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Dan McAlister

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A member registered Feb 11, 2016 · View creator page →

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Really interesting concept! The hooks would occasionally spawn close together which made it tricky, but otherwise it's very solid, especially in its presentation and mechanics.

This is well done! There's a lot of interesting theming options for a game like this, I think it has a lot of potential to be expanded.

I like the idea of a level design game, and I also appreciated the player narration coming out of the player character. This is very tough!

I like this idea quite a bit! I enjoy hiding from knights, and then collecting the souls that result from their grisly business.

This is an interesting concept, but since the hero doesn't seem(?) to fight back, it feels inevitable. A jam game will always have limitations, but maybe a shorter timer would have added more tension? Good effort!

Very challenging! I like the idea, but I also think it could be made more clear what the differences are between units.

I'm impressed you were able to create such a large game space in such a short time! It's a very unique game. I like the concept, but I also felt that having food gathering, hit points, experience points, and a hero watching you is a lot of concepts to introduce in a short time-frame, which created some confusion for me as a player.

This was an interesting role reversal. I like the concept that a random alien ship is chosen to fire on the human, but it threw me off to have the firing alien ship swap if I'm holding a shot. I think it might be more player-friendly to show a timer so that the player knows when the firing ship is about to change. That aside, this is good work!

This was so fun! I loved the sounds. This feels like a juggling platformer, very fresh.

This is very well done! The visuals and voice-overs are wonderful. This is a great example of a simple concept executed at a high level.

Very solid! I enjoyed searching the files under pressure.

This is neat! I like the mechanics and idea. I also feel like, starting with level 3, the high number of directional controls obscures what's interesting about each puzzle. If you took out the controls that weren't strictly necessary, I think it would be stronger.

I love the idea, very cute! I really like the lines each monster delivers when you revive them. The platforming was quite loose, and one monster seemed(?) to need a wall jump that I simply wasn't capable of. 

Great idea and execution! I like the idea that SOMEONE has to clean up those bodies; how about the person that made the mess in the first place? On my second level I realized that shooting the bodies made them spill even more blood, which gave me something interesting to work around.

Very impressive! It reminds me of a Mario Party minigame: simple and effective. 

In a game like this, I would recommend using tile-based movement. As it is, I had trouble getting my monster through horizontal corridors. Good effort!

I loved my two actors who were friends, and then they split up??? Devastating. Great work!

I haven't seen a card game where the cards have so little information on them, and yet they're so flexible. Very cool!

Great work! The choices were interesting and the theme was unique. There were some conflicts with dragging papers when they overlapped each other, and I think putting the flag icons in the map legend would help the player better understand which country was which. Otherwise, I thought it was well executed!

Very interesting mechanic! Well executed, but could also use a more clear difficulty increase. For most of the game things felt pretty under control. 

The pole feels versatile, and I think this could be expanded upon and explored further. Good effort!

Great presentation! The death animation made me jump the first time I heard it. You've got a lot here that could be expanded on, very well done. 

I like this idea a lot, but I do have two pieces of feedback. One, I don't think the random chance of dying added much useful information to my decision making. Two, the hook aiming felt too random. The cursor would frequently go off the screen, but if I let the time count out it wouldn't use a charge, thus not increasing my chance of dying. There was rarely a reason to not wait for an ideal shot to line up. I would either force the player to fire the grapple before the time runs out, or give them a bit more control over the direction while keeping it mostly random. Good effort!

This is a cool concept. Most of the obstacles seem to rely on a single tool, like the jump to get over a hurdle. This leads to a lot of cycling through actions until the necessary tool is available. I think the design could really shine through if more obstacles were designed such that multiple tools could overcome them, making it a game where the player has to adapt based on the tools available rather than just cycle for the right tool. Good effort!

Great visual appeal, but it's unclear what's being asked sometimes. It took me a while to figure out I had to hold E and not just press it in some scenarios, but I didn't get very far because my character kept getting stuck in the environment. Good effort!

Very interesting! There was a nice tension in not knowing whether I would be shooting or moving. It could benefit from scoring you based on how long you last, or on how many buzzsaws you destroy. It's fun on its own, but I think the added feedback would make it even better. 

Love the aesthetic, and the gameplay is quite polished for a jam game. Great work!

This is a cool platformer mechanic, but I also feel like the levels demanded a lot of precision from the player very early on. Good effort!

Good effort! I really dug the art style and the work put into the characters. That said, there was a lot of front-loaded information that makes the game difficult to get into (something I also struggle with). Also, it was a bit unclear what to do in game, there could be more feedback from the characters when you give them milkshakes to better understand what the impact of that interaction is. 

This is a good concept, and I like the abstract aesthetic. My major feedback is that the game requires a lot of precision, but the time between a missed jump and an eventual re-spawn drags out too long. Other platformers that demand a lot of precision (think Super Meat Boy) respawn much more quickly, which prevents the frequent deaths from being too frustrating. 


Great effort!

Very unique and affecting. Thanks for making it!

Very good! Very hard, too.

I really like this! I think the mobius strip concept is extremely well executed here, and would love to see that expanded on. That said, I don't think the one jump limitation made the game better. The jumping limitation never made me think or consider differently, it just made me restart the levels over. Overall though, i think this is really stellar!

Good idea! I second the previous commenter who said there doesn't need to be two buttons for the lights, a toggle would feel more natural. I know it was made quickly, but consider how to make the player really think about how they use the lights. At the moment, the player doesn't need to pause and consider.

Same :/

Really interesting game! It could use a bit more feedback, sometimes I die so quickly I don't quite know what caused it and I can't learn from it. 

Very funny! Good use of the theme.

Congratulations on finishing your first jam!

Fun visual style! Congrats on doing your first game jam!