEALTH!" So RNG and spawn rate system handled perfectly :D

My only complaint and nitcpick would be sometimes cave pillars spawn each other so closely, that they don't behave so generously when giving you a reaction time.

Long story short, game is amazingly polished. Good job! Have a great day!

Hi! Thank you for your kind words!I took some sounds from freesound.org and I created the other ones (like hit sounds etc.) I would agree that my game fails at teaching the core mechanic. Here's how it works, if you're still interested:

Movement has accelerated everytime you move, you try to build up your momentum (preferably with help of the air movements) and hit to walls with high magnitude. If you reach a certain magnitude level, the dice will roll.  

As a creator of the game, I don't think I have the audacity to agree that my game is a top contender, but I understand you and I highly appreciate that you think that my game is top contender in this jam. Thank you so much for your kind works, you've really made my day!

For anyone who is hesitant to download this, it worths downloading.

Amazing game. Please make an after-jam version and expand this to a bigger game. I beg you :D

Well done! Have a great day!

Haha, I'm joining jams for this type of games. Simple, fun yet so amazing! Reminds me of that cash grab hyper-casual game called 'Golf Orbit'.  But of course, this one's a lot better :D

Wow, looks so minimal yet so amazing! I liked the design. I liked the choice you made about enemy colors. They are not glowing shiny targets to hit, you search through squares to find an enemy and shoot before it. Well thought!

I also liked character moves in arc path instead of line, I think that would kill the feel of this game. Because sometimes I try to slip through the boxes while shooting the enemies.

If you want a feedback, I would suggest you to add an indicator to where player is going. For the reason our character is a rectangle, moving can sometimes hard to predict. Here's what I mean:


You can add a line that shows where you are going, and when you get close to a wall, it may start to turn red. For extra mechanic you can make this line able to clean through what's on its road. Maybe this decision can break the game logic but hey, it's just an idea from random internet stranger after all.

Good luck on your project, this one is indeed a spectacular entry! Have a great day!



(This is highest I can get, I tried to achieve 1000 too many times, but I think I'm not capable enough.)

Graphics looks amazing, I highly adore synthwave style and it's so cool to see someone managed to create that in 3 days (I once tried, but failed miserably). Sadly, far squares looks disoriented because Unity fails at rendering patterns that are far from camera. I don't think there's something you can do, if you can figure this out let me know, because I do not know the solution either :D

Animations, enemy wave and everything you created gives you 'the game feel' so well,  I really feel like I'm in high speed. I feel the peak of adrenaline at some points where spikes/mines spawn in a zig-zag pattern where you just need to press right mouse continuously at right rhythm. Also music beats and collection sounds fits each other so well. Suddenly, it becomes a rhythm game where you go extremely fast, in a surreal highway.

Nitpicking: The only part I didn't quite like is when you get score up to 3 digits, it starts 
to get hard seeing what's going on far ahead.

I loved this game, I know you're a vfx artist, so I'm hoping to see more projects you're making...

Magnificient job! Have a great day!

Thank you, means a lot ◕‿◕

Here's the end of daily dose of Inferno Express.  There's no fire at top of the train so 0/10 (lol)

Game is simple, but with that atmosphere it becomes uncanny and relaxable at the same time. I could alredy see you creating "itch.io indie horror" game with those graphics. Please keep us updated.

(◕‿◕)

I really liked the game. That level transition animation is very well done. Levels after 5th level are kinda annoying, especially 6th :D I really like the pixel artwork, it fits each other so well. Light aesthetic (not many colors, like 16 bit games) improves the vision with this kind of game. I saw too many 'tilt the area' games, but this one is unique in terms of platforming, so I really liked it. Well done!

What are those names, lmao. If they are not your friends I suggest you to check them out :D

First of all is it just me or intro art looks amazing? Besides the blue middle finger that looks like toilet pump /s

Anyway, the game is very lovely and works so fluidly.  I really loved you just repair genes, this is a unique concept. Also hats off for the effort of leaderboard. Good job!

Holy 🔴🟣🔴🟣 , this is a great game! In discord, I watched this game's progress like growing of my child. Controls feel so fluid, only second level was kinda annoying but as you learn the controls, game starts to get exciting. Well done :)

Yes, I did haha. I didn't get any feedback from down (gravity) button so I thought it wasn't for the level I'm in.

Also I think you should specify that players should zoom out in their web page for full experience.  I'm gonna play little bit more, have a good day!

Really great concept, I got stuck in the part where there's a big gap between you and door. It may be my fault but I don't think jumping can make it that far.

Only part I didn't like is you have press buttons via mouse. I wish I could reind the buttons that I put to A and D keys.  I'm looking for after-jam version, I think your idea is unique. You may want to expand it to mobile game or something. Have a great day!

