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lanemcmartin

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A member registered Jan 05, 2018 · View creator page →

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YOOOO! This was really cool!

  • I loved the smooth movement and I thought the concept of having to close your mouth for the object to be eaten was an interesting idea - kind of cool that you could catch something and have it bounce away from you if you didn't consume it fast enough.
  • The aesthetic is really interesting. I think the absence of music also works really well for a game like this.
  • I thought the later mechanics were very unique. It would have been really easy to just continually increase the drop speed and the amount of hazards but I think the route you took was a lot more interesting. I like that the force field can harm you as much as it can help you and the future sight is just straight up cool.
  • Absolutely loved the final screens of the game!

Amazing job - really liked this one!

This was super fun!!! I really, really loved the concept of an engine builder game using armour stats. I also really liked that some of the better combos in the game (IMO) relied on debuffing yourself in some way. It was incredibly satisfying to find a powerful combo (I especially had this moment in the final fight where, after struggling at it for a while, I came up with a combo that let me absolutely steamroll the fight with a full health bar by the end). There are a lot of awesome little touches in the game like the helmets that stack up after each death, the damage numbers and particles during fights, and the accelerating time scale during fights which I thought added a lot of welcome suspense for some of my builds that revolved around healing or ramping damage. I also thought the concept behind the final fight was a creative way to cap off the game.

A few suggestions: I would consider maybe adding a bit more of a tutorial or hint text. I will say I kind of enjoyed just being thrown in and figuring it out as I went along - but there was a short bit before I figured out how to move the armour between the anvil/hearth/inventory. I liked the hearth and forced elemental upgrade mechanics but I found that I usually crippled myself with the lock mechanic - so I did not use it much. I think more ways to game the system and tailor your build, while still keeping the spirit of re-rolling and risking gambling away your better stats, would be sweet (usually if I rolled a bad build and way low on money I would just start the fight with the intention of losing so I could get my money refilled).

Overall, super fun game with an impressive amount of depth! Loved the sprites and sounds and main mechanic and all the little details! Well done!

Thanks!!! :)

Thank you for playing!

Thank you!! :)

Thank you! A crazy art style is what I was going for so I'm glad to hear that!!

Great score!! And thank you!!! The world needs more games with hard bass soundtracks IMO so I'm glad I could do my part hahaha

Wow, thank you!! That's a very nice compliment!

I have to agree: I had a few ideas for making the difficulty scaling a bit better or perhaps including some power-ups (BTW, if you made it to that high of a score you've seen everything the game currently has to offer). Ultimately my grander plans fell through due to the limited time I had to work on this during the jam but who knows - maybe I'll go back and add some of those extra goodies in if I find myself with some free time!

Thank you for playing!!

Thank you, and nice score!! Glad to hear you're looking forward to it - stay tuned!!

Thank you for playing!!! :)

Thank you!! I love Lethal Company, so that is a massive compliment! Thanks for playing!

Hahaha I was definitely going for that hardstyle/hardbass style of sound so I'm glad you got the vibe I was going for with that - thank you for playing!!

Really fun! For a game as punishing as this it's oddly super relaxing. Felt like I had reached some sort of enlightened state after a bit. My highest score so far has been 77M. Absolutely diabolical but genius decision to have the spinner start rotating counter-clockwise to the left of the player  since I feel like it prevents you from cheesing your way up in the first section of the game when you're climbing up and to the right (so many times I was like "AAAHHH ARRRRGGG I WAS RIGHT THERE!!!" and then immediately went back to playing LOL). Very well done!

Really fun! For a game as punishing as this it's oddly super relaxing. Felt like I had reached some sort of enlightened state after a bit. My highest score so far has been 77M. Absolutely diabolical but genius decision to have the spinner start rotating counter-clockwise to the left of the player  since I feel like it prevents you from cheesing your way up in the first section of the game when you're climbing up and to the right (so many times I was like "AAAHHH ARRRRGGG I WAS RIGHT THERE!!!" and then immediately went back to playing LOL). Very well done!

This is great! The short play time is really nice - it lent itself well to multiple playthroughs as I was strangely invested in trying to see if I could max out my karma in either direction (I think I was unsuccessful, but the best run I managed was 1145 with (I assume) a nearly maxed out good karma). You mentioned in your post on the jam Discord that it was satisfying to see all of your different skills come together and I couldn't agree more - each part of this fits together really well and it's pretty unique. Congrats on making your first game and best of luck with your future games!

This is great! The short play time is really nice - it lent itself well to multiple playthroughs as I was strangely invested in trying to see if I could max out my karma in either direction (I think I was unsuccessful, but the best run I managed was 1145 with (I assume) a nearly maxed out good karma). You mentioned in your post on the jam Discord that it was satisfying to see all of your different skills come together and I couldn't agree more - each part of this fits together really well and it's pretty unique. Congrats on making your first game and best of luck with your future games!

