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kamekai

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353DeliveryParcel Panicjam3.103.403.501.602.803.703.703.40
202046Keep it aliveHarvest Sagajam12823.483.132.603.023.653.672.133.67
201843Sacrifices must be madeThere Will Come Soft Rainsjam1853.823.273.483.953.372.384.22
201842Running out of spaceChromaticajam5.004.003.003.005.00
201841Combine 2 Incompatible GenresTetastrophejam
201740The more you have, the worse it isBullet Helljam8423.143.122.833.863.021.672.412.59

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by kamekai

kamekai leaves an average of 15.3 feedback comments each event.

LD46 — Keep it alive (14)

Perish alive by Lyrcaxis 2020-05-11T17:56:24Z ♥ 2

One of my favorite entries. Everything came together so well. Unfortunately I encountered a glitch a few minutes in where I couldn't zoom out of a room and ended up dying, but... I had a lot of fun playing in the meantime. The UI was mostly buttery smooth, the game was easy to pick up, and the micromanaging was a lot of fun. I think the game could and should be improved to the point where a small mobile release is in order. :)

Protect The Artifact by WillyPa 2020-05-11T17:43:20Z ♥ 1

This game has no business being as fun as it is. But it looks so good! You chose a great aesthetic for the time budget. The bloom and bright neon colors and bouncy feel sell it. I think around a minute in you should start amping up the difficulty every 30 seconds or so so that things don't become too stale.

Great job!

The Plant Shop by Conor Galvin 2020-05-11T17:35:20Z ♥ 1

I enjoyed it! I think all of the elements required for a compact and complete experience are there. The UI is pretty, consistent, glitch-free and the plants are gorgeous.

What's really missing is the jazz. Don't get me wrong, I love the background music and found myself humming along immediately. Keep it. But I think the UI needs some jazz. Animations which catch the player's eye so that they have a better time seeing when things pop into view. Our peripheral vision relies on these motion cues to focus our attention. I had a difficult time scanning and keeping track of what I needed to do next, because I was never sure how long an alert had been there before I noticed it. Without this information, I felt like I couldn't properly strategize.

Another thing, if you notice in my own submission I included an in-game cursor so that the player always knew what tool they had selected without having to divert their attention. Since their attention was usually on their mouse, keeping an icon of the current tool went a long way to communicating the player's actions effectively.

These are just minor UI nitpicks, of course. The game itself is enjoyable and I played through a few times. :)

SAVE THE DINOS! by marcusnystrand 2020-05-11T17:11:12Z ♥ 2

I like that the difficulty scales perfectly. You learn the basics, then get introduced to larger meteors, then carnage breaks loose. Everything multiplies. Some here seem to think it's too hard too fast, but when you're playing dozens of games in a day you come to appreciate a game that doesn't beg you to stay for too long.

The music similarly keeps the pace, getting more frantic over time. You also made me realize I should start including mute buttons in my games.

Despite its simple architecture and straightforward gameplay, the game is greater than the sum of its parts. The mating system adds complexity and gives use to a mechanic which might seem useless at first: pushing the dinosaurs. How to strike a balance between too many and too few isn't immediate apparent. The player is now micro-managing two separate systems, which elevates the game from a slog to a challenge which requires attention. The environment props give the player relief while breaking up the monotony. Each thoughtful detail adds up to a comprehensive arcade experience which could have been a hit a few decades ago.

How to improve? I think a destructible environment would have been cool. Maybe the trees heal over time, but a continued barrage destroys them. A point system would help the player feel a greater sense of achievement than a simple number would. Adding/subtracting for dinosaur death/births, meteors destroyed/missed, etc. And just to increase variety with little effort, perhaps a simple powerup/item system where the player can do things like momentarily freeze time, add more environment props, extra points, etc

Overall, great game with a lot of polish. I enjoyed it!

