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Kyle Parsons

66
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A member registered May 02, 2014 · View creator page →

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I can't believe how long it took me to find the 8th button. It was like a pimple. I searched that area multiple times and missed it. The rest of the challenges were light work in comparison. Fun game and well put together. The button push was satisfying, what more could I ask for.

No notes, that was magnificent! I will probably be thinking about it and remember it past the end of the jam.

All around great. My only suggestion would be 3 hearts of damage before restarting. Getting hit by one bee or one accidental move into thorns was a bit harsh. 

It was fun once I got going but took a while to warm up these old bones into tapping fast enough. I think it would benefit from an indicator of which lane you're currently in because I was looking far ahead on the track to see where I'd need to be, then having to look back to remember where I was to make the swap.

There are some great ideas here. I love the element screen and how they intersect to form other elements. Really cool take on crafting. 

I think the player interaction and reactivity could be improved. What is the reward for the player? What experience do you want the player to have? Asking because I'm not sure if it's supposed to feel like sudoku puzzles or opening a chest in Vampire Survivors. Overall I get more of a sudoku feeling of just going through the logical motions until my grid is complete. It didn't have a lot of excitement for me.

The animations for collision, sythesis and energize should be shorter and skippable. Running out of energy and having to wait for the re-energize was very demotivating. I might also suggest always having the buttons for the different modes available. I almost misclicked the wrong process a few times which would have lead to catastrophic energy loss for no progress. 

Still, one of the more interesting jam games I've played this year. Good system design.

Super nice art and vibe. I enjoyed my time with it.

I had a hard time with the puzzle but eventually got it. I thought the writing on the wall corresponded with one of the icons directly without the extra step of finding another clue. Which lead to a lot of unnecessary logic and trying combinations. I still don't know what the second icon represented and the third one I do know but was pretty unclear. 

I was never sure if I was supposed to walk into the dark areas or not. I didn't find the second clue until after I had unlocked the panel and went looking for it. Then near the end I thought I soft locked myself being lost in the darkness past the minotaur with the red lantern on.

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Great interpretation of the themes! Most of the frogs are indeed some very exaggerated versions of thoughts I had while struggling through the jam. I had a lot more narrative context and player internal monologue in mind but ran short on time.

The camera direction snapping when you switch to hover while flying is annoying and should be fixed post-jam. Did you have multiple frogs not give the reward? I've only experienced it with the frog on the right side of the first platform and after investigating I still have no idea why. It's a bug. Frogs should eat bugs not create them. 

Yes, I underestimated how complicated the controls would be when all laid out. I didn't write the instructions until the end. The wall of text doesn't help. I know I struggle to learn simpler control schemes in other jam games too. Lots of lessons learned.
Inverted controls will be in post-demo.

Hey I finally found another game about collecting stuff within a loop time limit. The npc dialogue is fun. Great work. Expansive metroidvania!

I was mowing those zombies down by the end with my racing powers. It's funny that in the ending he calls himself a racer but the title is not John Racer vs the Zombies. Overall, fun game.

Fun game. I enjoyed playing and liked the narrative loop. Nice art too. 

I quite liked the overall gameplay loop but the controls really need to be more intuitive! Click to throw, click to shoot, click to stab, no need for so many different keys. 

The ending made me laugh. Pretty wholesome. Fun dialolgue.

Wow that's a lot of art and writing! Vampires is an instant like from me. The dash felt great. Overall a good time. Nice work.

Short but sweet. Would have loved to play more. I got lucky and only had one rewind. Loved the art and voice acting too!

This was a really clever way to use the theme for a 3d platformer. The sense of speed was good and I had fun. I would have liked a bit more air control to make it easier though. And the detection for landing was a bit sensitive so I wasn't able to get all the rings, kept getting caught on the wood. Nice work

Nice game. Was fun and smooth to play. I feel like there's a lot more opportunity for loop ideas  and theme to be integrated.

A fun and interesting take on the gravity based games. Love the momentum. Nice art too.

I like it a lot. It was good, but the jump in difficulty in level 2 was harsh. I got close but I didn't end up beating it. Using A and D to correct in the air losing so much speed felt punishing. The bunnyhop would have felt better if it had more buffer for early presses too. Fun concept

Very fun and the simulation works impressively well. I wonder if I would have understood without having played Kerbal Space Program

I like the title screen image a lot and the the character and ghost models. Pretty fun to kill the ghosts too.

