A downloadable game for Windows

"Kolite Studios" has reverted back to it's parent company name
Refractive Entertainment.

Important Note
Main menu doesn't have mouse click events, you must use a game pad/controller to get passed the main menu. Sorry. 🙏 

By Kolite Studios
Keith Kolod: Hand-drawn 2.5D assets, Chonker's model, texture & animations, level design, intro and outro animations.

Matt White: Chonker's rig, blueprint development, Dr. Evil voice overs, in-game cinematics.

Story
Kittennapped from your litter, Chonkers is taken to a secret experimental space lab. Armed with razor claws and lasers, fight your way through hand-drawn 2.5D interconnecting corridors while unlocking new abilities, to defeat your captures and escape back down to earth.

Difficulty to Complete
Intermediate gaming experience recommended.

Developer Note
Everything you see was concepted and developed during Epic's MegaJam 2019.
Artwork, sculpts, animation, textures, voice overs, blueprints, etc created by Kolite Studios during the jam, excluding music, explosion particles and sound effects.

Music:  tiasuDivided, Pt. 1
Kolite Studios has written permission by tiasu to use his tracks in their games.
Sound effects provided by Soundly.

Download

Download
KoliteStudios_SpaceClaws_v2.rar 218 MB

Comments

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(+1)

Despite some clunky controls and (at times) unclear direction on the map, the game surprised me and kept me engaged throughout my time playing it. I am terrible with platformers and perhaps I took longer than the average player to complete certain parts but I never felt like the game was too challenging. The sounds and elements of humor are great and I see a lot of potential with this game! I played it on my stream and had some viewers also express interest in playing, even with my horrendous gameplay. Well done Kolite! 

Thanks TonyRumble! We appreciate your feedback. Ya there wasn't a lot of time to iron things out, we submitted literally 15 minutes before the deadline. But we have already taken a bunch of issues people had playing, and fixed them for the re release, to hopefully have a smoother experience.

For having a 7 day time limit, the challenge was certainly there! Some very minor control clunkiness with the laser (needing to come to a complete stop before using) and some ice-style platform physics that could prove frustrating to the casual player, but not so punishing to make one want to give up. Bravo!

Thanks SOL! Ya it's definitely a little harder than for the casual player, and in a full game there would be more time to ramp up the difficulty over time instead of so quickly in the beginning. But if their is enough good feedback on the game and people want more, maybe we will continue with it and make it a much longer experience.

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I believe the difficulty was perfect for me, but maybe for more casual gamers it may be a little difficult. Controlling the character is very smooth and everything has a nice look to it. I believe with the content this game does have you convey the idea of what kind of game this is well. The only feedback I have is maybe more of a focus on clearer direction on where to go and what you need to do, unless the exploration aspect is something you want. Obviously time restraints are always killer, so hopefully this project is worked on more! 

(+1)

Thanks Qooorti! Ya we wanted it to feel like a metroidvania style exploration. Where you need to move around the level to find where you are blocked, and know you need to find an item to get through. Hopefully it still felt smooth for you tho, and ya the 7 day time constraint, to do all of the artwork and animations by hand, and complete beginning to end coding/blueprinting, we submitted with only 15 minutes left in the deadline haha. We will have time to iron some things out in the future, and will rerelease this when we have ironed out some more bugs.

(+1)

Would love to see a longer version. Kept me entertained as well as challenged. VO work was great, had me laughing. Wished that end boss was there haha overall great from start to finish.

Now where can I get a killanator?

Thanks WhatupDre! We tried to be "funny" throughout the experience haha, hopefully the jokes landed ;) Yaaaaa there was no time for that boss, in actuality the entire game wasn't even originally supposed to be a platformer, it was supposed to be an action fighting game with multiple enemy types. But due to time constraints and some hurdles we had during development, we had to pivot the entire experience to a platformer to make sure we hit the deadline :)