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KiichiW

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A member registered Jul 19, 2020 · View creator page →

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THE OBJECT INTERACTION IS SO NEAT !!!

Loved the concept! The pixel art was really well done and the level design was fun and interesting.

Wow what a game. The pixel art was amazing and the aesthetic fit really well with the music. The polish in everything from the end credits to the dialogue really showed. Great game, definitely one of the best I've seen so far!

The pixel art was really well done and I loved the old dungeon crawly vibe the music gave. The difference in shooting styles were really unique and interesting and it kept the gameplay fresh. Overall great game!

The art and aesthetic of this game is fantastic! The concept itself is really interesting and reminds me of a mix between a rhythm game and katamari damacy. The gameplay can get a little stale towards the end but that could very easily be fixed by adding small powerups/buffs.  Overall in under 2 days the presentation for this game is phenominal.

The aesthetic and cute little character animations really helped add life to your game! The concept is really neat and has lots of potential. My only gripe is that the game can be rather vague and occassional issues with jumping and platforming hitboxes can be rather annoying. But otherwise given only 2 days the art and mechanics were very well done! Sort of reminds me of box boy in terms of aesthetics.

Wow thanks for the feedback! All of your points are really helpful and I'm adding them all right now. Thanks a ton and I'm glad you enjoyed it!

https://yeperdeedooda.itch.io/shifting-between-dimensions

Hi there! This game was a simple test of concept to make a puzzle platformer that can incorporate both 2D and 3D mechanics! I hope it turned out alright and was at least a neat experience to play. What can I do in 2D? And what can I do in 3D? Optimize both dimensions to find the best way to solve these puzzles! Any critique or comments would be greatly appreciated :D



Wow great game! I loved the art assets and the overall lighting and atmosphere was extremely nice! The shooting felt really good and I love the level complete animation and sounds. My only gripe was that there was no limit on summoning your helpers, as well as the level design feeling a bit boring toward the end. But in only 48 hours this was incredible and the concept of swapping between helpers by shooting was super interesting nice job!

Thank you!

Thanks for playing! Yea my bad I totally forgot to have a death screen when falling off the platform, I did it on later levels but completely neglected the first few :P

Thanks for playing!

Thanks a ton! Yea I probably should have made the hitboxes a bit more generous and the mouse rotation controls can be a bit annoying.

Wow, really well done! The concept of duality and balancing both offensive and defense was really well done, and even having the dodge or avoiding mechanic with "W" in there added even more dimensionality. The colors really added to the overall minimalist design and gameplay felt very polished and enjoyable. I loved the homage to Getting Over It and after getting the trick to dodging the walls it felt unbelievably satisfying to do so successfully. Given a bit more time maybe adding more simultaneous enemies from both sides to force you to attack and defend at once would be really interesting. Great concept and such a well execution only given 48 hours!

The art was phenomenal I loved the asthetic, reminded me a lot of the game Hotline Miami. The animations, artwork, and simplistic gunplay were the best parts of the game. Given more time if you were to add enemy shooting effects or some indicator that the enemy is attacking,  or show when the player is getting hurt, and maybe refining the movement. But overall given 48 hours it was a fun game great job!

Really fun! I really enjoyed the concept of using the ball to attack enemies, and the platforms really gave the game a lot more depth and added to the movement. I'd say if you added just a single audio clip for when the player got hit or when the you successfully hit the ball the gameplay would be benefited a ton. Nice job! 

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So many levels! The overall quality and amount of levels is amazing given only 48 hours. The music and overall atmosphere was very relaxed and enjoyable. The puzzles themselves were very well created and the utilization of the boxes were very unique and interesting. Only gripe was with some occasional spike hitboxes shifting when rotating the stage but it seems like an easy fix, and given only 48 hours the amount of polish was incredible. Great game increased my brain size by a few inches!

Thanks a lot! Yea I wish I had more time to make some models for the cubes and weapon but I ended up spending way too much time prototyping on random concepts :~:

You know initially I would agree with you, but after having those boxes glitch and turn into a janky mess multiple times during development I now have no hesitance to give em a smack or two.  But anyway thanks for playing!

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Hehe, just a bit of sound is all you need xD. Thanks for playing!

Agreed! I wish I had added one more level between 2 and 3 to act as a nice medium cause the transition was quiet rough. I had troubles myself consistently clearing the level for play testing xD.

Nice job the game was pretty fun! How did you do the controls? Were they rigidbody physics or more transform.position stuff? The movement felt super fluid and I bet if you add just the smallest amount of sound just for bullet shots or hits the game would feel much more alive. Given the amount of time overall it was a really fun game and I enjoyed the concept!

Yea I've failed the the past 3 jams I've done but each time I've managed to get closer and closer to finishing. Honestly like what menicafolden said above just start with a concept so simple that you might even think it's overly simplistic, but just try and make that first. And from there just keep building off and transforming a seemingly simple idea into a complex one! Even if you don't have the time to make it more polished or complex, well hey atleast you got a game. Good luck on your next jam hope ya do well.

Thanks a lot! I appreciate the comment :D

Thanks! Yea the difficulty ramps up quiet a lot from 2 to 3 so I probably should've added in one more level between them. Thanks for playing I'm glad you enjoyed it!

Hehe yea while test playing it I kept getting annoyed that I couldn't consistently beat that level to get to the next one xD. Thanks for playing!

Jeez 48 hours is a rough deadline, I swear I really felt that I put all my energy in the final few hours this morning. I'm curious to hear how everyone else did on this jam? Did ya not make it? Do really well? Personally I'm a really slow worker so my models and enemies were as per usual, a bunch of default cubes with colors but the jam was incredibly fun.

Thanks a ton for playing! Yeah the power indicator was my bad with the physics in the coding of the game, I'm fixing it right now  :D . 

The pixel art is amazing and the small aspects like the noise and 1 point graphic made the minimal mechanics much more enjoyable! Given more time I bet if the movement and difficulty was more in depth then this game would be great! Nice job.

Amazing Games! The gameplay was very enjoyable and the small touches like the red ball trail, the screen shake, and the flag pole wiggle added a ton to the enjoyment of shooting the ball. The screenshake felt a tad too much at times but that was just a personal preference. You nailed the overall candy aesthetic and the music was great! 

Thank you! Sadly the WebGL version takes much longer to charge up a jump due to frame rates so the usual glow that comes from the model depending on how much the jump was charged takes a year to show up. I'll definitely fix that and thanks so much for playing!

Thanks! Yea the model glows more and more the longer you hold it but it was quiet subtle and the WebGL version takes much longer to fully charge :~: . But thanks for playing!

Hey that sounds great! What kind of 3D models do you have in mind? Unity's pro-builder can really only do some general simplistic stuff and I have yet to properly learn blender. If something simple and geometric is what you have in mind then I'd love to help!

Hi I've been using unity for about a year or two and am relatively familiar with coding. I can also use the Unity pro-builder tools for modeling and am also familiar with some pixel art! I'm looking to make a nice and simplistic game with anyone willing to do so as well :D

Thanks so much! I'm extremely happy that you enjoyed it and it was fantastic seeing you play. :D