Kyle vs. The Universe by notApollogising
Run and gun in space and the distant future. When Kyle's home planet falls into chaos, his father informs him he is the only one who can save the day. In a two dimensional world, there are gods above him he cannot begin to comprehend, who can change the dynamics of his universe by simply thinking about it.
Featuring two platforming levels and two full boss battles.
Also features full controller support.



Available as both a web game and as a download.
I ran out of time making music and forgot to opt out of it in my delirious state last night so don't bother rating me in it, will add music to the post jam build in the coming day or two and that still applies for then of course.
Created using Godot and Aseprite
| Link | https://not-apollogising.itch.io/kyle-vs-the-universe |
| Original URL | https://ldjam.com/events/ludum-dare/49/sauce-town-4 |
Ratings
| Overall | 1409th | 2.905⭐ | 23🧑⚖️ |
| Fun | 1293th | 2.857⭐ | 23🧑⚖️ |
| Innovation | 1518th | 2.048⭐ | 23🧑⚖️ |
| Theme | 1517th | 2.048⭐ | 23🧑⚖️ |
| Graphics | 1169th | 3.025⭐ | 22🧑⚖️ |
| Audio | 993th | 1.679⭐ | 16🧑⚖️ |
| Humor | 492th | 3.35⭐ | 22🧑⚖️ |
| Mood | 1296th | 2.75⭐ | 22🧑⚖️ |
| Given | 30🗳️ | 15🗨️ |
Jokes aside, this was a lot of fun to play. And not 'oh, constructive criticism' fun to play, but like- I actually wanted to be there, fighting the squid boss- fun to play. Legit well designed bosses, and the levels kept me on my toes and weren't too bad either.
First thing I would fix is some inconsistent telegraph timing- if something is coming off screen, it should have, like, a full second warning- squid charges felt really fast. Levels felt easy compared to boss difficulty- maybe longer levels would be worth the while? Also, maybe add a few indicators for where you should dash. Generally, impressive entry!
But k and j not the best buttons for easy operation, try next time to pick up the keys that we usually use with right hand
-The restart button: screen got darker, but nothing happened. pressing space again restarted the darkness.
-In some backgrounds, the laser gets really hard to see.
-At some point, there is a flying drone shooting me, but I can barely see it and I didn't knew to the point that enemies could shoot back.
-You can't shoot diagonally. (not a problem, but would be good)
-There is a place where melee enemies spawn from the sky? and fall right in your head.
There are more flaws in the game, but it had a tutorial, coll graphics and really nice boss battle, so it was a good game and I enjoyed playing it :).
edit: There was also a glitch in sound, sometimes step makes no sound and sometimes it spams sound.
I had it crash when I tried to restart after dying to the gangster boss (console said something about (not inside tree errors), and I think some of the goons in that level (the ones on the scaffolding) just walk off the edge of the level and disappear. Besides that though, I had a blast, really well done!
like the art though.
the first level was a bit confusing as to where to go, one saw buildings in the background so assumed they were just sprites until i had to take a dumb guess to figure out i could jump on the buildings too. could have put a enemy within sight or something ontop of the buildings so the player could more easily figure out "oh im supposed to be here"
there was a lack of telegraphing, in the squid fight the animation for when the squid is coming only plays for one of the layers so when the squid swooshes back it feels out of nowhere with no time to react. the telegraphing animation for that could have been longer though.
not sure if this was just me but the knives in the first boss felt a bit unfair, especially since the boss afterwards was much less difficult. since the knives came at you so fast there was only one real direction you could go in and once you commit to that you would have to hope you have enough space.
lastly there was lack of feedback. when i hit a enemy i didnt know if i damaged them i just had to hope, when i shot the drone above me i didnt know if i hurt it or if i was even able to damage it but eventually it just disappeared. it would have also given a sense of progression if the boss battles had a healthbar or any indication of getting weaker.
overall for a jam game this is something you should be proud of! congrats on doing the ludum dare! i hope you can take these elements and implement them into your future projects and continue making better games! thank you for sending me this.
First of all, I appreciated the great writing, I'm not usually that interested in story (specially in jam games), but the humor in this one helped a lot and in the end it was one of my favorite parts of the game. The game itself is great btw, very strong Cuphead vibes which is a great compliment. Both of the bosses are some of the most fun bosses I have ever had the pleasure of facing in the hundreds (I must have passed a thousand by now, 19th LD) of Jam games that I have played.
The art is also fantastic, it's so charming! :trophy:
The graphics are cool and it feels like there is enough content (2 levels and 2 bosses for a game jam is really good) but the game really lacks sound design, even more than it lacks of music.
I don't know why but when I died in the second level I got directly to the boss!
Overall well done!