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kamekai

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TimestampSince previousGamekamekai's comment
Dec 3 02:48:12 Free-Bug ♥ 1 Pretty interesting concept. Agreed on all points with @boltkey (btw your strategy netted me ~24pts on average) I think also having some heuristics for which food item a bug targets would help for strategy formation.
Dec 4 01:45:31 22h 57m Demon Rising ♥ 1 Loved the aesthetic. I'd like to give it 5/5 for audio but I'm not sure if you're qualified for Audio ratings due to your use of 3rd party music and sfx. Still, the composition was great and everything came together nicely. :) A possible improvement might be corpses disappearing over time, which would create a need for prioritization, increasing tension for the player. It could also help out with lower-end machines though I didn't profile the performance because it ran great for me. Great job!
Dec 4 02:23:25 37m 54s The Vault ♥ 1 On Firefox 63.0.3 on both Windows and Linux, I get the following error when attempting to play: Apologies! A fatal error has occurred. Aborting. Error: no valid storage adapters found. Stack Trace: e@https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:1304:13164 @https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:1309:9515 j@https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:59:29946 g/</k<@https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:59:30262 It works on Iron so I assume it only works on Chrome. Right from the start I was drawn in with the aesthetics, and the opening scene had me hooked till the end. I especially liked the interface, how you could interact with certain items in the description instead of typing commands or scrolling through a long list of actions. I get the feeling you've made a few adventure games before and are at the point where you feel comfortable innovating. :) Also appreciated the contextual sounds. It's great how modern technology is able to augment such a classic genre without changing too much. I got stuck for a while, but that's not a bad thing. You know how these games are.
Dec 6 18:54:58 64h 31m Penelope ♥ 1 this was cute and i love how it zooms in on the sun after you get it
Dec 6 18:58:16 3m 18s Sorcerer's Gambit ♥ 0 I'm getting CSP errors on Firefox and it won't load on Chrome :(
Dec 6 19:05:36 7m 20s Baby Grenade ♥ 0 It was an alright game. A lot of good points have already been made so I'll just add that next time, make sure to cap your player's velocity instead of simply adding X-input + Y-input so that an efficient strategy doesn't devolve into always zig-zagging for double speed.
Dec 6 19:19:18 13m 42s Sacrifice Them ♥ 0 man I was really digging that tune
Dec 23 03:26:01 392h 06m Just delete them ♥ 0 I like the core concept of deleting assets to change aspects of the game. It would be a great mechanic for some kind of horror puzzle/adventure game. Something about interacting with a game world outside of the game itself creates a very eerie feeling that should be explored more.
Dec 23 04:02:00 35m 59s Transit Terror ♥ 0 Nice game. I liked the mood. I got to 44 miles. A couple of pain points I noticed revolved around two main elements. 1. It was often unclear what the results of choices would be due to the terse dialogs, and the impact of RNG was also not always clear. This reduced my sense of agency, making it feel more like the game is playing me than I am playing the game. 2. Having an event-driven system would have been better for this kind of game, or otherwise offering some kind of occasional rest stop situation where you can take a breather. This compounds with the other issue: Dealing with sometimes confusing choices with a limited amount of time can be frustrating because have neither enough time to form a workable strategy as a beginner, nor to analyze its success before something else is requiring your attention. Since the dialogs occlude mouse input for the buttons on the bottom, a lot of tension forms over the process of trying to grok what choices you should make and select an option before a dialog pops up, requires you to read and choose and option, then bring your mouse back over, switch back mental contexts and select a choice before it happens again. In an event-driven system, the game would only move as you do, giving you time to make decisions about your resources. Perhaps these decisions are free to be made between events. Perhaps they have time-related penalties that lead to the next event being triggered. Rest areas would solve this problem in another way, providing intermittent chances for the player to size up his party and consolidate resource between hectic bouts of gameplay. That provides the fast-paced gameplay you might have been looking for without sacrificing the much-needed improvements over UX. Thanks for making the game, I had fun.
Dec 23 04:26:10 24m 10s TOTEMINI ♥ 0 Whimsical, simple and refreshing. I think this is a wonderful example of *games as meditation*. One simple goal, a clear way to achieve it, a simple (but engaging) soundscape, sparse, colorful (and painfully cute) visuals. Pack it up as mobile app, add touch support, optimize it to load very quickly for frequent, quick 1-5 minute playing sessions, keep it simple and keep the ads out of the way, and add a tiered unlock/upgrade system, and you have a fun little incremental meditation game. You might like [Fly Guy](http://www.trevorvanmeter.com/flyguy/), another relaxing meditative game. Visually, your game also reminded me a lot of this old platformer that I can't seem to find anywhere on Google. It was called Star Man or something like that, and you were this little star that ran through obstacle-ridden levels in Sonic the Hedgehog style. It's visually quite similar to Totemini down to the sparse art style and squigglevision and I really wish I could dig it up for you.