AMT: Alien Medical Technician by No Grapes Games 2020-04-23T04:53:20Z ♥ 2

I think there was a bit of input lag, but that is literally my only complaint about this otherwise stellar game. It's really well made and evokes the feeling of the flash era of yesteryear. Great portfolio piece and I would love to see a mobile version of this with more levels!

Trumpocalypse 2020 by aaranos 2020-04-23T04:46:01Z ♥ 3

I love the concept, ADORED the music and sound design, and enjoyed Trump's live tweets. Very nice touch. Good humor and mood, only thing is I had to quit around October because clicking so much was killing my wrist.

Gryphon Peaks by chainedlupine 2020-04-23T04:36:57Z ♥ 0

The flat shading and color mapping and resolution scaling are all easy enough but I am definitely interested in how you did the dithering. Overall the game was very fun, simple to learn and master, with fun controls and a functional, pretty map. I liked that I could just fly around after winning and explore the full map. I also like that you got everything in (except music). Win condition, lose condition, clear path to victory. It doesn't drag on too long at all. It could have even been longer! Looking forward to that technical breakdown!

Harvest Season by Devesh Sharma 2020-04-23T04:26:34Z ♥ 1

The main menu sucked me in immediately with the rotating background. I lost the first time pretty quickly but it was fun figuring out the best strategy. Patience was rewarded. Tomatoes make good vertical cover since their slow projectiles need less distance to travel. They operate well from the inside and not so much as a first defense. That goes to watermelons, which require light artillery support from peas and a tomato here and there.

I had an idea for a kind of plant, a painter plant which increases a target's visibility so that they can be hit from farther away.

The music, while simple, had good instrumentation and I found myself humming along. What software did you create the music and sounds with?

The Call of the Unicore by sndr 2020-04-23T02:30:57Z ♥ 1

Solid game! My first game ended with 275. I see myself coming back to try to do better. It started off deceptively easy and ramped up quick. The music and art are all solid. I like some of the design choices you made, like stretching sprites instead of animating them, the HUD is gorgeous. Most of the things I could think to add are simply a function of time available to you. Perhaps a powerup system with basic things like double shot, etc. Low-hanging fruit which takes little time to implement. Mines and turrets are another idea which help to increase strategic depth for late game. This game is definitely worth polishing off and adding to your portfolio!

Keep It Alive by Pennycook 2020-04-23T02:19:49Z ♥ 1

"What's Grandad got against instructions anyway?"

Superb lampshade hanging, there.

I like the ear-grating volume and esoteric music, together with the sparse graphics it leans into the unapologetically simple gameplay loop. The game simply is what it is, take it or leave it. Good job!

Kaoamaru Kaiju by SplitPainter 2020-04-22T12:42:57Z ♥ 2

Right from the bat I love the surreal cinematography and world building. Barren floating landscapes with a strange symmetry... very ominous and I immediately wanted to know more. Nice job easing your shots and playing with the depth of field, too. It has an exaggerated, spacey quality to it.

The creature model is really cool, has a bit of a creepy legendary Pokemon vibe to it. All in all, despite the short narrative it had an attractive cohesion and the sparseness of the design left much to be desired in the best way possible; the short glimpse into the universe you crafted raises so many questions I'd like to see answered.

Hell Yeah! by ryzy27 2020-04-22T12:23:01Z ♥ 1

I really like the visual and aural aesthetic, and the puzzles look cool... but I was immediately stumped on how to do the bartending minigame and ran out of time. The help images, while appreciative, weren't illuminating. Maybe a GIF next time showing the actions taking place in order?

Office, Inc. - Keep your sanity alive! by TheAidency 2020-04-21T12:35:50Z ♥ 1

I agree with @battlecat that it's balanced a little too hard early game. Perhaps a difficulty curve that increases as time goes on would be an effective way to onboard players to the rhythm of the game. On that note, playing into the rhythm by paving the way for predictable input sequences could help a lot. Over all, fun concept and great atmosphere!

