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Khyi

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A member registered Apr 25, 2024 · View creator page →

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A minimap could help with the sudden turns you can't see coming, but so could pushing the camera forward a bit. It's also difficult to look at a minimap when you have to keep watching the track you're on to react to stuff on time.

Love the atmosphere of the game and how each character has a bit of a personality, could be a good basis for a more fleshed-out game.

I'm usually not a fan of Sokoban-style puzzles, but this one's really well executed and the minimal artstyle feels intentional. Perhaps if your past clones were different colors depending on iteration it would help rethink your path if you get stuck, if the whole board is full of grey guys I won't be sure where I messed up.

I like whimsical story focused point and click games. Perhaps you could add more details to the rooms to make them feel different, or even use them to give some clues as to what's behind the next door.

Neat game, I like the core idea. One game design pitfall is that you don't actually have to use all the lanes, you could just pick two and alternate between them, if you want to keep working on this project I would start by introducing a mechanic that forces the player to consider the entire playing field.

I like the concept, but on the level that's also in the thumbnail I had a 1-mirror solution that the game doesn't seem to accept.

Love the concept, if you polished the car controls and made the second track visible before you switch this could be a real hit. The tracks could be laid on top of each other with transparency, running parallel, or even two sides of the same road. In 3D I would have the second road above the current one, upside-down, and reverse gravity to shift between the two.

Neat game for such a short time. One limiting factor is that the fruits always take a certain amount of time to roll down the path, so you can't speed things up, if you either had multiple lanes to adjust (maybe even within the same system, like a marble machine), or just moved the baskets around it would allow for faster paced gameplay as well.

Very stylish minimalistic visuals, reminds me a bit of a Flash game I used to play, "Freeway Fury". If it had one additional mechanic besides changing lanes and the difficulty ramped up a bit faster I feel like this could be really addictive.

Very nice overall game concept, I like the idea of an endless runner where you build your own path. It is a little too easy because of how far you can jump, so I rarely needed to build, but it is a cool idea, I would prefer not to use mouse to build though and instead use keys/buttons to spawn a platform some distance in front of the character.

Very atmospheric and a good example of making the most of just a few assets. Gives me similar vibes as "No, I'm not Human"

Thanks for the comment!

I agree with a lot of what you said, I addressed most of these issues and also added a lose condition in an updated version, just didn't have time for enough playtesting within the 3 hour deadline. The black hole might still be a bit loud even though I reduced its volume, I'll probably limit the number of overlapping sound effects  in a second update later today.

New version:

https://khyi.itch.io/gravity-galaxy-merge-complete

Very much on-theme for the song and Necrodancer is one of my all time favorites. I felt like the rhythm wasn't quite on point with the music though, it's something I also struggled before finding a solution.

Very neat playground with plenty to explore, the exit "easter egg" was pretty funny the first time.

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Using the movement keys for rotation should work fine as long as you check whether the key was initially pressed in the air. Alternatively you could have one extra key switch between movement and rotation, like "hold spacebar and use WASD to rotate in the air".

Giving the player faster movement once you get the shoes was a nice touch and overall it's a pretty challenging game, well done!

Very addicting incremental game with simple but effective graphics and UI. Eventually though it becomes more about patience than player action, since you can passively generate any amount of money without your energy going down.

Lovely artstyle that stays true to the theme and lyrics. The exploding muffins may be a bit too big, but since they're late-game obstacles that's not necessarily an issue.

Beautiful game with a lot of attention to the source material. My only criticism is that the controls feel a bit too sudden and jumpy, and it can be difficult to judge how high or low an object is in terms of perspective, sometimes it almost looks like things are spawning below the ground.

I had a lot of fun overall, but there are definitely a few things I'd change:

With my resolution the speech bubbles often covered up my character

If you land incorrectly once the scooter starts spinning and there's no way to stop it, I'd either introduce angular damping or let the player control the rotation while in mid-air (like in Tony Hawk, Need for Madness, Distance etc.)

Otherwise the abilities were really interesting and I liked how you introduced them one at a time. 

Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.

I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.

One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.

Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.

Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.

I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.

One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.

Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.

Thank you for playing, glad you enjoyed it!

Very enjoyable rhythm game with polished graphics that fit the feel of the song nicely, but I have to agree with a previous commenter in that it would have been better to combine the notes and the bowling into one lane instead of having them separated. I'm far too focused on the left side to see what's happening on the right, but if you could fully combine the two concepts, for example if the pins were the notes you have to hit and the ball (and its powerups) were controlled with the same keys, or even if the notes just appeared on the same lane with nothing else changed, it would be easier to see what the bowling ball is doing. Still a very fun game though!

Very unique Cluedo-esque deduction game, gets quite hard pretty quickly, but since your notes record everything you've seen each loop you get a bit more info to work with, well done!

Hehe, thanks! The animation got a bit messed up during the export so the transition isn't as smooth as I'd like, but I hope the loop with the ending still makes sense.

Thank you!

His posture is like that because his head is too heavy and he's trying to hold it up with his hands 😄 carrying the whole world on his shoulders. Although I suppose that kind of weight could also make someone cry.

Thanks! I'm already working on improving the controls, the way it feels right now was born out of necessity to make the whole "rotating hollow sphere" thing work at all.

Thanks for the feedback! I wanted the narrative to be told visually and for it to be language independent. As for a tutorial, maybe popup images of the relevant keys would be a good idea, like how it initially prompts you to press M1.

That's reasonable, though then I would prefer more incentives for going fast, as opposed to disincentivizing going slow, and maybe a slightly more zoomed out view of the level/shifting the camera based on the direction you're going. Still, good entry, especially for being made in 4 days.

Fun Tron-like with a neat style, with some music and maybe some tweaks to the turn speed when your mouse is close to the bike I think it could be even better.

Cute and satisfying simulation, looks very polished. Perhaps a bit too easy, I hat to actively try to lose by the end of it. If the early game was more difficult and players could buy upgrades between runs I think it would stay engaging for longer.
Also initially I didn't get the tutorial and had to figure things out by trial and error, it would be better to present players with one piece of information at a time  (this is a space station - it produces circles - it can take in squares - the spacetruck will pick up everything automatically and drop it off at the nearest station with the same shape etc.)

Beautiful and meditative, gorgeous artwork too with a unique style.

I'm a toad, actually.

Satisfying visual effects for a simple but effective little game.

Hilarious little racer, keeps me coming back to see what the next loop will be like.

Lovely collection of minigames tied together with a coherent theme, well done!

Thank you for the kind words and feedback!

Fantastic presentation and funny story, but way too many ledges lead into a sudden drop you can't see ahead of time, which combined with the low-res graphics and fast walkspeed can be frustrating, especially since they're more common towards the end.

Thank you for playing, glad you enjoyed it!