Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jonas Mumm

62
Posts
5
Topics
122
Followers
67
Following
A member registered May 17, 2014 · View creator page →

Creator of

Recent community posts

Hey, thank you :))

After being overwhelmed at first, I got the idea of your weapons getting randomized. I could definitely see this could make for good situational combat, but I felt like the difficulty ramped up to quickly, so I was immediately on the back food constantly, with no time to evaluate my options using the weapons I had. Maybe if the beginning was more accessible, the game could be very enjoyable as a whole!

Thanks for playing anyway, at some point the game started turning messy and weird during development, but it's trying it's best :)

Thank you for the elaborate feedback. I definitely agree I would find the game difficult to rate for the jam, as it has strayed further from the theme of the jam as originally intended.

hey this is fun!

ahh it was just me (and my computer)! I'm using a QWERTZ keyboard, and to play I tried switching the layout to QWERTY, but windows silently failed to apply the change, therefor I got the impression the "z" key didn't do anything. Thanks for clarifying!

(1 edit)

It seems I can't play, no matter which option I choose at the title screen it always says "No save data found...", is this intended?

well made, I like how it starts with the small dialogue and then gets straight to the point. I got to grips quickly with the controls, but as the song went on there were too many nodes coming to quickly at me, I couldn't keep up :( luckily I found the secret of button-mashing through all nodes, so I eventually technically beat the game :]

nice little piece, it's so refreshingly simple, yet effective!

Especially the "controlling the car" bit seems to be what many players struggle with at the start, so we are consìdering slowing the cars down at the beginning to allow for easier access. Again, thanks for your feedback, it's very valuable!

thanks for playing!

thank you for your feedback, yes the scores we chose as level targets are probably too high to be enjoyable, so knowing your exact score actually helps a lot! We'll reduce the difficulty for now :) 

BTW, did you know that collecting flowers that are not Bonus flowers still give you score while also increasing the score bonus flowers give when delivered? It's remarked on absolutely nowhere in the game, just curious if you figured it out

I love how you tied your strong narrative together with the strategic decision making of keeping everyone alive! My only slight complaint would be that I found it a tad irritating at first that characters would die at full mana points rather than at zero, like it is the case with health point normally, but I adapted quickly. I was very immersed all the way through, well done :)

Wire is a nice and easy to understand puzzle game, well done coming up with the idea and executing on it. the effects and audio are also well balanced I think, in that they are not overdone but fitting to the theme and overall style. Is the Level with the long horizontal corridor beatable? My screen went dark when I completed it. I thought maybe that was a twist with electricity failing or smth, and tried to complete the level "the other way around" while blind. It didn't work, but I would've loved if it did :D  

Very nice and captivating, I had great fun trying to beat your high score, but couldn't quiet make it. You did well making the game feel good through the juiciness and the music, they played a big part in me retrying the game over and over to get a better score. I think the game could benefit from having a reason to not shoot (I was holding spacebar throughout my runs) but other than that it's a nicely balanced game :) 

Very nice, I love how the sense of speed and scale comes across. The wide fov, the camera movement in general, it all comes to together so well. I like it a lot!

Roughly the same distance, but on foot. There is definitely an end tho

Thank you very much :)

Played in on a gamepad, I like the idea of having to select a pair of buffs/debuffs. If you make more levels with more enemy variety, it can make for interesting strategic decisions across levels.

Game worked for me fine after pressing escape once and then clicking continue.

Good atmosphere, and I can see the concept of carrying/spreading a single lightsource around making for good puzzles, but sadly I could'nt make my way out of the second room. I tried switching on all the capsule-shaped lights, but couldn't find a way to get to the last one, until I eventually fell into a pit and died :(

Otherwise the controls of throwing the orb/interacting with lightsources are very intuitive, well done! 

Very nice concept, needing to pick up a new bullet after each shot makes for a fun back and fourth between you and enemies and requieres a bit of strategizing positioning as well, well done!

My best score was 1765 by the way :D

Hey congrats on releasing your first game here!

The concept of only being able to touch the floor for one second is relly neat, and nicely incorporated with your world/design/plot ("exploding bomb needs to find water").

I'd really like to see more levels that focus more on strategy then on platforming skill (also I suck at platforming on keyboards :p).

For example level 4 was the most interesting one to me, cause it didn't just offer one obvious route to the target, but two, so I had to decide which one to take (It was an easy choice once I noticed the two routes, but at first I stormed into the "maze-like" section without checking out the other route).

Introduce some new mechanics and use them creatively to make people question which route may be the fastest, and you got a real unique game right here! (For instance a level with two routes, one long one and a short one: The short one is narrow and does'nt allow for much airtime, but the long one features those little frog-guys that can carry you a big part of the way so you loose no energy on your way to the target).

There's a lot of potential here!