CP-ARTY by willjardine 2020-04-20T05:35:07Z ♥ 1

This is so ethereal and lo-fi, I love it. Bookmarking this for later.

LD43 — Sacrifices must be made (27)

Fallen Girl by fullmontis 2018-12-27T00:43:55Z ♥ 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.

Hypnotized Jumpers by D-Studios 2018-12-27T00:36:50Z ♥ 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.

Crush/Burn/Sacrifice by Finlal 2018-12-26T17:13:34Z ♥ 0

The itch.io page title is "Crash Burn Sacrifice" :)

The nightmare by Zsolt 2018-12-26T17:11:15Z ♥ 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.

Third by onnofal 2018-12-26T17:08:30Z ♥ 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.

Harmonious Development by dcrdro 2018-12-26T16:48:44Z ♥ 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.

Hyper Skater by neowhoru 2018-12-26T16:46:05Z ♥ 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!

Shepherd Sacrifice by aCuriosity 2018-12-26T16:36:26Z ♥ 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.

Friends OR Food by najmm 2018-12-26T16:25:22Z ♥ 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.

Platformer.txt by Hugo kieffer 2018-12-25T11:58:59Z ♥ 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.

Colors of Your World by DDRKirbyISQ 2018-12-25T02:39:08Z ♥ 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.

Deadline by d954mas 2018-12-24T19:08:59Z ♥ 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. :/

Party Card Game by red 2018-12-24T18:25:26Z ♥ 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.

Mantis by Linus 2018-12-24T17:50:02Z ♥ 1

The background theme is so dope!!! I'm still listening to it.

Alain's Sacrifice by Daniel_Abeleira 2018-12-24T17:39:56Z ♥ 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.

Pew! Pew! by sorlok 2018-12-23T05:29:38Z ♥ 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.

Zoe and the Polypantheon by Carraka 2018-12-23T05:09:10Z ♥ 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 :)

TOTEMINI by frescogusto 2018-12-23T04:26:10Z ♥ 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.

Transit Terror by SlimothyJ 2018-12-23T04:02:00Z ♥ 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.

Just delete them by Dock Frankenstein 2018-12-23T03:26:01Z ♥ 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.

Sacrifice Them by velvetlobster 2018-12-06T19:19:18Z ♥ 0

man I was really digging that tune

Baby Grenade by publicidadeba 2018-12-06T19:05:36Z ♥ 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.

Sorcerer's Gambit by woofdog99 2018-12-06T18:58:16Z ♥ 0

I'm getting CSP errors on Firefox and it won't load on Chrome :(

Penelope by Denifia 2018-12-06T18:54:58Z ♥ 1

this was cute and i love how it zooms in on the sun after you get it

The Vault by DWaM 2018-12-04T02:23:25Z ♥ 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/

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.

Demon Rising by GerardB 2018-12-04T01:45:31Z ♥ 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!

Free-Bug by egos 2018-12-03T02:48:12Z ♥ 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.

LD40 — The more you have, the worse it is (5)

Glutton's Heaven by klekky 2017-12-15T02:52:30Z ♥ 1

Surprisingly challenging. Overall an experience that stands out from the rest.

The Darkest Light by zblah 2017-12-09T05:26:44Z ♥ 1

Great use of the theme, and the game looked great too.

Apparently I'm a detective by Hayzar 2017-12-09T05:16:14Z ♥ 1

I was enjoyable it but got confused about what to do after I found the dead body. Eventually I gave up.

The music was great and the pixel art was on point. Did I mention how nice the pixel art was?

Lamattractive by Pandanym 2017-12-09T05:06:16Z ♥ 3

The gameplay itself didn't keep me hooked for long but I loved every bit of the art. It had some real personality to it and was a joy to look at it.

Oh no! Zombies! by Benjamin San Souci 2017-12-09T02:48:33Z ♥ 2

I thought I was going to get bored quickly but by wave 5 things were starting to get intense. Dealing with the inventory was more challenging than hitting my targets. Job well done.