--- A mutilated man is left for dead in a mysterious tower full of traps and dangers. A miserable and dying creature grants him a power that will help him make his way out... but everything has a cost.
Armless Kairo was developed with Construct 2, and the assets were made with Paint, PhotoFiltre, Fl Studio and Audacity.
LOG 08/01 : I was kindly authorized to tweak the balance as the game was way too hard, almost impossible. (energy depleting rate is slower, more energy jars). Also uploaded Linux and Mac builds.
Great job on the graphics. I thought the gameplay was kind of neat, with the throwing, once you unlocked the companion. Also I felt a tinge of sadness at the end when I escaped (don't want to include spoilers but I think you know what I'm referring to). I felt like the theme was quite weak though, it felt like something that was slapped onto an action-platformer rather than the focus of the game.
Overall, I enjoyed my time playing the game. Good job!
I just witnessed a masterpiece of a true master. This was an incredible experience. This is what I aspire to make. Good experiences. Everything was perfect. The graphics, the gameplay, the story, the sounds. Really. You guys don't deserve anything less than the 1st postition.
Definitely fantastic use of sound and graphics here. I couldn't really feel the necessity of the energy jars though, didn't ever really get low. Great work though!
This game is amazing with nice graphics and sound design. The music in the lift is great also. The boss is hard but absolutely beatable. Game design and level design are marvelous. You've made an awesome job.
For me the only issue is that finally the theme is only secondary in the game, as we die more often killed by a monster than because running out of power.
Anyway, thanks for the very good time playing your game!I'm looking forward for your next games!
What an awesome game! Every aspect of it is top notch, it's hard to believe someone made this in just 48 hours. Keep it up, I'd love to see more from you.
Awesome stuff! Super impressed on how much you managed to accomplish in a weekend. Everything was pretty much spot on: story, animations, overall gfx, sounds and music. The mood was fantastic, very darksoulsy which I love.
On my first run I fell into the pit from where the first double crossbow is. The wizard dude you meet later on was there but it was a dead end. Noticed the throwing mechanic there and tried the whole keyboard to look for any solutions without luck. I don't think you're supposed to be able to go there?
One minor annoyance was that you couldn't go back through doors to the previous area. I felt like I missed some stuff because I couldn't freely explore every nook and cranny.
Probably would have liked to play the original harder version, this felt kinda easy excluding the final boss. The boss could have telegraphed its moves just a tiny bit earlier (for my old man reflexes) but was still easily beatable.
Control mapping was a bit weird (for me). Not used to jumping with up arrow and space being pretty much anything else besides jumping. Nice that you added button prompts when you needed to use them for the first time. So many people seem to miss this important and quickly added feature and only list their controls on the description.
This was great. I am really surprised someone managed to make this in 72 hours. The art was all great. The levels were a nice challenge but weren't too hard. I really liked the length of the game because it wasn't too long but also was long enough to show all the mechanics of the game. My only problem with it was that it didn't really seem to use the theme much. I don't think I ever got close to even half of the charge meter being down. It didn't really feel like that was a major part of the game.
So far the best game I played in the LD39. Reaminds me prince of persia, very polished game, nice graphics and that atmosphere, I not beat that game, but I play it for 20 minutes and planning play again at the weekend :) Very nice entry :)
@mrchippy. Thank you for your quality feedback. I should make it harder then. @antti-haavikko) Thanks for such detail in explanation :) I will consider all of it for further games.
Incredible! Games with immersive storylines have been super rare to find, and the fact that you pulled this off in 48 hours is so impressive! I had a lot of fun playing the game and getting lost in the environment and story.
Although the game itself didn't really play into the theme that much, that wasn't really a big deal to me honestly. I think what bothered me more was that you set the game up with your limbs getting cut off and such, but it doesn't quite feel like an important part of the gameplay. Particularly so after you find your companion (would love to know the backstory on him lol, he almost seemed like an automaton to me?), it seems like it just becomes more of a regular platformer rather than something that could have been a unique mechanic. But honestly, I'm still really satisfied with what you did make already, you should feel really proud of yourself. :)
This is preposterous, I can't understand how could one person have made this game. I'm pretty much in shock right now, I regret not seeing this during voting because I can't see a single problem with the game. I can't wait to see more of your work. Do you have a twitter handle or any kind of blog?
