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Code Monkey Max

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A member registered Nov 19, 2017 · View creator page →

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That's too bad... Thanks for letting me know. This game was a monster to work on! I'll see if we can patch that.

That sounds like a good update. I'll be excited to check it out!

Thank you! I'm thrilled you enjoyed the game loop and the theme, even if it was unpolished.

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I wasn't expecting this level of emotional depth, nor thematic consistency. It's a great metaphor, and original to me. Loved it. If you spend more time on this, I would clean up the "mixels" in the cutscenes.

I agree with the other comments - extremely ambitious for a one-person team. In light of that, great job pulling it off. Props. I only made it to wave 3 unfortunately :)

This is a really clean and tight platformer metroidvania. Very well thought-out, with fun new mechanics every time. A good level of challenge. Took me a while to beat.

I like the art/animation and the pacing. It feels very well-balanced. Unfortunately, I wasn't able to figure out how to buy any defensive upgrades. Also, props for changing up the color palette.

Wow, people weren't kidding when they said "old school" lol!

Awesome game, lots of fun. The knockback makes it so that if you have perfect timing, you can infinitely repel enemies. It's decently difficult to have perfect timing 100% of the time, though, so it's a good challenge with a higher skill ceiling. That the player can fall through the floor is also a great additional challenge. Pair that with the enemies' knockback, and the stakes get pretty high.

Good level design, too.

This is great! Really enjoyable, really clear, and not buggy. Excellent work. I enjoyed the music, the steady pace, and the nice graphics/effects.

I did not like my fire rate, but I understand I could upgrade it. I think the fire rate would be a lot more manageable with a reload indicator, so I knew exactly when I could fire next, instead of spamming LMB. Another thing is that using LMB to interact with buttons and towers is fine, but it does sometimes spend my ammo. With the low fire rate, an unintentional shot is pretty frustrating.

Aside from those 2 small tweaks, I really liked this one. Great work.

A game where you have to defend your tower from enemies that come at night? Sounds like a GREAT idea to me ;)

Good work, guys. I can tell that the FTUE is well-thought-out, with the tutorial/tips along the way helping out a lot. The rotating light mechanic is really new. If you guys keep working on this game, would you consider making the tower a lighthouse?

This is really clever. I hate playing rage games like "always up," but I can seriously see this carving out a unique position among other games like that. I guess I wouldn't know if there were already 12 other games in the genre that already work exactly like this one, but I'll give you the benefit of the doubt ;)

I'm really glad you guys decided to mix up the platforms. Really, I think most teams would have just made the ball and placed a few ordinary platforms and called the jam there. Way to take it a step further!

I enjoy these abstract mystery system games. This one is fun to fiddle with for a while. The sandbox is cool, but I do agree with some other commenters about adding a goal, or some way to "progress." I trust that if you guys can come up with this, you can come up with a way to turn it into a game with a goal and a challenge. I hope you do.

VERY impressive work. The gameplay is extremely tight and smooth - 99th percentile for a jam game. The art and animations? The way the enemies get highlighted at the beginning of the round? SO cool.

The concept has legs, the music is nice, and the graphics have a nice and cohesive retro feel. Pretty good, overall! I do second what another commenter said about instructions. It took me a minute or two to figure out what I could control. 
I saw in a reply to another comment that you're new to game dev - great work for a beginner. Figuring out how to convey your controls in a FTUE isn't straightforward and lots of people at all skill levels can struggle with it.

I had a lot of fun playing this one, great work.

Thanks for giving it another shot. I'm glad that the concept seems fun, even in this early state.

This game was pretty funny for the 5-10 minutes I played. Definitely unexpected.

Thank you very much! We all put a lot of work into it :)

Awesome! I'm glad our design choices ended up paying off in the end. Thank you for the feedback, and for hosting the jam!

Thank you for letting me know about this teleporting bug. Weird. I'll look into it. I'm glad you still liked the music and atmosphere!

Thank you very much! Yes, the sound design is one of our primary strengths - all thanks to Limain. I'm glad you enjoyed!

I'm glad it worked! I don't love playing horror games either, to be honest... But now I know developing them suits me fine! Thank you.

I'm thrilled you enjoyed the atmosphere and the little speed mechanic. I made a lot of design choices that felt risky. It's great to know they paid off! Thank you!

genius

Thank you very much! Yes, Limain did excellent music

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This is very polished for a jam game. Brilliant work. Your art and gameplay is good, the music fits with everything, and the gameplay is on point. Finally, your execution of the theme is straightforward and high-quality. I liked "Be Bouncy" the best.

Thank you for the feedback, and I'm glad you liked the game! Yeah, feedback/other polish and art would be at the top of my list if I were to keep working on this one.

Epic. The most fun one I've tried so far. The bonk noise is great, and the IK + alcohol combo is genius.

I like the CLI theme for the main menu. The controls are tight and the gameplay is well-programmed. A great execution of a tightly-scoped jam game.

Did you make this for 2 different jams?

The art's great and the atmospheric SFX are a very nice touch.

Ah, got it. Nice work!

A 3D driving game is a bold choice for a jam game. For such an ambitious project, the gameplay was good! I got some sick drifts in there. Good work.

Thanks! I'm relieved to hear that one or two of the powerups were strange enough.

I see revolvers are kind of a theme for you! Can't blame ya lol. Thanks again for the comment.

The art looks fantastic in the previews. Really nice work.

I love the theme and the art is fantastic. I love the consistent aesthetic. Alas, I suck at these games so only made it through 2-3 levels. Are the "strange powerups" that you upgrade your enemies, or is there more that I didn't make it to?

Are there more levels? I couldn't figure out where to go from here. Love the art BTW.

"Poison. What did you Expect"

Brilliant LOL

Bonus points for Godot