Very neat, the objective was very apparent from the get go and all interactions well communicated! My strategy ended up being going for a long clear path in front while repairing my hull until corrections are needed, instead of actually weaving through asteroids. Nevertheless needing to constantly balance evade vs. repair is an engaging mechanic!

(Also without trying to belittle Power Panic, did you play "Lovers in a Dangerous Spacetime" by chance?)

Hi there, thanks for playing!

The game was made in GameMaker: Studio, though I really wouldn't recommend it for making 3D games, except you really want to go for that very lo-fi look :p.

The visual assets were made in GameMaker itself and Paint.net, and I didn't even use any 3D modelling software back then, but basically placed individual vertices for the models from code. The Audio was all done by John!

A couple people responded, and we don't require any more artists on this project per se. However if you're an artist generally looking for people to work with in the future, feel free to send a mail to hello@manufutur.com anyway, I always enjoy hearing from artists! :)

(1 edit)

Hi there! We're a team of two looking for an artist to join us in making a serious-game against national borders. We've already completed lots of work on the project, and are now missing art for the most part. For more info, please see the full description of the position, and feel free to ask questions in the comments! :)

http://manufutur.com/game/walled_off/server/collaborate/graphics

Edit: A couple people responded, and we don't require any more artists on this project per se. However if you're an artist generally looking for people to work with in the future, feel free to send a mail to hello@manufutur.com anyway, I always enjoy hearing from artists! :)

Hi there, thanks for playing!

1 - You should be able to switch to windowed mode by hitting ALT + ENTER at the same time. Although I can't guarantee you'll be able to scale the window appropriately.

2 - Not in the foreseeable future, sorry - Time to work on games is rather sparse for me currently, eventhough I orriginally intended to add a two player mode. Just out of curiosity: Would you prefer having a split screen for two players or have both players share the default view without a splitscreen?

Thanks for letting me know! It's GameMaker indeed. I had issues with Windows Defender before, but setting Company-/ Product-name for the games seemed to solve the issue back then.  I'm going to try your solution!

I played and liked! All the animations make it feel very polished and consistent throughout, and the gameplay is an interesting twist on match-threes! As mentioned before, difficulty could increase a good bit quicker to make for a good challenge. Other than that I'd really like an indicator of which column is currently selected to shuffle (It really shouldn't be necessary, but I occasionally confused the column I had selected with another one, and it  would probably go very well hand in hand with the otherwise flawless UI).

Title

Hey Everyone,  my team and I just released Tangle Pop!

Tangle Pop is a cooperative ghost hunt for two players, using a devine string to entangle ghosts. The game requires the players to work together and communicate lots to coordinate their hunt.

Tangle Pop features 3 varied levels, support for keyboards as well as gamepads and runs on Windows.

We had a lot of fun making it (in fact, we're about to add some extra content soon) , and we hope you'll have a lot of fun playing it!

Lastly, here's a gameplay video showing the first level of the game!

Download here: https://compozerjun.itch.io/tangle-pop

(2 edits)

Step-by-Step Guide for using Code-to-Bot for Gamemaker: Studio

  1. Download Code-to-botGM.jar from https://jonasmumm.itch.io/code2bot-gm.
  2. Launch Code-to-botGM.jar.
  3.  
    1. This window will open. Click Start - Choose Projects Directory.
    1. In this window, navigate to the folder all your projects are saved in. Usually it'sin  C:\Users\<<username>>\GameMaker\Projects. The Program will search all subfolders for scripts and objects. Click Open to select this directory.
  4. Wait. Depending on how many things your directory contains, the process of searching for comments might take up to a full minute.
    1. After the process is finished, a text window will open, containing all the contents you need for your bot! This file is also saved inside the directory you chose earlier.
    1. Head over to https://cheapbotsdonequick.com/and sign in with the account you want to use for your Twitter-bot.
    1. Delete everything from the Tracery JSON textfield.
    1. Copy-Paste all the content of the textfile you generated before into the Tracery JSON textfield.
    1. Adjust the settings at the bottom to match your preferences and click SAVE.
    1. Congratulations! You just created your own comments-bot!

cute!I loved the the "build up" of all the odd creatures describing to you what they found.

Thank you for playing! We're always glad to receive nice feedback!

Cool! I like how much effort you've put into the manual and the different programs of the os!

Nice colour-scheme, the input recognition felt a bit clunky at first, but I got used to it and eventually beat a few levels in a row. Maybe it could be a good idea to have short sounds/flashes for each beat so it's easier to adapt to the speed of the beat.

I like how the flashing and beeping intensefies to closer you get to an enemy, overally really well done!

Nice puzzle game!

At first I had trouble finding out what everything does and what crates you could actually move, but once I got it it was a very pleasant expirience and I even managed to beat level 10! (Is there even an 11. level? once I had beaten level 10 it seemed to be locked)