
KIWI GAME
DEMO ABOVE - FULL GAME BELOW
Game design, art and programming by Hector Selby
PLAY-MEK Instagram - https://www.instagram.com/platymekk/
Sayori Fylan Instagram - https://www.instagram.com/sayorguitarimowsshyracotherium/
Supports Keyboard AND controller
STORY
KIWI GAME is a game about kiwis. Two in fact. One to be rescued from the evil farmer who thirsts for the sacred power of kiwis, and the other to explore a metroidvania-lite map by gaining new abilities, braving challenges and outsmarting puzzles in order to find the one she loves.
FEATURES:
- Large METROIDVANIA-LITE map
- POWERS to gain for exploration
- COLLECTABLE CHARACTERS to save
- Plenty of SECRETS around the map
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 4.3 out of 5 stars (4 total ratings) |
| Author | PlayMek |
| Genre | Adventure |
| Tags | kiwi, Metroidvania, Turn-based |
| Average session | About a half-hour |
Download
Development log
- FULL GAME OUT!Dec 05, 2020
- DEMO DEATH BUG FIXAug 26, 2020



Comments
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The game is running way too fast for me. The screenshots show a slow progress. Why is that? Exactly what is wrong with my computer?
The gifs are really slowed down but also the frame rate is tied to the refresh rate so if it’s above 60 then it’ll be faster than intended. I didn’t know about all that when I made this unfortunately lol
You can fix it by turning down your monitor refresh rate, but it’s turn based anyway so it’s okay to have it faster
No, it is NOT okay to have it faster. The game runs far too fast like it is on adrenaline and hyperactive drugs. I can barely even navigate the player properly because of this.
Anyways I lowered my UHD's refresh rate to 59.9X Hz and it seems to run much more smoothly now. I find it weird a game engine relies so heavily on monitor refresh rate to adjust game speed. The dev of Pixelbox really needs to fix this.
Thanks for lowering it and giving my game a try!
It’s really not the game engine. Have you ever heard of delta time? I hadn’t. I hadn’t even for my next game I made Quill. Pixelbox is more like a framework so a lot of these things are up to you to know about and implement, which is nice but I wish I knew about delta time lol
If that is the case, then it seems you are not the only one who neglected adjusting the delta time feature in your games. Even the engine dev himself, Credric Stoquer has the same problem with ALL of his games; they are much too fast. The other games he showcased from other devs (including yours) demonstrated the exact same problems. There is clearly a pattern.
I have personally not encountered any other game engine that has this weird delta time speed bug/glitch. This is the very first time I had to adjust my monitor refresh rate just to play games from a certain engine properly.
It is the game engine and more particularly, its poor fundamental design. Surely, Stoquer knew what he was doing when he made the engine, however he simply forgot to polish key features properly before releasing the engine. Polishing and finalizing essentials prior to releasing (or upgrading) a game engine are critically important, for failing that would result in a frustrating lingering burden in usage, and an annoying reputation that can deter game devs from using the tech (e.g. Epic Games' latest engine, or nearly any engine from The Game Creators).
I am glad there is a way to adjust it but honestly, we should not always have to do this just to ensure the game runs at normal speed - hence this engine's poor design.
I am going to talk to Stoquer about fixing the bug and updating his engine to accommodate for the changes. It will truly benefit him in the long run.
It’s not that deep onye, it’s not a bug even remotely. It just happens that the developer didn’t calculate delta time either.
This is more of a framework than an engine, which means that the programmer has more freedom, and therefore the “engine” is more to help you with drawing to screen and reading inputs. It doesn’t provide you with an update function or any other kind of structure.
It’s nice you’re trying to help but it’s not that deep. This is all we had to do:
super cool mechanic
This is fun, enjoyable, and cute! I can't wait to play the full version!
Very fun and enjoyable game so far, good job Platymek
Thank you :
This seems promising!
One question though: Maybe it's just not clear from the demo, but why do you have to hold down K and a direction to move instead of just pressing the direction key?
Different abilities later on use different buttons and I also wanted to make movement more conscious as in you have to confirm your movement and think much more about it. Thank you for the feedback!