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Korgen

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A member registered Aug 26, 2017 · View creator page →

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Tu pixel art sí que es una flipada, tiene mogollón de calidad y detalles!! Y de nuevo, gracias ^^

Wow… A complete scenario of cell bombing in 3 hours… hehe. It´s a pity that´s a 2 player game, so I can check exactly the “competition” feel, but it´s a very interesting approach to the theme ^^.

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Wow, made it in 3 hours and functional and a bit challenging (once you know the strategy is very easy).

Impressive and well done. The creation, selection and transportation of troops needs improvements, but is still awesome.

Music is a plus.

Edit: And thanks a lot for adding a html version ^^

Thank you for your art and music ^^

Thank you for your comments ^^

In GDevelop you can add prefab effects in layers, so I use a “shockwave” effect. It´s extremely easy to configure and implement (GDevelop is perfect for prototyping, so for a Trijam is fantastic ^^!).

In the events sheet I only have to program a RandomInRange timer (15 to 18 seconds) to activate the effect again.

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You are right. I had not time to test it well, but the game could feel better with 2 impact life of white blood cells and 5 of tumor cells, instead of 3 and 6.

Thank you a lot for the “juice” feedback, I appreciate it a lot.

Thank you for your comment ^^! I’m glad you liked it

Level 21 for me. One of my favorites of this jam. It´s impressive that this game was made in 3 hours and it´s fully functional. Addictive, replayable…

Uh, interesting prototype and great cover art. Unfinished, but it has potential. I agree with textured background with a bit of parallax or movement.

Simple yet addictive game (which is the important part). Has a bug (if you go to the right/left edge of the screen), and it would be nice to have a score system (or time to see the score obtained). Music is a bit repetitive, but it’s ok for a minigame ;)

Wow. It´s impressive this game was made in less than 6 hours. The concept and mechanics are cool. It has some aspects to polish and ballance, and I thinks there’s a bug when you “win” the game (in a solo game you win and lose at the same time, like a Schröedinger player hehehe).

Music and sfx are also well implemented.

Ok, some feedback, because I see a great game with potential here:

  1. The main mechanic is interesting and has a lot of grow potential (like more lasers, less time to avoid them, moving lasers before (or/and after) activation, score based on the proximity of lasers, obstacles, enemies, etc.).

  2. IMO, the prototype lacks progression, and is too easy (you only have to move one “click” to left/right, and one up/down). So it gets a little boring after a while.

  3. Flashing lights! Better advice it of flashing effects. I played a couple of minutes and it began to have problems. Is better to configure it other way.

  4. It´s a pity it has not sound or music. A simple music and a couple of effects could be like… 10 minutes maximum (and your dev time was 2.47). You still had time to improve A LOT your game ^^!

  5. I don’t see the theme of “Cell Wars”, maybe the spy bunny is on a cell…

The game is cool!

Very simple yet functional and playable prototype. It is well done. 3 hours is too short. I use GDevelop, for example, and for prototyping is excellent, because some aspects are very easy to develop in only minutes ;)

Keep the hard work! ^^

Hi!!

I used “Critical” Theme in a minigame (3-hour Game Jam): https://korgen.itch.io/cell-defender

Thank you very much ^^

Hi!!

I used Underwater City Theme in a minigame (3-hour Game Jam): https://korgen.itch.io/cell-defender

Thank you very much ^^

Hi!

I used your fantastic sprites in a minigame (a 3-hour Game Jam): https://korgen.itch.io/cell-defender

Thank you A LOT!! ^^

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Hi!!

I used a couple of your sprites in a 3-hour Game Jam, but in a particular context: https://korgen.itch.io/cell-defender

Thank you very much ^^ (Saludos desde Galicia!!)

I used this overlay into a 3-hour Game Jam (but in a different way): https://korgen.itch.io/cell-defender

Thanks!! ^^

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I crashed “a little” the game hehehehe.

I like a lot this kind of games. But a restart level button is needed. A lot XD

There’s a bug with the mouse wheel, and you can’t reset the level. I like this kind of puzzle games. The gameplay is cool, visuals are meeeeh (if, like me, you are a sheep, hehehe), sfx and audio are ok.

