Loved this game during sage and still love it now. Hilarious how it makes you feel like a god with movement and a potato all at the same time. Amazing!
Also, I just played KilaFlow up through the first unlockable level. It's a pretty challenging game, but it's probably my favorite of everything I've played from SAGE 2023. Kila is a cutie and I'm wishing you the best!
This was a great demo. I loved the graphics the music and the silly end text for when Kila DIES (I mean joins a Union). Nothing but high marks there.
I experienced one sound glitch that occurs whenever I charge in midair, sometimes if I land while charging the charge audio keeps playing even when I’m not charging.
As for the gameplay, I really enjoyed myself after getting acclimated. Learning when to dash or bounce made the core experience of learning really interesting.
However I found I really did not care for the 2.5D perspective. It’s much too close and I don’t have the ability of foresight to continue so it just becomes frustrating to learn. Similarly, ground pound into jump allows for some forward angled air and I’m not entirely sure if it was designed for that? You can skip a lot in the levels with that move, but if it’s intentional then I think it’s fun.
Lastly the flames on orange platforms kind of kills my eyes. Could it be some kind of green or something that’s easier to determine where it is?
I also had some weird issues with depth and enemies as well as bouncing on an enemy but still being hit - hard to explain.
-I've been made aware of the sound glitch thankfully so it may be patched out in a later update if not just in the full game or future demos
-The Flow-Bounce is in fact intentional! It's the secret (albiet mandatory in this demo) tech that made me commit to making the game in the first place. The way it works is essentially: Flow removes your gravity, so if you start gaining vertical momentum and then press flow, you'll get launched way higher since gravity isn't pushing down on Kila
-Ah! thank you for letting me know about the flame thing, I'll try to accomidate for that for accessability's sake. that's a very good catch.
-Depth is one of the things i'm gonna have to really try and figure out for sure yeah. The shadow and shadow redical was made to aid with this a bit but even i myself have found it can still be hard to know where to align yourself fast enough since the shadow requires you to be directly over an object. Will work on that for the full game
-Getting hit by an enemy while in flow is a known bug i unfortunately haven't squashed yet, sorry! I'll be reworking the damage detection system for sure, it's a bit of a mess right now lol
honestly i didn't know exactly what to expect going into this but i LOVED what i played so far! it was kind of a learning curve figuring out all my movement options at first but when i got the hang of it, boy it feels so good to play especially for an early demo. It felt like the right amount of challenge too, and it was really enjoyable how much time you could shave off going through levels again.
one small thing though on some of the levels- namely 1-4, with the orange requirement it felt a little too tight, and idk if i missed something but i found i just kinda had to teeter on the edges of platforms to avoid the viruses at the start. I also think it should be a little clearer what the requirements mean because it almost didn't click with me that was what i was supposed to do. (edit i didnt see the readme before this my bad on that one but it did say controls)
the soundtrack as well was awesome for what was there, really kept the vibes up when i was going through the levels. Really hope to see more of this game in the future!
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Could you make this be available on Mac? That would be great if so! I am a Mac user, so I would like this to be implemented.
Loved this game during sage and still love it now. Hilarious how it makes you feel like a god with movement and a potato all at the same time. Amazing!
I saw somebody playing this on a SAGE stream and the character is super cute I'm gonna download it RIGHT NOW
Ty ty! very cute icon btw wow!!
Thank you!!
Also, I just played KilaFlow up through the first unlockable level. It's a pretty challenging game, but it's probably my favorite of everything I've played from SAGE 2023. Kila is a cutie and I'm wishing you the best!
This was a great demo. I loved the graphics the music and the silly end text for when Kila DIES (I mean joins a Union). Nothing but high marks there.
I experienced one sound glitch that occurs whenever I charge in midair, sometimes if I land while charging the charge audio keeps playing even when I’m not charging.
As for the gameplay, I really enjoyed myself after getting acclimated. Learning when to dash or bounce made the core experience of learning really interesting.
However I found I really did not care for the 2.5D perspective. It’s much too close and I don’t have the ability of foresight to continue so it just becomes frustrating to learn. Similarly, ground pound into jump allows for some forward angled air and I’m not entirely sure if it was designed for that? You can skip a lot in the levels with that move, but if it’s intentional then I think it’s fun.
Lastly the flames on orange platforms kind of kills my eyes. Could it be some kind of green or something that’s easier to determine where it is?
I also had some weird issues with depth and enemies as well as bouncing on an enemy but still being hit - hard to explain.
Really glad ya enjoyed it!
-I've been made aware of the sound glitch thankfully so it may be patched out in a later update if not just in the full game or future demos
-The Flow-Bounce is in fact intentional! It's the secret (albiet mandatory in this demo) tech that made me commit to making the game in the first place.
The way it works is essentially: Flow removes your gravity, so if you start gaining vertical momentum and then press flow, you'll get launched way higher since gravity isn't pushing down on Kila
-Ah! thank you for letting me know about the flame thing, I'll try to accomidate for that for accessability's sake. that's a very good catch.
-Depth is one of the things i'm gonna have to really try and figure out for sure yeah. The shadow and shadow redical was made to aid with this a bit but even i myself have found it can still be hard to know where to align yourself fast enough since the shadow requires you to be directly over an object. Will work on that for the full game
-Getting hit by an enemy while in flow is a known bug i unfortunately haven't squashed yet, sorry! I'll be reworking the damage detection system for sure, it's a bit of a mess right now lol
honestly i didn't know exactly what to expect going into this but i LOVED what i played so far! it was kind of a learning curve figuring out all my movement options at first but when i got the hang of it, boy it feels so good to play especially for an early demo. It felt like the right amount of challenge too, and it was really enjoyable how much time you could shave off going through levels again.
one small thing though on some of the levels- namely 1-4, with the orange requirement it felt a little too tight, and idk if i missed something but i found i just kinda had to teeter on the edges of platforms to avoid the viruses at the start. I also think it should be a little clearer what the requirements mean because it almost didn't click with me that was what i was supposed to do. (edit i didnt see the readme before this my bad on that one but it did say controls)
the soundtrack as well was awesome for what was there, really kept the vibes up when i was going through the levels. Really hope to see more of this game in the future!