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Yuio

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A member registered Dec 15, 2020 · View creator page →

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Really liked the concept! Though I did get a tad bit confused as to what was supposed to happen after 25 score. The graphics were also really nice. Nice job!

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The art and polish on this game is insane. The micromanaging game with the entities was also a really cool interpretation of the theme. I do agree with some other comments about dodging being a bit counter-intuitive to most other bullet hell style games, but that could just be me not used to being invulnerable. It also feels a bit bad just waiting until one of the high-fives generates a sword, maybe it would help by adding some sort of indicator to show how many high-fives left until the next sword generates? Really good job nonetheless.

I enjoyed the fun twist at the main ending of the game! The art was very good. A suggestion for what you could add on would be to add more dynamic choices based on the compass, like picking from more directions than just left and right. Nice work!

I really enjoyed the changing angles and gameplay representing the different strengths of the characters (Archie and puzzles, Surya and Fighting). I do feel like some of the story beats go really fast so its hard to comprehend what is going on, but that's to be expected from a 72 hour jam. You can also fall of the map when in combat. Overall a really good job!

I love the graphics and UI in this one. The gameplay would be really fun if you could play with another person on the keyboard instead of a bot. Maybe adding some obstacles to run around and try to avoid the bomb would help make the game more dynamic. Good work.

Pretty fun and a really cool interpretation of the theme! The graphics are really clean as well. I will say the aiming of the boss mode felt a bit unintuitive to control, but once you get the hang of it the game loop is very addicting! Good work.

A big part of the game was to have challenging but goofy platforming, glad we could capture that feeling!

Thank you so much! We actually spent almost a day and a half just working to fine tune the movement lol. Glad you thought it was smooth enough.

Yeah we tried to make it so the platforms on the ladder are *just* tall enough for you to not reach them, but you could spam through if your stuck. Seems like a numbers issue to tweak. Thanks for the feedback!

Galaga Shooters are always a blast. The art is very good, I love the little squidy boys. The cooldown between switching magic makes it a bit hard to reactively choose when something is in front of you though. Nice work.

I'm a big fan of the 3D models that look straight out of Pixel Gun. The water effects were also very good. The Polarity between the surface and underwater was pretty good, but I feel like ramping up the horror underwater even more would add to that jarring whiplash feeling you are trying to capture. Solid Job!

Big fan of the vibe on this one. The UI on the swing length being a fish's spine is a really nice touch that made me keep wanting to go back down. While the gameplay isn't revolutionary, the loop is proven to be fun and got me to play until reaching the bottom. Really good job!

Really like the take on the theme! I wish the enemies had a bit more variety besides bigger health variants, and maybe something to play around with weapon switching. An example could be an enemy that switches between various types? But the overall vampire survivors formula is always fun and satisfying to play!

If you're stuck you can practice the path before you enter the hut. You got this!!

We're glad! Our artist worked really really hard lol.

Thanks so much for playing our game! Your commentary was very fun to listen to!

This really feels like an evolution of Katti in both gameplay and story-telling. It keeps the same general idea of "grid-based path finder", but the larger grid and multiple objectives really amps up the complexity in a very natural way. I really wonder how the path finding for the train works once you complete a level and get to watch it hit each house. I'm also really shocked at endless mode from a technical perspective; is each level hand-made? If so, how many are there?

The menu design is unlike something I've ever seen from Kultisti's games before (in a very good way!). It really adds to the game's immersion.

Story wise, I love Raide's noble and sweet little goal of fixing all the tracks for their grandpa. The little story bits that we get after each stage is more encouragement to keep going. It's simple, but the little unknown mentions like the storm or even Raide's grandpa in general make me want to know more about this little world. The secrets also do an amazing job at this, giving little breadcrumbs of world-building for the player to wonder about. 

As always, the sprite work and animations are always top notch. One of my favorites has to be the restart animation where you get to see all the tracks fit back into place. 

Thank you so much, Kultisti! You are forever an inspiration to me.

Some of my friends are now in a speedrun war because of frogfall. Thanks Kultisti!

I'm theorizing that the "I'd" is in place of "I would", which could mean "I would've done/finished this" as evidenced by what appears to be a bunch of potentially scrapped or unfinished work. I relate to this a lot as one who starts making a lot of games but always loses motivation halfway through. Beautiful zine.

Absolutely amazing! The puzzles are very smartly designed. I really wonder what's your process when creating these levels, especially the final puzzle. I also loved the little bits of story you get as you go on that act as little motivators to complete the game. I love Mr. Furmoon's little icon too.

Loved it

I beat it in five minutes :yawn: 2 ez for me kid

Extremely well polished and executed! I think the only main issue I have is that I can kind of just move around randomly until I get the solution (which is common for these kinds of rolling games in the jam). I also think adding hotkeys to flip the view or restart could help a lot in making the game feel smoother. Fun game.

Really cool visuals and music! I really think some sound and particle effects would add a lot of responsiveness and juice to the game. Also, I think telling us what upgrade we got after selecting a card would also be nice as its kind of unclear.

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Yeah a main thing we're working on is to smooth out the dragging system to reduce frustration (increasing dice size, making snapping dice into place more forgiving, etc). Thanks for checking out the game!

Overall a really solid concept for a very fun strategy game! I encourage you to pursue this further as I think this has a lot of potential

I liked the creative mechanics around randomly generated worlds and spells. Unfortunately I ran into a bug that spawned me outside of the map, making it so I had to just wait the day out. fun game tho

Really solid game. The SFX make it really satisfying to blowing up a pizza. I also love the creative mechanic of changing the dice values by just shooting them into the wall.

this is mostly an issue with browser games, I think you just have to click onto the game again so it registers you are playing.

Thanks for the feedback! I agree that we forgoed a lot of the polish and visuals in favor of gameplay (mostly due to a lack of skill and time constraints). Hopefully we can spruce things up after the jam ends.