Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Katabasis-Dev

55
Posts
4
Followers
A member registered 83 days ago · View creator page →

Creator of

Recent community posts

Cute, easy to understand but difficult (for me, at least) to actually apply, my brain just did not want to think about current me and reverse me playing out in parallel.  I think there's a lot of potential here!

Solid entry all-around!  Good audio and gameplay loop.  The challenge builds nicely as you have to eat more and more before the sun rises, you have to start multitasking, and that increases the chance that you'll miss something, like leaving the fridge open or letting the food go too long.  I will say that I didn't really understand the cat - petting it did nothing as far as I could tell, I assumed that putting food in its bowl would keep it distracted and away from me for a while but that didn't happen, and it seemed to move randomly so it was kind of unpredictable when it would bump me out of the way of the STOP button, which was a little frustrating

Train recognizes train, king

I'm always a sucker for a good choo choo game!  Charming art, music, and sounds.  Got stuck on the first level with a lever for longer than I'd like to admit because I didn't notice that I only had to pick up *5* people, not *all* of them.  Oops.  Got it figured out, at least!  The game just stopped after the level with 2 people and 2 cars to pick up - was that the end of the game or is there more?

Great entry!

Solid all-around!  Good art, music, sounds, and it plays well.  I think there are a *lot* of upgrades for currency for a game so short, you barely get use from them so it's better to just get big damage and movement.  I like how each of the enemies have totally distinct sprites and behaviors, and each requires a slightly different approach, so there's a surprising amount of depth when they're combined in groups.  I do think the final boss is kind of unfair, I don't think there's any way to avoid all that spam so you kinda have to just tank it while you whittle down their health.  I really enjoy the touch of having infinite time at the beginning until you walk forward and come unplugged!  I also like all the tiny buildings - are they far away or am I just enormous, lol?  The rapid fire weapon feels chunky, I didn't like the single shot one that much though it seemed to increase my movement speed while firing instead of decrease, not sure if that's a feature or a bug!

Great entry!

The interface, art, sound, and music are all great and super polished!  Died several times but it was all due to mistakes I had made, nothing unfair.  I was a bit confused when I died dropping down onto the second mouse bot in level 1, as I hadn't realized that fall damage was something I needed to be concerned with and it looked like I was both landing on top of the mouse and dying without killing it.  Once I realized what was happening, it was smooth sailing from there, and as I got the hang of it my moves got more and more efficient.  Fun entry!

The intro was really solid, setting high expectations for the game, and the atmosphere and sound are great!  Movement is pretty fluid, with some quirks (you can go REALLY fast if you move diagonally, lol), and I think the platforming was just enough to be challenging without being frustrating.  Could have used a bit more feedback in general, like I wasn't sure what the skulls were doing at first, and it's hard to tell without watching the clock if I actually picked one up.  Still, I enjoyed playing!

Pretty clever, using time stop as a kind of dash and reversing time as a way to "deflect" enemies' bullets back at them!  Then a bullet I forgot about comes back from offscreen and hits me in the back of the head - oops.  Took me a few times to figure out a strategy, but I managed to take them all down!

Wow, this is so fun and I am *so* bad at it, lmao.  It's so easy to understand, I got it immediately but in spite of that I kept screwing up under pressure and picking the wrong card or mis-timing it.  I love the way it incentivizes picking the cards at just the right time - to pick your own choice, give yourself more time, increase the odds they pick the choice you want, or lower the odds they pick what will beat you.  It's so simple but so well-done and I had a blast!

Can't thank you enough for giving it another shot after bouncing off it initially, I'm glad you enjoyed it!

Holy crap this game is adorable!  I can't believe this doesn't have more ratings, this is hilarious - the art, animations, sound, all 10/10 no notes.  The movement is really fun, and I like the way you challenge yourself initially by collecting as much as possible, filling the map with villagers, then get the catharsis of transforming and steamrolling them all with your giant cauldron.  The only bad thing I could say about it is that there isn't more of it!  I'd have loved to see more levels, different kinds of villagers, other complications to collecting the food, and even more movement abilities.