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Thank you everyone for spending your time with playing my game! I hope you enjoyed  

 °°° 

 I already started developing your ideas into my game such as "Healing also changes your element form."  

 °°° 

 In the future, I will translate this game to tabletop card game that you can print at home and play for free. 

 °°° 

 Stay tuned ^-^

 Have a great day

 ʕ⁠っ⁠•⁠ᴥ⁠•⁠ʔ⁠っ YiKaG

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Thank you for 200 ratings

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Thank you to everyone for 200 ratings! That means a lot for me! You guys are awesome ʕ⁠っ⁠•⁠ᴥ⁠•⁠ʔ⁠っ

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It's really different story. We as a 3 friends were using my account in my house with 4 computers to play jam games this week. All of the PCs have logged on my account. We gave like 5-10 minutes for each game we played in one week with 4 people. With 4 person we managed to play roughly 650 games in 7 days. 95% of them were WebGL games. I don't see any issue here.

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I'm currently trying to upgrade this game into a Kickstarter project, then a tabletop card game like Uno. 

Thank you so much for your kind words! You don't know how happy these words make me! You're amazing! Have a amazing life, stay safe!

Best wishes ʕ⁠っ⁠•⁠ᴥ⁠•⁠ʔ⁠っ    

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Thank you for your review. I think it's a real win if you (as you said, who doesn't like cards games) gave me 3 stars for enjoyment ^^ 

I want to thank you for amazing ratings, you've really made my day! And thanks for your feedback, I just put it on top of my to do list for after jam version. Have a amazing day, stay safe !

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Thank you! Yes, as you guessed AI has an intelligence level on each stage. In first it's 6/10, in second it's 8/10, and in third it's 10/10. AI decides if cards are useful or not with his intelligence score. But even 10/10 intelligence is not perfect because you won't have any chance to win. So we can assume max intelligence is something like 11. But in 10 intellect, it tries to do its best. It was really pain to write that system in 48 hours as solo. It has more than 2000 lines of code for every different situation(Most of them are switch statements xD). In 10/10 intelligence he will probably counter most of your attacks, but sadly I think 6/10 was too low for first stage because its actions feels like random.

I agree with, I don't see this as a single player experience too. So I'm going to make this as a tabletop card game. I will add different cards and more features while respecting the core elements and gameplay. If you have any ideas for it, please let me know. If you liked that, you will like final physical version too. I will create a Kickstarter project in the future when I add things that will break repetitive gameplay of this game.

Thank you for your review, and I'm glad you liked it. Have a good day ^^   

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Sadly I'm aware of that glitch. There is one main glitch that causes all of it. If you put your card on tray and wait 8 seconds, card disappears because of the misplaced timing system in my code. So it's not about clicking offscreen and coming back later. Because you probably spent 8 seconds after you put the card. Except End Turn glitch, it's just my stupidity. 

All glitches aside, there is how card cancel system work if you play the same card:

-Game extracts card values and takes the result (just like mentioned in tutorial but it's easy to miss)

-If your card value was bigger, damage/heal goes to your enemy, otherwise damage/heal goes to you.

-Then game looks for corresponding element types to determine if it's damage, heal or uneffected.

For instance: Your enemy is fire. And you are lighting. Let's say you put 4-water and your enemy put 2-water. 4 - 2 = 2, because yours was higher, 2 goes to your enemy. Your enemy takes 2 damage. If enemy's value was higher 2 goes to you. Because of water doesn't damage/heal lighting you see the "Uneffective" text instead of +2/-2 because you don't effected by it.

And yes all of them is my fault because I didn't even explained it, thinking anyone can catch up with the rule. But in my comment section all I see almost no one understood that, and I don't even blame them.

Thank you for your detailed review. Have a good day ^-^

I just saw your changes today. Your first ratings actually made me really depressive and I was feeling sad about them. And I thought everyone was going to give 1 or 2 stars because no one liked it. It was not about winning, it was about that I couldn't create a good project.

Thank you so much for your honesty and changes that you made along with it. I already took your review as a note for future updates. You really made my day, thank you.

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Oh my god you're amazing! I will definitely add "healing also changes your element" feature! Also lucky you, I'm currently developing turn system like just you described. We had the same thoughts about the game.

You don't know how much that healing idea helped. You're amazing! Best wishes, stay safe! ^^

Thank you, you're amazing ^^

Thanks a lot for your review! Yes I'm planning to upgrade it in the future, but probably as a real life card game. 

