Skip to main content

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

Kevin Hutchins

354
Posts
2
Topics
226
Followers
14
Following
A member registered Jul 24, 2016 · View creator page →

Creator of

Recent community posts

Whoops! The keyboard controls were a leftover from before I pivoted the control scheme (and added pull blocks). I meant to take it out but forgot. The mouse controls were definitely weird, but I wanted to play around with how close you could get to the metal with a sokoban game, and it can often be unintuitive until you play with it (and maybe even then).

I'm impressed you managed to fit so much detail into such a small amount of space. Everything about this felt super polished, loved the effects and animations.

Fun game! Felt well balanced - it seemed like I could get anywhere with enough time, it was just me executing poorly, misreading the pattern, or not anticipating a change in pattern and getting too greedy after hitting a checkpoint.

I loved the expressive sprite work on the character. I managed to get some good bounces going once I got the timing down!

I never did play Gorillas, but I did play a lot of Scorched Earth as a kid. Fun to harken back to the aiming and shooting days. I like it when low rez entries play with other aspect ratios, and I liked the skull state, although I couldn't figure out how to actually reproduce it other than the times I got it accidentallly.

Missed those entirely! I was going through the menus fast enough it didn't have time to show the message. That's much more my speed, thanks!

The screen zooming and panning added a good deal of interest to the levels. I had fun with it, but it was a bit on the easier side than I prefer. I understand that this sort of thing is pretty much impossible to balance. Great job!

Neat platformer. It suffered a bit in the red room from making a lot of blind jumps, but it was a small part of the game so it didn't detract much. Love a boss that's just hands and an angry face.

Cool concept, although it felt a bit swingy (I got to match 19 before I got a bad draw that didn't let me get a one shot on the enemy and I got taken down at that point).

I liked how you added mechanics throughout the game, it kept things fresh. On occasion jumps wouldn't register, which could be frustrating because it'd often lead to my death, but it wasn't enough to keep me from finishing. Nice work!

Fun game. I liked how you changed things up with the rope lengths near the end. I think I might have liked a slightly longer grace period when you've reached the end (it was really easy to lose momentum by pressing the key a frame or two too late), but it gave the game an interesting texture. Nice work!

Great work. You nailed the feeling of the impacts and made a racing game that felt quite compelling to play. And the final vehicle was a fun reward!

Sure! I'm not sure that I'll have all that much to contribute outside of what I wrote in that post, but I'm happy to talk. If you have a bsky you can message me there, or we can find some other way to talk.

Cool game! It was fun exploring around and I'm always impressed to see a boss fight integrated into a game in a jam timeline. The only move I didn't end up using was the dash, which it felt like didn't have much utility with how restrictive the energy system often felt. On the other hand, if I was lost and trying to find new areas, I probably would have appreciated it quite a bit.

You fit a lot of stuff into a little space! It was cool navigating all the planets and doing quests. I would have liked a bit more to do (it doesn't seem to ramp up all that much in difficulty after the first few quests), and I wish that the UI didn't require me to take my hand off the arrow keys and onto my mouse quite so much, but I had a fun time with it.

Loved it! From the title, I was prepared for it to be a mouse maze game, but it ended up being a lot more than that. The mouse movement felt quite good—you did a good job of helping ease the friction around moving around corners and edges. I didn't figure out the upside-down puzzle, but that part was optional so I still made it to the end.

Very cute.  You made great use of the UI to convey the information despite the limited resolution. The different fish could have used some more differentiation when reeling them in, as I think there was only one time that I noticed that a fish felt harder to reel in, despite beating the game.

Great use of the TV medium. The sounds were just right, and every section felt just the right length to move things along.

Clever use of automata. It was fun rooting for my guys, even when they would make the most infuriating decisions. Difficulty between the levels felt a bit uneven, but I think chance played into it a bit there.

That's understandable! I don't really explain everything. If you try pressing 1, 2, 3, and 4 (or other keys on the keyboard), you should be able to make some progress, although don't press too many of them at the same time.

F on keyboard, X on an Xbox controller, Square on a PS5 controller.

Fun game! Normal difficulty was a bit easy for me, but the hard was just right, making it feel frantic with just the right amount of overwhelming. Everything just felt like it fit together, which is rare for a jam game. There were a lot of little details that I appreciated, like how you automatically check skipping the intro after someone plays it once.

Nothing to do, just taking in the scale of nature and taking in the atmosphere. Just a small break between rating games.

I love the style on this! The use of gradients and contrasting colors really gave it a distinctive look that worked quite well. The gameplay, while simple, worked well to highlight the sense of place.

Fun concept! The eating animation was cute, and I enjoyed trying to aim the wrecking ball, especially in the castle, where there were so many people wandering around.

Very cool 3D effect. I had no idea that pico8 was capable of something like this. The game loop was fun, although I ended up wishing that opening the menu was a little bit faster.

Gorgeous art, impressive animations. I'm impressed by how much art and how many mechanics you managed to get done for the jam, even if you weren't able to finish all of it.

Great work! The opening crawl gag was great, and the navigation was a neat spin on normal movement. Definitely a lot easier to make that first jump once I plugged in a controller. I liked some of the interactions like the beach ball that you could knock down and play with.

I liked the visuals: they had a nice, clear style, but with a lot of nice touches like the dynamic cursor. 

Clever puzzle game. I liked the variety of enemy behaviors, although I found that the bird didn't really pose a threat in any of the levels, but maybe I got lucky.

Lovely puzzle game. I've had fun playing with cellular automata, and thought about how it would be neat to have a puzzle game with them, but never could quite arrive at satisfying mechanics.

This is a perfect example of what I would've wanted to make with this concept, if I'd thought of it. The visuals and audio complement it well. My only minor complaints are the lack of an on-screen back button, and the lack of an indication that the rule list could be scrolled. For both of those, I had to scroll down to figure out how to do it/if I could do it.

It's easy to see why they were omitted, though, as you already were coming  hitting the 64x64 limit. Great work!

Fun game. I liked the character sprites. They were expressive, despite the sprite size constraints. I lucked into encountering the mosquito first, which really helped with later encounters. Stun felt a bit OP, but you covered that in the postmortem.

Fun game. I liked how you could get strategic with dropping the stronger blocks onto lower ones, clearing the way down. Increasing the difficulty by making the star placement more challenging was a good way to prevent it from feeling too easy. I made it down to 673m.

Neat concept for a game, the twist was a fun surprise. The collision on the jumps was a bit off, I'd get stuck if I touched the side of a platform while jumping, but I made it through anyway. Great job for a first game!

Feels like a good basis for a game. Shame you ran out of time!

Ah, so this is what this genre is like! I had fun with it. It was satisfying getting my weapons buffed to the max and seeing them melt through the enemies. Difficulty felt good to me, I was able to win on my third try. Very effective use of visuals, I stopped noticing that it was low resolution after just a little bit of time ingame.

Fun bit-sized horror game. It could have used some sound when the enemies are alerted/die, but I get how much of a pain it is to get specific sound effects during a jam. I appreciated the checkpoints greatly.

Much appreciated! That did end up being the issue. It should work now, if you want to give it a go.

Oh, that's very interesting. Sounds like it could be a localization issue with the scripting language I'm using (the , vs . as decimal separator difference). Thank you for looking into it!

Great atmosphere between the audio and visual design! I had fun with it (I think I got the final ending), and I liked how you had the option between running and crawling, but in the end I just ended up sprinting everywhere. The only minor issue I noticed was that clicking to dismiss text boxes/notes would also trigger crawling mode.