Very cool and impressive for a jam game, polished art, sounds, music, and interface!  Unfortunately a few things hurt my enjoyment of the gameplay:  First and foremost, the time slowdown as it nears zero is *extremely* unpleasant; once the timer gets that low I'd rather just restart the level than try to continue or wait it out.  A button for instantly restarting the level would be nice, since a single jump or missed possession can immediately tank an attempt and it would be nice to seamlessly get back into the action.  I found trying to swap souls while jumping to be very fickle; I noticed a shortcut but couldn't seem to take advantage of it because I couldn't get it to swap (even after getting the cursor to indicate I could) near the apex of my jump.  Your body completely blocks the camera if you try to look nearly straight up, which I found to be an issue on the level introducing the hooks you can grapple to.  Lastly, I had trouble using the short range burst to swap, no matter where I stood in relation to the other soul; I think this was only an issue on 1 or 2 levels so I'm not really sure why it would work fine everywhere else.

Overall though, a very solid, polished jam entry!

A very sweet thing to do, can't wait until Steele is old enough to play it herself!

As an unrelated aside, I saw you used assets from poly.pizza, which reminded me that I'm subscribed to the dude who built that website!  Did you also follow his devlogs, or just found the site on your own?

Game description has been updated to include this, thanks for the heads up!

Arrow keys or WASD to navigate the dialog options, if you're willing to give it another shot!

We had a third level planned to be more complex and really put pressure on the player to figure out the language and navigate to your destination on time, but it wasn't polished enough so we were forced to cut it.  We *are* planning to add it back in after the jam, so stay tuned for that!

Solid tower defense game, super easy to understand but not too easy to beat!  I was confused on some of the mechanics though:  On the later days I was able to start repairing one tower, but then wasn't able to leave that tower to start repairing another; I'm not sure if this was a pathfinding issue, or something else.  I also don't think I ever saw a lightning tower do anything, but maybe I was using it wrong or just didn't notice.  I'm not sure what damages my towers and therefore if there's any way to prevent that (they were walled off so no one should've been able to physically reach them, so it must have been ranged damage somehow).  Lastly, is there a way to rotate walls/spikes before you place them?

I like the way that you have to balance the 3 tasks that you have - building, repairing, and attacking, and how the shorter and shorter nights force you to do this under increasing pressure.  Spend too long trying to position that wall just right, and you've forgotten to move your servant to another tower needing repairs, or the night ends and you haven't built any more defenses!  Great entry, I had fun playing!

I love the art style, shame that you had to cut so much content, doing this alone in 4 days is still quite the achievement!

Wow, that was seriously so cool!  Took me a while to figure out the input delay to get on the beat initially but once I was there it was off to the races!  Stylish visuals, great music, easy to understand and enjoy.  Made it all the way to the end and spent a little while longer hopping back and forth just keeping my streak up and letting the music bump.  Fantastic entry!

Cute, but I wish there was a little more variety.  I get that that's kind of the point, but it would be nice if things escalated somehow, like you had more and more to do each successive day before she arrives, or if the tasks required more than just mashing and clicking.  I was also confused when she showed up and the game immediately looped back around to the start - where's the happy ending!?

I think turning texture filtering off would make the visuals look better, less blurry.

Good entry though!

We had an idea very similar to this after the theme drop but didn't go with it, so I'm glad to see that someone else did *and* it's a fun game!  I disagree with the other players, I think the challenge and length is great right where it is!  It builds naturally and each task requires something slightly different from you.  I do agree that getting a new task on a time limit and getting an instant game over if you fail it feels bad, I think if you get the rockets out of sequence it should blow up in space/on the launch pad depending on how you ordered the stages, lol.  It was cool seeing the rocket get set up and moved into position while you play, but I wish you could watch stage separation and see it reach its target on the little camera feed right of the window, I feel like that'd be a great reward for success.  Very fun, great little game!

Would be hilarious to use this to correct commonly made spelling mistakes, lol!  Make people choose between typing "their" and "there"  for a sentence and half of the players would blow themselves up immediately.  I'm also "embarrassed" by how many times I got that exact word wrong (and I *still* misspelled it leaving this comment!)

I really like the story setup and how you have to balance healing yourself and completing the objective!The art is simple but effective and all of the sounds are solid. My only wish would be for a bit more story payoff - the description says we're saving our daughter but she never shows in-game and the last level just dumps you back to the menu.  Good play, though!