Dec 23 05:09:10 43m 00s Zoe and the Polypantheon ♥ 1 I enjoyed myself. The art was great, the music was chill though the looping could have been done better. I occasionally would get stuck and have to reset. Puzzle-wise, it was engaging and had an interesting central concept built around finding items to make sacrifices to, however in practice it fell into the typical adventure game trope of me sometimes just spamming every item on the alter hoping it would work. Overall, quite a good effort and I look forward to seeing what you guys make in the future :)
Dec 23 05:29:38 20m 28s Pew! Pew! ♥ 0 Pretty sweet little game. Love a good bullet hell especially with a twist. Also a fan of the art style and how everything's always "dancing" a little bit.
Dec 24 17:39:56 36h 10m Alain's Sacrifice ♥ 1 Decent concept, a lot of things have already been said so I'll just add that I really like the music! It's repetitive but really upbeat.
Dec 24 17:50:02 10m 06s Mantis ♥ 1 The background theme is so dope!!! I'm still listening to it.
Dec 24 18:25:26 35m 24s Party Card Game ♥ 1 I like this type of game because it's easy to generate a lot of variety without much time or manpower. I felt the game would have been more fun if it were more fast paced, which would mean getting rid of the countdown timer between plays, adding quick animations to compensate for the jarriness, and making the cards and buttons bigger to support quicker and less precise mouse movements. Clicking a character should also automatically place them into the battle slot. That would help speed things up a lot. I also feel like the mechanic which caused you to take an evenly armed and higher-tiered opponent down when you lose unbalanced the gameplay a little. I'm sure with some time you could tune it right so that it's less likely you just end up with a ton of cards. Adding more upgrade possibilities would let players to invest heavily into just one or two cards and think twice about bringing them out, but also allow them more options which would make it safer to reduce the amount of cards likely to be in your hand without leading too quickly to a game over during a particularly bad run. Graphically it was pleasing, I really loved all the different facial expressions.
Dec 24 19:08:59 43m 33s Deadline ♥ 2 Wonderful game. The atmosphere was riveting. I loved the synth work, the bassy whomps cutting through the tension built up by the droning, detuned leads. You also managed to do a lot while doing very little in terms of animation and set design, which was impressive. I did lose some people to the lake because there was a bug I couldn't select the option to go around. :/
Dec 25 02:39:08 7h 30m Colors of Your World ♥ 1 Celeste is easily one of the best games to come out this year and I had a fun time playing this light homage to it. Love the music, love the cute walking animation, love how quickly the levels ramped up in difficulty. The post-jam version of Colors of Your World addressed the issues I had with input, namely a lack of smoothing, right-hand jump button, and input buffering. It handles well and the graphical upgrades are quite nice :) If you added in controller support and the ability to foreshorten your dash, you'd have a lot more options for level design.
Dec 25 11:58:59 9h 19m Platformer.txt ♥ 2 Pretty neat game! Have you played [this entry](https://ldjam.com/events/ludum-dare/43/just-delete-them) yet? They used the same core concept of manipulating files outside the game.
Dec 26 16:25:22 28h 26m Friends OR Food ♥ 1 I want to echo @nanda's comment about only having one room, perhaps with multiple walls that pop up and down between waves. Also, the HP bar is a little confusing. I thought I was accumulating something until suddenly I was dead. A dark background with a light overlay would be easier to grok. Otherwise, pretty interesting game! I liked how you tried to get your partner to fire in the opposite direction. Perhaps the number keys could tell your partner to provide different forms of cover fire. (opposite direction, sweeping, sides, targeted, free-range, etc) which could be unlocked as rewards.
Dec 26 16:36:26 11m 04s Shepherd Sacrifice ♥ 1 Looooooving the background song, I wish SFX were turned down some so that I could hear it better while playing Even though there was nothing to do I played for almost ten minutes. It was just fun, and the camera movement was very pleasing. It's also pretty funny when things pile up and you start getting chased by giant balls of sheep.
Dec 26 16:46:05 9m 39s Hyper Skater ♥ 1 Yo' I would add a variable-height jump, the player doesn't have enough control over where his character will be. Otherwise Great Game Bro!
Dec 26 16:48:44 2m 39s Harmonious Development ♥ 1 Building off of @ryzy27's comment, I would add a *bookshelf* which contains 2-3 kinds of books which offer different combinations of stat buffs and debuffs.
Dec 26 17:08:30 19m 46s Third ♥ 0 I'll echo what others have said about the crisp graphics and music. My main gripe is that it's hard to control your character due to the exaggerated movement speed. Also, the search radius for the action button could be bigger.
Dec 26 17:11:15 2m 45s The nightmare ♥ 0 I'm cracking up over the skeleton with bloody diarrhea. I'm a big fan of old school 3d rpg visuals like this, good job. I agree that sound would take it up a couple notches.
Dec 26 17:13:34 2m 19s Crush/Burn/Sacrifice ♥ 0 The itch.io page title is "Crash Burn Sacrifice" :)
Dec 27 00:36:50 7h 23m Hypnotized Jumpers ♥ 1 It was alright. Too buggy to properly enjoy unfortunately. If you had a way to throw tombstones it could help expand the possibilities for level design.
Dec 27 00:43:55 7m 05s Fallen Girl ♥ 1 The up and down arrows seem to cause my page to scroll up and down on Firefox. You might have to add some code to prevent that. Otherwise, fun game with a good atmosphere. Had a little Cave Story vibe going aesthetically.