Controller Required! There is a bug that requires a controller to be connected before launching the game! 

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Thanks for letting me know!
I figured out that there is a bug where the game doesn't recognize inputs unless a controller is plugged in before launching.

I wrote a whole story and dialogue, just didn't have time to implement it! Thanks for playing!
The black and white isn't a filter, every asset is in black and white aside from the characters. The cheat being unclear is also bugs, sadly.

I loved the art and music. I would totally go see The Snails in concert. 

The level design and mechanics though were pretty impenetrable. The first few jumps/ platforms should have been much more easy and obvious. Also the mechanic of the jump height increasing should have been explained better in-game.

After failing to jump to anything from the house, I ended up going on the root around the edge of the house onto the roof. Then I was jumping so high I couldn't land on the small distant lily pads.

 I would loved to play and see more if I could have. The house was decorated so nicely.

My poor clicking bones! I could've just built an ossuary at the bottom and made myself comfortable. Fun experience.

I like the trippy  internal organey style. The movement and shooting felt good.
Getting hit could have had a bit more feedback to tell where from and to take less damage per hit. It also would have been better to know what the pros and cons were of each of the different things you can equip.
I beat it with the saw and machine gun. Machine gun seemed to tear up the eyeballs well from a distance.

Wow, lots of content in this one. Overall really well done. 

If you're doing the grid lines in a shader and that's causing the pixelation, there are some solutions that are still in shader! Check this out, a formula for a smooth filtered grid in shader.

https://iquilezles.org/articles/filterableprocedurals/

Admittedly I'm a bit of a puzzle game hater. I feel a lot of them are too simplistic and played out. If you can solve the puzzle by sight then just have to go through busy work to execute it without experimenting, that drives me crazy. 

This game, however, nails it. So fun. Really clever puzzles. The best cat stretching game I've played this jam and I have played more than one.

Just a minor thing, I did have a bit of difficulty with the controls. I would maybe make space a toggle instead of a hold.

Fun game. I liked how it controlled. Difficult as heck though, I think the enemies should be slower, at least to start.

What's there so far is great. Would play more.
I was going for something vauegly similar with my entry and also came up way short of my planned scope, so I feel you there. 

Yellow Taxi Goes Vroom looks awesome too.

Very cool concept. I enjoyed it. It was fun to create a lot of slimes and then slip away while the enemies were distracted with them. 

The guns are a bit unforgiving and took several tries to slip past. I think if there was a button to gather your slimes around you, that would help. When they dashed at the gun they didn't give me good cover and when I would try to run ahead I wouldn't have any cover with them being behind me. It felt a bit luck based to have my slimes in the right places at the right time to pass the multiple guns. That said, it was not a major issue, I was able to complete it. Good work.

The effect and idea of deactivating your consciousness to move through the space is super cool. I enjoyed it. I'm very into megastructure sci fi stuff. The cat looked comfortable.

Great job. Good visuals, sound and music. I think the projectiles could have been a bit faster and thus more accurate but it worked with the tone. My weapon got so huge and slow I couldn't keep up with all the enemies. I suppose that's intentional but a bit counter intuitive. Having some additional mechanics to the gun and movement would make it even more fun. Something like Devil Daggers is an example of a small arena shooter with lots of things to do.

DO NOT PLAY AFTER 3AM!!! That was short, sweet and epic.

Thumbtacks, my greatest weakness! Nice 3d models and fun premise for the game.

First one I've played with 16 bit aesthetics, I like that aspect. I tried but really couldn't figure how to get into the floating door and I thought the pillar would be a platform.  I understood and messed around with the mechanics anyway. Fun idea.

Wow I loved it! Platforming on the back of a huge dragon is so cool. I've wanted to make a game like this for a while but never have. Glad to see it's a viable concept. Was there a win condition? I seemed to have a good defense going then got risky and fell off while trying to get to the platforms on his butt to see if there was a secret.

If you can cheat and get away with it, you should always cheat! (Not my personal morals, just the rules in the game.)
There was supposed to be a lot more decision making on your turns, so you wouldn't always cheat, but I ran out of time to implement more.

This snake goes deep. Wow, that is cool. I forgot I was supposed to avoid my tail because I was consumed by trying to navigate the space.