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MagnusJMJ

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A member registered Dec 16, 2020

Creator of

Recent community posts

We are very pleased to hear that the highscore system has the intended effect, haha. The movement mechanics turned out a lot trickier, design-wise, than we anticipated I think. We actually started out with a fixed jump height, but decided that having a variable jump height worked better. Generally, the feedback we’ve gotten has been equally for and against it, and even touched on some nice details (coyote time, input buffering) that we’ve only considered briefly, or not at all. Thanks for the feedback, and we’re glad you liked the game. :)

Incredible. Best submission I’ve played yet.

Simple and compelling gameplay that handles in a nice and fun way. Fun audio FX and very much in the spirit of a gamejam. :)

Simple and compelling gameplay that handles in a nice and fun way. Fun audio FX and very much in the spirit of a gamejam. :)

Outstanding submission - graphics are simple, but really nicely done and consistent, aesthetically. Gameplay is very compelling, and I found myself having quite a few stabs at it before giving up, haha.

My biggest complaint is missile spawns - sometimes a missile will spawn so close to you that you cannot evade it, which made some losses feel unavoidable. Otherwise, gameplay would’ve been a good 5. Would have loved to see (or hear?) music and sound FX in the game, I think it would add a lot, but given the time constraint, I see why you omitted it.

Awesome game!

I really dig the aesthetic, and the music suits the game well. I think it’s a shame that RNG has so much to say in winning, because it makes it feel like my decisions are arbitrary. It’s not necessarily too difficult - difficult can be good, but crit fails feel disproportionately likely.