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Magneter

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A member registered Jul 30, 2022 · View creator page →

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Though I think this is a neat execution of the theme, I can't help but feel like gameplay wise the "gimmick" of only being able to turn the hands in one direction ands up being a bit more annoying than anything, with how slow the hands are. Admittedly though, I'm kinda biased, since I'm really not good at reading the clock lol. I do like that you can do the hours out of order, feels like it adds a bit of strategy almost, trying to figure out which order will be the fastest. I also like the visual and sound design of it, feels very clean and cohesive

I like the idea for it and think it fits the theme well, however I feel like it lacks a strong goal, as there's no time limit or anything for getting the passengers. A time limit would also encourage actually utilizing the switch mechanic I think

FULD is an FPS bullet hell with a lot of UI elements that you need to interact with and pay attention to at all times in order to play effectively.
It also has a weirdcore-esque aesthetic, using a combination of various images for most of its assets.
Currently, the game is infinite, with the goal being just to maximize your time survived and enemies killed, but there is also a Boss that appears after a certain number of kills.
The game will likely receive updates in the future that would add new enemies, bosses, etc.

https://magneter.itch.io/fuld


I like the art, especially the character, the levels were relatively simple I think, I struggled most with 4th and (surprisingly) 1st (I still am not sure I got the "intended solution" for level 1). Also there are some bugs (in particular, you can use the platform that's just on your cursor as an actual walkable platform, and you can move it while the character is already running), but well, that's how jam-time goes.

I really like the concept, but it's... pretty difficult to understand. I was able to get to the fourth level I think, but I was very confused by what instruction 45 is supposed to mean and wasn't able to progress further... I also feel like they game could do with being a bit less math-y, with more abstraction perhaps. But I still really like the idea, I think it's very original and could have a lot of potential, it reminds me a bit of Papers Please. And the way the text is written reminds me of Cave Johnson from Portal 2 in a cool way.

I like the concept, but in execution it feels... A bit boring to me. Also the scaling of the acceptance/success rate seems very weird, for acceptance it seems like they care about the number of different coins that you give them rathen than their value, and for success rates they often change in steps which make it so that seeking an artifact for 1 day for example is equivalent to seeking it for 5

Nice, I like this game's concept, although I felt like the levels were a bit simple. The last level was about the only one which felt interesting as a puzzle, and I actually liked playing that one. I also must say I really like the art style that was chosen, and I think that's a creative way to frame this game's gameplay concept. There were also some bugs (particularly with restarting a level sometimes not giving the stickers back) but hey that's the jam experience for ya haha

Marvelous

The concept is very interesting I think, however all the levels are rather simple. In fact all of them can be "cheesed" by setting the wind to go left at such a speed that the character doesn't move at all. But even avoiding that, I only once used the friction setting (in the stacked crates level, which I thought was a cool concept), and I couldn't find a use for the bounciness setting. Still I liked the concept both gameplay and "story" wise, and I liked the art style which felt fitting for it.

Interesting

Very cool, I like how you managed to incorporate quite a lot of complexity and at points strategy with simple controls and relatively understandable (even without reading the tutorial) elements

I'm glad you enjoyed it :)