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Adam Kehl

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A member registered Sep 02, 2017 · View creator page →

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Oh my God this is so cool. Physical version when? haha

Most people would assume a comment phrased like that would mean the latter. Glad you enjoyed the game too :)

Because it's a great game. Fuck off

Thank you!! <3

Dang that was cool haha. Great job!

Pretty fun ngl

The ending was definitely my favorite part ;)

Loved the playthrough!! Glad you enjoyed it :)))

WOW!! You all did REALLY GOOD on this one!! This is the most fun Sokpop game I've played. The biggest difference is that the death sequence is fair and not discouraging anymore. In the other Sokpop games, dying meant a full game restart (most of the time). Also, all the different game mechanics are really great together.

Thank you!

Hahaha "Number of tricks: 1 (meh)" This is awesome!! Love the look and feel of the game. How you slide backwards if you don't have enough speed and how you can jump around or over things is really fun!

Love the procedural stuff, that's really cool! The variety of monsters and how they each have their own style of attack and animation is really awesome! You can tell a lot of work went into this, down to the cutting grass and question mark when the goblin can't find you. Personally, I'm terrible at this game haha and it took a while to realize 'F' makes you go through the end door and opens chests. It's confusing because the first doorway you just walk through it. Also, the up arrow should totally jump like 'W' does. I think I got to the bottom like three times and had a MOB of monsters chasing me and died haha. Down below, smutigbanan mentioned something to aid in restoring health and I would have totally played for WAY longer had I not kept dying and having my progress reset. Great job overall! Hope you keep updating this!! :)

Always available if you ever have any questions! Just keep at it and thanks for the nice comment! :)

First off, I loved it. It felt really personal and had a story to piece together. I liked the settings, the effects, and how they tied into what was going on. The beginning was solid, I loved the part where you followed the other character but couldn't keep up. It really set the mood and feeling of the game. The vanishing effect and school bell were cool touches and the way you let the player decide where to go gives a bit of mystery as to whether or not you've explored everything. For example, next to the stairwell room there's a white structure you can clip the camera through to see that looked really cool but we never get to go to! 

Some of the areas did remind me a bit too closely of levels/areas from The Beginner's Guide, a game I'd highly recommend playing as it's right up your alley. But keep in mind people online can be pretty mean if they think you're copying or using an idea without the original context. 



With stairs, use a plane or flat collider so the player camera can glide up and down smoothly. Also, don't use the Unity car model, it cheapened the look of the area and most people know where it's from. Plus, a futuristic car didn't make any sense there. I'd buy you a $10 car model in a heartbeat just so you didn't put the Unity car there hahah.

But great job and congrats man!! I hope to see more from you in the future! :)

Amazing job! Such a cool idea, please make more! Would love to see more from you both.

Wow, thank you so much for such a great comment! I'm flattered and also glad that my game isn't some cheap PT knockoff. The fact that you want to play more makes me really happy, and I'm glad you enjoyed the game so much! I would love to get your take on my next game when it comes out.

Dang! You could try running at a lower resolution to see if it helps. And thank you! Love to hear from other solos, just keep at it! Don't give up. :)

Love that you're making dev logs during development! Have you already or are you planning on covering how you created those awesome fox animations or the cards UI? Those two bits really stood out to me when I played it!

Wow, thank you so much. I didn't realize creating something by myself could have an impact. Go for it! I believe in you. What worked for me was creating things sequentially, e.g. finishing the snowy tent area and moving on to the first level, second, third, elevator, mask forest, lake, etc. (Also why the spider area wasn't as polished and tested since I did it last and in a hurry.)

Absolutely! Really glad you enjoyed it and I loved your video! :)

Cool demo! Loved the artwork and gameplay. It was fun!

Loved the video and really glad you had fun! Your playthrough was really thoughtful and I liked how you looked at every detail and talked about it. Means a lot! :)

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Thank you so much! I wanted as many people to enjoy it as possible! Glad you enjoyed it and that it wasn't too fast or slow for you. Thanks for stopping by! :)

EDIT: Omg I love your rating hahah

DANG!! This had me on edge just ready for whatever it was. Nice job my dude! Really really impressive the amount dread you were able to conjure up with a simple idea and a basic scene. Love that you drew from a childhood experience too. Keep making stuff and I'll keep playing! :)

Thanks for playing, glad you liked it! You solved the stairway puzzle really fast, nice job!!

Glad you enjoyed it!! :)

Haha glad you liked it! Yeah, I hate the maze part too no worries. I realize that the sign with the spider probably shouldn't have an eyeball on it. It was supposed to mean the spider can't see you when you're under the overhangs, but a lot of people thought it meant don't look at the spider. Thanks for playing though! :)

Same! Always thought why not take my favorite part/mechanic and start there. Glad you liked it! :)

Aw thanks so much, all the kind words mean a lot. Watching videos like yours makes all the effort worth it 100 times over! :)

Thanks for playing! :)

Thanks for the kind words, I'll definitely continue development on it! Glad you had fun solving the puzzles and beating the game. Hopefully I'll be able to elaborate more on all the concepts and ideas for the game that I wasn't able to fully realize for the game jam. Really glad it piqued your interest though, glad to hear :)

Two of the best feelings while playing games in my opinion! Glad you had fun exploring the little world I made. :)

Thanks for playing! All the Ghibli films are such good resources to draw inspiration from. Glad you noticed!

Haha glad you had fun playing! Will definitely look into entering it, and I'm glad you messaged well in advance of the deadline. I'd love to clean it up and extend it, taking into consideration the feedback people have left. Thanks for stopping by! :)

Thanks for leaving feedback! When you open the game, try choosing the lowest resolution available in the dropdown settings. I made quite a few performance-related mistakes (i.e. too many lights, expensive shaders, and large triangle count) that will all be done correctly in the next project. If you want to add me on Twitter or Discord I could send a custom build with performance fixes to test out. As far as checkpoints and saving, that will be implemented in the next one as well. This was meant to be played through in one sitting (10 minutes). I'll add a menu though, some people have had issues with hitting escape and it closing when they were close to the end. 

Glad you enjoyed it! Thanks for playing and you're one closer to 10k subs! :)

Loved the video! A lot of people have said they thought the staircase puzzle note looks like a certain symbol as well haha. In response to your ending comments: Of course!! Thank you for playing it. :)

Thanks for playing! I'll work more on making those kinds of areas better for the actual game. Thanks for the nice feedback :)

Wow, thank you! Fake it til you make it, am I right? Haha I have a LOT to learn. Making the game run well was by far the hardest thing to do for this project. 

Had no idea they even existed until someone pointed out the name and similar beginning. The only Amnesia I ever played was the one made by The Chinese Room called Amnesia: A Machine for Pigs. The idea of having the pillar underground was inspired by 2001: A Space Odyssey. The name came from a famicon design by Dylan Wells that I loved.