Leaf was designed to heal actually, I agree with you, they are less useful than others. I will change that in the future. And "Leaf healing fire" makes a lot of sense. I wonder why I didn't think that? I would definitely add that in the next update. Thanks for your game and its meta review. Means a lot for me! Best of luck, cheers! ^^

This... this was awesome. I am currently at 8th level but definitely continue playing it. At first it looked like same copy of "create road and press start and watch" games, but this realtime system really changed my point of view to the genre. It's amazing! 

I loved how you use one block one or two times instead of just once. This keeps you focused to game. In level 5 where the springs came I struggled because it was not triggering, but then I looked controls and I realised I can control even the spring. That is amazing, I loved how even a single thing is not automated.

I know there is similar games with exact gameplay (except the move scheme, I saw it here first time) this is definitely the best among them. Graphics are amazing, simple but really good. I think it's pixelated with camera resolution and I really like that style.

Character animations is really good, I think there is no sound effects but that's not a big deal for me. The only thing that I disliked sometimes blocks' Y axis position can be little bit off and character can stuck there. It moves but doesn't move because it stuck on the edge.

Overall great game, greate visuals, little bit cliche game idea but amazing and top tier execution. 10/10

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Thank you for your kind words! ^^

This just became my favourite game in the jam. Everything is so simple and so good at it. I really liked every detail about it. So I couldn't find anything to nitpick.  Some people have said 3 seconds is stressful but come on, this is the part of the game and core mechanic of the fun. I really appreciated you for not just making the same photo animation for crowd, I mean if it's spawned at right, someone at the right raises his camera. Really small detail but I just love details. 

No lies I thought it's just a basic endless one-shot game with score system, but whenever exhibit is closed and I saw those cute photos of my penguin. Oh boy these pictures are amazing. 

I loved how you switched roles in Pokemon Swap (like you mentioned in main page). It definitely fits the theme and it's amazingly cute.

Only thing that this game needs a little bit motion to penguin. It can be something like jumping forward (like superman  flying position but with two hands), and when falling to ground you can give player a penalty like 1 seconds to get up. Just like how penguins can't get up so easily. It's just an idea but in my opinion it can make photos even funnier.

Everything is perfect at this game, super polished and ready to go. I couldn't find any glitches or game breaking things. I hope you can get your deserved ranking. Best of luck, cheers ^^

-YiKaG

Sadly I couldn't got the time to add undoing card moves, this is why there is end turn button actually.

I never saw this glitch. But there is one glitch that may be causing that. I fixed it for after-jam version. Thanks for reporting with screenshot. It's definitely really helpful. Thanks a bunch!

I have plans for this game to make it physical card game but I was thinking completely different object to keep track player's type. And you are amazing. Giving the discarded card is so simple and more effective idea. I'm definitely doing this. I hope you enjoyed besides the glitch you have encountered. Remember, you can skip tutorial with pressing and holding Q+E+Space if you want to play again. 

Thanks a lot for everything, I will look your game too! It's looks so well polished. Have a good day! ʕ⁠っ⁠•⁠ᴥ⁠•⁠ʔ⁠っ

Patch notes: Doubled lighting damage

I made the prototype with my Uno deck. I think this is reason ^-^

Demon has know each cards and he will try to counter your attack if you put your card to right card tray. But the main goal is to make Demon damage itself. Maybe Demon is out of healing cards and it needs to play anyway, or maybe he is making strategy. All of them is depending on almost 4000 lines of enemy AI code. So it's not random. İn each level demon has intelligence score. In first stage it's 6/10, second 8/10 and the third is 10/10 meaning in third stage Demon almost play perfectly. 

I'm glad you liked it! Have a great day ^-^

It isn't good as your game Push the Cat but it still have potential. Thanks for you review ^-^

Graphic assets reminds me Baba is You, I liked that style! Troops' movements feel so fluent, I really liked it. Movement is just not basic grid movement. Well done, it gives life to this game. Also when you spawn troops, their offset is little bit off, not like chess pieces. And I really liked this too because it looks like they are real troops.

Like others said, this game needs balancing. But I managed to pass 2nd and 3rd levels. I just couldn't pass 1st level when fire pit came and started giving AoE damage and killing them all at the same time. I think your game always have 2 or 3 paths for troops like later levels in game. It adds some much depth and strategy into the game. 3rd level was my favorite! If you are going to make after-jam version (and I think you will because you wrote that at the end of the game), firstly start increasing health of snake unit. Because they just take one or two projectiles and they're gone. Because of that I rarely used snakes.

Overall, you nailed it, really good gameplay! Just needs some polishing meta-wise. Graphics, gameplay and sounds is already good enough for my taste. I'm looking forward to after-jam version!

That's exactly what I was planning for release. But time flow too quickly that I didn't get chance to add AI codes for first move. 

Thanks for playing. Glad you liked it! ^-^