Doesn’t matter if there are not exactly “Cell wars”; IMO, the theme is fiting quite good (and viruses attack cells…) ^^!

Visuals are very cool, but it´s too short, it´s a pity ^^!

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I get and endless end XDDD

It’s like the “life game”, with some different kind of results. Absolutely fantastic in a visual way, but with limited gameplay or interactivity. ^^

It´s cool!! ^^

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Hehehe, I finished the game, but I think that I end it thanks to a bug…

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The game is like a quizz, very interesting, but with a simple mechanic.

Cool incremental game!!! I liked it a lot. It´s maybe a little easy, but it´s normal in this kind of games.

There´s a lot of work to ballance the game, the variables, etc. I want to try to do some similar in the future hehe.

It´s beautiful!! Really cool design and human sfx hehehe. Aestheticaly cool.

The game itself is simple and easy, but ballanced. One of my favorites of the games I´ve played until now in visuals and audio.

Ohhh, this is a very clever and interesting concept. As others said, the core mechanic is cool, but underutilized. With expanded mechanics, it could be an interesting game.

Hey!! ^^

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Trijam teaches you important lessons (at least, that´s what I’ve learned, but I don’t always master it):

  • Before the coding time, it´s curcial to make a simple GDD with the main mechanic, look for assets (I’m horrible at drawing), list everything I might need, and draw the 2-3 screens. Understand what you want, and identify which parts you can discard if neccesary (time!!).

Programming time:

  • First, the main mechanic must work well, be addictive and ballanced (more or less; sometimes is very difficult to get it). If you dedicate too much time to other side mechanics, the game will suffer. “Keep it simple and clean”; I said it to me all the time XDD.
  • Second, visuals. They should be decent, nothing elaborate. A bunch of objects, some background, a couple of effects, and that’s it.
  • Third, sound and music. One core music, 5-6 sfx, and that’s it.
  • Last, but not least, menu system and INSTRUCTIONS (ideally within the game).

You know how to make this games too, it´s easy to see ^^! But sometimes we waste a lot of time in details, hehehe

Good interpretation of cell wars. Indeed, spam calls are like attacks all the time to our tranquility hehe.

The game is really frustrating (in the mood you wanted to express, hehehe). Congratulations.

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It’s an interesting mechanic, but has some problems (or maybe “features”, hehe):

  1. The faster you click the button (3 times, 4 times) before keeping pressed, the faster the cell will travel.

  2. If you go to a corner, you can destroy enemies from inside the background. The enemies outside will not touch you.

Interesting prototype, and much more interesting the lessons learned ;)

I tried twice, but not sure how to play it… ^^!

The game has an interesting premise, but the mechanics are not working as expected. For winning the game, I had only to wait the enemies to fall down every time and go for the batteries. No need to attack or throw the batteries, is not neccessary…

The mechanics need more polishing, but, again, the premise is really interesting. Good work.

This is really cool, it´s gorgeous, great use of graphics, and it´s a very polished game for a 8 hours work. Maybe it needs some more balance, but it increases a lot the fun over game time.

The bad part is that this game was made for A HUGE AMOUNT of game jams. I can accept if 2 or 3 game jams have similar approaches and you make a game for this specific jams, but… more than 20 game jams (1-bit game jam?? Nope, you are doing it wrongly ^^!).

You must beat with the mobile to other coworkers. Set angle and strenght, like “Angry Birds”.

Beated the three coworkers, hehe. It´s fun, but difficult. On the first run I finished covered in a lot of mobiles (and “immobile”).

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Interesting mechanics, I like it a lot, but has some ballance issues. Something similar was my first idea, but I are less experienced in using variables (I’m still learning a lot with every game development), so in this part you’ve done a far better work, with different enemies and strategies, power-ups, etc. Congrats.

Wow, your game is really cool, and stlyish! :)

Thank you very much for your comment! ^^

Yep, I ran out of time to solve all the bugs… But it’s “playable” :P I had to sacrifice a lot of things (more enemies, more upgrades…) in order to finish in the 3 hours. So I’m happy to have something done hehe.