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Hiroshi McBride

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A member registered Nov 04, 2015 · View creator page →

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The v1.2 update is out! Featuring a RESTART BUTTON (press Esc and choose Restart), a bunch of UI improvements, and somewhat improved color flipping. https://hiroshi-mcbride.itch.io/i-didnt-axe-for-this/devlog/817857/v12-is-ready-to-play

Thanks for playing! I agree that the bats can be a bit annoying in the beginning. The getting stuck part is a known issue and I’m trying to fix it, but it’s a tough one. Thanks so much for the thoughtful feedback :)

Try as I might, I couldn’t beat the level with the giant garden gnome. I had a great time though!

I’m terrible with horror games so I didn’t get very far, but I just wanted to say I’m amazed at the ambition behind this project! It’s not often you see a game jam entry with narrative and quests, and it’s well done too. Very respectable

I’m honored to accept the rank of Meow Saver :D

Lovely game

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I like the way you integrated the timeline switching into the platforming challenges! I accidentally cheesed through the room where you get the double jump - turns out it’s already enabled before you grab the power-up haha.

the visuals are gorgeous!

Fifty waves repelled! This was very fun to play

Came back to play another round and managed to get an attack speed of over 20000% which somehow caused the entire viewport to shake uncontrollably 10/10

Love it! It’s extremely satisfying to pull off a walljump on a block that’s still in mid-air.

Victory! A neverending barrage of killer robots and explosives sure pack a punch

Fun color switching mechanic! The slow fire rate is unforgiving against flying enemies haha, makes for some pretty intense moments which is great.

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Really fun take on the Survivors genre! Every time I thought I had a broken build, the game caught up with me in a neverending arms race. I did sometimes have trouble figuring out the limitations of the game’s rules: it was clear that I can 2x a 2x floor, and only once, but sometimes I was still surprised at the result when I rearranged the floors.

Anyway, I closed the game before it sucked up my entire evening, I still have to cook dinner ;)

This is captivating! The topmost stratum inevitably gets filled up and completely stifles the economy while the bottom layers constantly need to be renewed and struggle to keep up. I’m not the only one who’s seeing a metaphor here right? :p

The visual style and music accompanying the simulation make this a meditative experience and I was surprised to find myself transfixed. Wonderful work!

Yeah it definitely still has some problems haha. I’m rolling out an update today or tomorrow that’ll let you restart the level!

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This is a lot of fun! Pretty damn good for a first game. I’m actually surprised I’ve never seen Snake and Tower Defense combined before, you are onto something imo.

It might be helpful for this style of game to move the tower to the left hand side of the screen, so you have more space to focus on the enemies. I’d like to hear some music and sound effects added to the game as well.

All in all, great concept and you executed it well :)

This game is lovely! I love the old Macintosh computer framing and the general visual style is on point.

Full disclosure: I didn’t make it to the end. I did find it really cool how, at around floor 15(?) the level design became more open-ended and suddenly I was traveling back and forth between floors in a much more exploratory way. In general, the ever-increasing complexity of the levels made for a really natural-feeling difficulty curve! I did get frustrated after falling down a hole and getting set back several floors, one too many times.

The main reason (as pointed out in another comment by my co-developer, mijkolsmith) is the fireball traps. It’s not always easy to judge whether you’re in their path or not, which made backtracking through earlier floors especially frustrating.

I would also like to see more interaction between the game’s systems, e.g. enemies being hit by traps, or being able to knock them into pits.

Definitely an impressive game though! On the technical side I’m especially amazed at how clean and polished the game feels, and the combat is tight as well. Great job :)

Scanner Sombre meets Chibi-Robo is a combination I didn’t know I wanted

Thanks for playing! Despite our best effort there’s definitely some jank to be had in the game :D but I’m glad you had fun anyway

I was trying to write some reset code before submitting but it broke the game lol, I’m gonna give it another shot tomorrow

now this is what i call Juice

this game is tough as nails lol, I really like the visuals though! Some checkpoints would definitely be helpful

Super cool gravity mechanic! I like the art style too

Welp I tried but couldn’t get through your game either, very well made though! Original movement mechanic and I really like the ghost character

fun game! I got up to 77 points

Our entry was painful to make, it’s only right that it’s painful to play as well. Check it out here!

i did it! very cute game, love the visual style. great job!

Sorry I didn’t get around to playtesting the latest version of this when the survey was still open, but I’m so glad I came back to it!

The atmosphere and the tension are so THICK and the writing highly evocative. I love the combination of Disco Elysium’s inner voices, and the thinking, feeling exoskeletal companion à la In Other Waters. And since this game’s narrative seems set up for some psychological horror, I can imagine a scene where these interact with each other directly, bypassing the physical voice entirely.

You seem to have such a strong vision for this game that I rarely see, and I’d love to play the full version if/when it comes out!

00:03.865

Fun concept! The visibility range was punishingly short though, I ran into enemies many times because I barely had time to stop when I spotted them. Great atmosphere

wow he really did beat those mfs up. Nice

Thanks so much for playing!

that's what you get for designing game elements at the last minute mijkol

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Thanks for playing! Getting lost is part of the experience, we made it in such a way that you loop back to the other side if you walk too far away. But I concede that it's a bit too extreme sometimes.

O N T W A A K

the puzzles are common but well-executed with good visual language. Visually pleasing too but the amount of foliage was too extreme for my pc to run comfortably :(

really cool concept, the sound of every entity walking around got "annoying" but it very much supported the idea the game was communicating. The disconnected camera is very clever

Recent puzzle hit Baba Is You was made in Multimedia Fusion 2 (the predecessor to Clickteam Fusion) which certainly validates that it's possible to make a good game in it. I haven't used it in years though, so I wouldn't be able to say much else about it

Lately I've learned to work with an iterative mindset. Instead of fully implementing each feature right away, I do all of it in a quick 'n dirty way, sometimes not even in a game engine but in something like PowerPoint if possible. Just to see if my idea has any potential. I understand that it's not something you necessarily do consciously, but try to avoid going for a 'full' implementation right away and just embrace the raw spaghett.