I like this idea a lot!  I like how the downgrade system forces you to either completely lose a stat for a round, or play with 2 significantly nerfed ones, before you get the buff of a negative stat, and then you have to make that decision again when you max out (min out?) the negative stat.  I wish there was more to play so it could last longer, and you could go from being completely feeble with 0 stats all the way to busted powerful with all negative stats.  It'd also be interesting to play with other abilities that become more powerful with negative stats, like being able to move extremely quickly but all of your controls are reversed (negative movement speed), and so on.

Also I had no audio? I don't know if that's a bug or if there simply is none

Had a lot of fun, made it to level 7 of Nascent Soul! I wish each realm looked or behaved differently, though; as-is the only thing signalling a new realm is the name in the top left.  Most of the weapons seemed usable though there didn't seem to be much strategy beyond "keep stacking upgrades on whichever one you feel like".  I didn't get any use out of the roll and didn't see much benefit in switching weapons, except that some were slightly better at handling crowds vs single targets, or had more range vs more damage.  Still, I played longer than I strictly needed to to review it!

Fantastic art and audio, I actually caught myself nodding along to the beat as I played!  I liked the touch of the ticking clock alternating left and right in my headphones, lol.  There wasn't any sign of progression so I just stopped after 10 or so enemies.  I think the connection to the theme is pretty tenuous, but I had fun playing!

Wow, this is SUPER polished, hard to believe it came from a 4-day jam!  Great sound, art, easy to understand the rules but difficult to master.  Genuinely impressive work!

Unfortunately got stuck and couldn't finish the game, seemed like the final stop on one level either didn't spawn or spawned somewhere unreachable.  I respect all of the handmade art and it's a fun little story!

Fun idea, and I love the visuals, especially the interface!  Quite challenging, though - it seems a little inconsistent, and if you end up on the wrong side of a planet it takes a bunch of time doing short hops to get to the other side.  It's tempting to do bigger launches but odds are that you'll fly into a sun trying it.  Would be nice if you had *some* way to affect your course or obstacles while you were en route so it wasn't just idly waiting for success or failure.  Good fun though!

Cute and unique art style, I like the story and the intrigue, but unfortunately the gameplay is either confusing or bugged. I figured out how to decode messages, repair the electrical box, and mess with(?) the oxygen, did that a few times and then couldn't interact with anything?  The first time I played I think it crashed to desktop, the second I was just stuck floating around unable to interact with anything.  (Also for anyone else having trouble, you have to use E to interact with stuff)

Would like to play the completed version!

Surprised to see someone else had an idea so similar to ours, though very different execution!  I genuinely really enjoyed playing this and using the pieces of information to figure out where I was, though sometimes you can just get screwed by your random start location and it becomes impossible to reach your target on time (I think), and I think there's some weirdness with end-of-line stations.  That said, I played for way longer than I strictly needed to and would love to keep playing with different transit maps or other complications.  Great entry!!!

Fun! Reminds me of the good old days of Flash game sites. The physics are just floaty enough to be challenging without frustrating and each level adds an interesting layer of complication

I wish there was a bit more gameplay, but for a jam game I was pleasantly surprised by how melancholy the story is.  I'm very curious, what was the process for writing and recording the cutscenes? I assume those were your real family members speaking?

"Shit - To Sprint" - oops, lol

Fun idea, I love the silly lil sprites and setup!  I wish there was more variety in the questions, but the combination of trying to think of the answer while the number is ticking down and you have to time your click is stressful in just the right way!

A nice little visual novel, good UI, easy to understand, though I wish the characters matched the style of the menu and backgrounds

Very sorry to say, but the camera controls make this kind of unplayable.  Also strafing left and right let me walk off the surface of the planet and into open space. Stylish, wish I could play it!

Sounds like you got the right ticket for the train you boarded first, but maybe didn't buy the ticket needed to progress?

Chill and fun.  The tutorial is a bit confusing but it all makes sense the moment you start playing. I've never played Balatro but based on what I know of it this seems similar.  Loose connection to the theme, but I had fun playing it!

Doesn't seem to work, unfortunately.  Enemies spend 90% of their time running in circles around me or just standing next to me, my attack hitboxes don't seem to be synced up with my movement, and the game freezes every time I use my heavy attack or ability.   Playing on the most recent version of Firefox.  Hopefully you can get it fixed, could be fun!