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Matt Sayer

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A member registered Dec 13, 2015 · View creator page →

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Thank you so much! :)

Dangit, Typing of the Witch is a really good idea...

What a great blend of music and puzzles! Took me a second to figure out the sequence doors, and they're super neat! The auto-playing boxes especially are a great mechanic - I bet you could craft some really tricky puzzles with those if you had more time :)

I really loved the way you kept building on the central grappling mechanic with each tower :) Fun puzzle design!

Really distinct art style, I love the vibes! Well done :)

This is impressive work as your first game! Loved the JeffM heads :)

I really dig the chill music as you coast around as a planet sucking atmosphere from other celestial bodies. What a cool idea!

Great work building out a whole turn-based action system, with AP, grid movement, and action ranges! Very cute art too :)

Holy moley, this is excellent! The movement feels fantastic both in and out of water, the art is beautiful, the music is jammin', the writing is funny - just an incredible package all around. I especially love the water displacement when you break the surface and splash back down!

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Loved this! The packing mechanic is simple yet compelling, and the art is fantastic. And that intro music had me smiling from ear to ear :) Brilliant work team!

This is super fun! Floating around feels great, and hunting down each orb was satisfying. Great work!

This is just fantastic! Incredible music, great art, challenging puzzles - you folks really knocked it out of the park with CloudBound. Amazing!

What a great recreation of the video! I loved how you worked in the sliding puzzle, and the split control stuff was really neat!

Ah, fair enough! Thanks again :)

Thanks so much! Out of curiosity, what did you find difficult about the controls?

Done and done :)

Thank you so much for the feedback! While disorientation was definitely part of my design, I do think it goes a little far at times and leads to players feeling frustratingly lost. Boosting the pulse or including a map (likely a fairly vague one to maintain some of the fear of the unknown) are great ideas - will definitely keep them in mind for future updates/games!

Thanks again! :)

Wow, thank you so much for the feedback, and the video playthrough! I really appreciate it :)

The visuals remind me of some late '90s/early 2000s games, which I quite enjoy! I do think the jumping and attacking could use some tweaking, reducing the floatiness of the jump and increase the size of both the attack collider and its animation. Being able to run, especially in towns, would also be a nice addition.

Fun demake of the Souls idea, limited by the confines of a tile-based RPG. I do think that tile-based movement feels a little disconnected from the precise positioning and agility core to the Souls games, and the attacking feels similarly rigid. Not sure if those are limitations of the engine you've used, or something you could look at redesigning?

I really like the idea, though I found it a little cumbersome in practice. The font you've used can make it difficult to distinguish which characters you need to type. You might also want to remove case sensitivity, or auto-capitalise player input. Being able to hold backspace to delete characters would also be helpful.

The other thing it could benefit from is a slower, more guided tutorial. The help page you have in-game didn't sufficiently explain the mechanics, at least for me.

With some more work, this could be quite neat!

This is great! Mixing shmup and turn-based tactics is a such a fun idea, and you've nailed the essence of both genres here. Coupled with absolutely beautiful art and UI, and banging music, this is really impressive!

I have the traceback log - do you have an email I can send it to

Very compelling writing, great art, and a fun world to inhabit. I'm looking forward to checking out more, though unfortunately the game has crashed for me multiple times in just a short while. When I first entered my name it crashed, then on another session I tried to save and it crashed. Hopefully you'll be able to sort those out!

The pixel art and animations are quite nice! The attack feels a bit sluggish and ineffectual - you might want to add some impact particles, material changing, knockback, or other response elements to add weight to the swing. 

The platforming is also a little finicky. Adding some coyote time and sliding players around the edges when they headbutt the bottoms of platforms would potentially help with that.

Solid concept that I think has potential. You've effectively captured a haunting, chilling atmosphere, though I think the game would benefit from a little more active deduction in the player finding their way through the world. As it is, the heavy fog and indistinct environment make navigating difficult, which I imagine is the intent. but it errs too far on the side of aimless, at least for me. Nevertheless, the aesthetic and atmosphere deserve praise!

Neat concept! The minimalist visual style looks quite nice, with that diorama feel that works really well for boardgame/miniature-style games. The puzzle mechanic of limited movement is interesting, though I think you'd want to keep building on that with other mechanics and twists to keep a longer game entertaining. 

What an absolutely beautiful game! Visually delightful, channelling a similar style to Media Molecule's Dreams. The "enemy" designs are terrific (love the table!) and the swinging mechanic feels fantastic. Are you planning on creating a follow-up, or expanding this game out more in the future?

This is cool! The gun sprites look and animate really nice, and the clean, simple visuals of the environment work well. It's a really strong start that I hope you'll keep working on. Well done!

Interesting concept! The cel-shaded visuals combined with the retro-style geometry make for a compelling look, and there seems to be a lot of core functionality here that I imagine you're taking forward to the full game. 

I will say that it feels like it could use some tuning to the combat. Enemies can hit you from across the map, and it takes very few hits to take you down. Limited visibility ranges, damage direction indicators, and maybe a stronger crosshair that responds to aiming at enemies. 

I'm interested to see what you build in the full game!

Thanks so much RadioUhOh! :)

Thank you so much! I really appreciate you taking the time to not only play the game, but to provide feedback as well :) I'm so glad you enjoyed it!

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Hey folks!

I just released my first solo-developed game, Light Forsaken. It's a horror/adventure game where a phenomenon known only as the Darkness has descended upon a small-town shopping mall, smothering it in near-impenetrable shadow. As a trained Agent of Tenebrae, you have been sent to rescue the people caught inside the Darkness. Your trusty P.U.L.S.E. device will help you identify points of interest and navigate the pitch-black environment. 

It's completely free, and I would super appreciate any and all feedback! Thanks so much for taking the time to read this :)

https://macka1080.itch.io/light-forsaken