Playing this game truly was an intense experience ("la claque!") - definitely reminded me of the great Prince of Persia.
I didn't know it was possible to create such an immersive atmosphere of creepiness from a 2d platformer, and I'm speaking as a big fan of Super Metroid :-)
Interestingly, I get the feeling the low-res graphics help, maybe by leaving more room to the player's imagination? Anyway, your pixel-art skills are really impressive.
The beginning, where you play a freshly mutilated dude, crawling to his death, made me feel really uncomfortable - good job on this!
Those of you who liked this game: go play Servants, from the author's tumblr page (it's HTML5). Definitely in the same vein (and probably sharing a lot of code with AK), it made me feel really small (as a player ... and as an aspiring game designer too)
PS: funny how you got to redefine the meaning of "elevator music" :-)
Wow! So many great things about your game, very inspiring. There was one tiny bug on the Windows version, after beating the boss and entering the escape tunnel with the energy in it, my game became super laggy. falling off the ledge in the next screen fixed it when I respawned. Great effort, conrats on doing so well!
Comments23
Overall, I enjoyed my time playing the game. Good job!
I am speechless.
I just witnessed a masterpiece of a true master. This was an incredible experience. This is what I aspire to make. Good experiences. Everything was perfect. The graphics, the gameplay, the story, the sounds. Really. You guys don't deserve anything less than the 1st postition.
CONGRATULATIONS!
For me the only issue is that finally the theme is only secondary in the game, as we die more often killed by a monster than because running out of power.
Anyway, thanks for the very good time playing your game!I'm looking forward for your next games!
On my first run I fell into the pit from where the first double crossbow is. The wizard dude you meet later on was there but it was a dead end. Noticed the throwing mechanic there and tried the whole keyboard to look for any solutions without luck. I don't think you're supposed to be able to go there?
One minor annoyance was that you couldn't go back through doors to the previous area. I felt like I missed some stuff because I couldn't freely explore every nook and cranny.
Probably would have liked to play the original harder version, this felt kinda easy excluding the final boss. The boss could have telegraphed its moves just a tiny bit earlier (for my old man reflexes) but was still easily beatable.
Control mapping was a bit weird (for me). Not used to jumping with up arrow and space being pretty much anything else besides jumping. Nice that you added button prompts when you needed to use them for the first time. So many people seem to miss this important and quickly added feature and only list their controls on the description.
@antti-haavikko) Thanks for such detail in explanation :) I will consider all of it for further games.
Although the game itself didn't really play into the theme that much, that wasn't really a big deal to me honestly. I think what bothered me more was that you set the game up with your limbs getting cut off and such, but it doesn't quite feel like an important part of the gameplay. Particularly so after you find your companion (would love to know the backstory on him lol, he almost seemed like an automaton to me?), it seems like it just becomes more of a regular platformer rather than something that could have been a unique mechanic. But honestly, I'm still really satisfied with what you did make already, you should feel really proud of yourself. :)
Here is my playthrough:
(sorry I exploited the boss fight a bit)
FiloGC : thanks ;) sure, let me add my tumblr to the game description.
I didn't know it was possible to create such an immersive atmosphere of creepiness from a 2d platformer, and I'm speaking as a big fan of Super Metroid :-)
Interestingly, I get the feeling the low-res graphics help, maybe by leaving more room to the player's imagination? Anyway, your pixel-art skills are really impressive.
The beginning, where you play a freshly mutilated dude, crawling to his death, made me feel really uncomfortable - good job on this!
Those of you who liked this game: go play Servants, from the author's tumblr page (it's HTML5).
Definitely in the same vein (and probably sharing a lot of code with AK), it made me feel really small (as a player ... and as an aspiring game designer too)
PS: funny how you got to redefine the meaning of "elevator music" :-)