Thank you for playing!

DAMN!! This feels incredibly polished - well done!! I loved how smooth and seamless everything felt - like the art and the writing and the music just complemented each other really well. If I had to give one suggestion (and if y'all develop this further) I would add more areas to look out for on the forms. I felt like by the end I was pretty comfortable parsing the 3 locations but if you introduced like 1 or 2 more by the final level I would have really been stressin' (in a good way)! Love it!

DAMN!! This feels incredibly polished - well done!! I loved how smooth and seamless everything felt - like the art and the writing and the music just complemented each other really well. If I had to give one suggestion (and if y'all develop this further) I would add more areas to look out for on the forms. I felt like by the end I was pretty comfortable parsing the 3 locations but if you introduced like 1 or 2 more by the final level I would have really been stressin' (in a good way)! Love it!

This is really unique!!! I thought it was really cool how your use of the single button concept gamified the menus - it added an extra little layer to the end-of-round rewards and made them more fun. The little sound effects when the score is tallied up is a really nice touch! Well done!

This is really unique!!! I thought it was really cool how your use of the single button concept gamified the menus - it added an extra little layer to the end-of-round rewards and made them more fun. The little sound effects when the score is tallied up is a really nice touch! Well done!

This is really, really fun! The main mechanic of holding to charge and quickly bouncing off of everything is super satisfying. The overall aesthetic is extremely slick and the designs of the different enemies are great. If I had to give once (minor) piece of feedback it would be to maybe put in a small delay when choosing an agreement as I sometimes would accidentally select the first agreement before getting the chance to choose from the rest of them. Overall - awesome job!!!

This is really, really fun! The main mechanic of holding to charge and quickly bouncing off of everything is super satisfying. The overall aesthetic is extremely slick and the designs of the different enemies are great. If I had to give once (minor) piece of feedback it would be to maybe put in a small delay when choosing an agreement as I sometimes would accidentally select the first agreement before getting the chance to choose from the rest of them. Overall - awesome job!!!

This is so awesome! I LOVE the aesthetic (the colour palette + art style + tiny bug sprites are all so great) and the way you handled menu navigation is just absolutely genius. Choosing each upgrade was super fun too - I loved the chaining one in particular. If I had to give some feedback (and if you decide to developing this further) I would have loved to continue past the final wave to see how far I could make it (you made me feel like a Morse code god by the end and I needed to be humbled LOL). Well done!

This is so awesome! I LOVE the aesthetic (the colour palette + art style + tiny bug sprites are all so great) and the way you handled menu navigation is just absolutely genius. Choosing each upgrade was super fun too - I loved the chaining one in particular. If I had to give some feedback (and if you decide to developing this further) I would have loved to continue past the final wave to see how far I could make it (you made me feel like a Morse code god by the end and I needed to be humbled LOL). Well done!

Congrats on completing your first game AND game jam! This is really well made - the little details like the cutscenes and the "press spacebar" prompt being a neon sign in the game all add up and make it feel like a lot of care was put into it. I agree with the other commenters that putting in some sounds and balancing the difficulty would add a lot to the feel of the game. Overall though - well done!

Congrats on completing your first game AND game jam! This is really well made - the little details like the cutscenes and the "press spacebar" prompt being a neon sign in the game all add up and make it feel like a lot of care was put into it. I agree with the other commenters that putting in some sounds and balancing the difficulty would add a lot to the feel of the game. Overall though - well done!

Loved it! The dialogue was really funny! There was one instance where it felt you had put a purposely long line of text with a switcheroo at the end to troll people who clicked too hastily - whether that was intentional or not, that one got me real good. Very cute art style and the music fits the vibe super well. Awesome job!

Loved it! The dialogue was really funny! There was one instance where it felt you had put a purposely long line of text with a switcheroo at the end to troll people who clicked too hastily - whether that was intentional or not, that one got me real good. Very cute art style and the music fits the vibe super well. Awesome job!

Thank you! I was pretty proud of how the visuals turned out so I'm glad to hear they stood out!

Thank you so much!

Thank you!

Wow!!! This was super fun! The vibes are 100000% hitting!! took me back to the good old days of finding an obscure flash puzzle game and just coming back to it over and over and over and over again. Really good difficulty too - some of these were pretty tough. Favourite levels were the heart, level 10, and the last level!

Got it, thank you! I'll see what I can do.

Thanks for playing! Mind if I ask which part about the movement specifically? I feel like the two areas I want to improve/fix involve increasing the movement speed and  adding the ability for a player to hold down a key to continuously move in a certain direction.

Thank you! I see what you're saying, some of the larger levels do take a bit of time to traverse. I'll investigate and see if there's anything I can do to improve it. I appreciate the feedback!

Yay! Thank you for playing!

Thank you! Glad you liked it!

Thank you for playing!