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Marcomix

60
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A member registered Apr 11, 2018 · View creator page →

Creator of

Recent community posts

Silly and funny. The level 9 reveal was subtle and I loved it.

Awesome style you've got, brings it all together! Very tricky to manage what is essentially a twin stick while blind. Considering how often you're in the dark, I think what this game needs most is some really clear and satisfying sound effects for basically everything you do, from throwing, collecting money, defeating enemies, even walking.

Nice work, I got hopelessly lost! Walking up against "walls" felt strange, like how you need to press forward to back away from them. At first I thought I was walking right through them! I also didn't know what the flashlight was doing. Maybe a flash on screen when you activate it or something. Is it meant to be used defensively?

Neat little game! The energy system is pretty tough! I started moving around by tapping lightly, hoping I didn't cruise right into an asteroid in the next screen over. Liked how explosions and black holes could cause chain reactions with other objects.

Neat little game! The energy system is pretty tough! I started moving around by tapping lightly, hoping I didn't cruise right into an asteroid in the next screen over. Liked how explosions and black holes could cause chain reactions with other objects.

Thanks for playing!

Thanks for playing!

I like what Kuzo Yoshiro has to say here. At our current point in gaming's history, I think it's more important than ever to build your own taste in video games and chase after experiences that appeal to that taste, regardless of release year. For me, that approach has had me zigzag back and forth through time.

Playing older titles makes you appreciate what ideas they figured out ahead of the curve, and playing later titles makes you appreciate which lessons were carried forward along the way!

Thanks for playing! It was a ton of fun to make.

You are probably the first to find that little out-of-bounds at the office! Thankfully it isn't a softlock!

Nice tunes! Perfect difficulty for beginners, so no need to worry about getting blasted by high intensity arrow speeds.

I'm liking it so far! The decision to turn the pellets into checkpoints could make for some risk reward decisions... Go for the safety of a save point but with the promise of a harder road ahead?

On Chrome for me, the up and down arrow keys were moving my scroll bar making the game kind of hard to play, but WASD works too so I'd suggest mentioning that in the game's controls in case others have that same issue.

Thanks for playing! Those are very kind words. Making an adventure game with puzzles without a visible inventory or dialogue trees can be limiting, but it was satisfying to tackle.

I'm glad you enjoyed it. Thanks for playing!

I'm not sure what handsome in a bad way means, but it feels like it's Mr. Agnet's brand, somehow... Thanks for playing!

Awesome. Reminds me of good ol' Flash games.

Made it to level 2 but that last hairpin turn is brutal lol. Is it actually possible to influence the cube's physics in any way?

It's cool that for your first actual game you made something unconventional like this. Must have been tricky to learn.

Oh no, from the main menu I meant! Sorry.

Thanks for playing! If you're interested in seeing the levels beyond Playground, there's a secret Level Select you can access from the main menu.
You just gotta press the M key. But it's a secret!

Kind of reminds me of carnival games. Once you get used to the way the magnet works it feels impossible to run out of time aside from doing so deliberately, so maybe some extra chaos later on to mess with the player? I dunno, hazards or bouncier cubes or something.

Fun idea! Makes me think of Zelda dungeons.

Oh there's some potential with this idea. Maybe with easier controls to toggle between both colours, maybe even more than two colours in harder levels, ghosts with your previous best time and levels having varying tiers of success based on how many laps you could clear? Just some stray ideas. It could make a good mobile game I think!

Thanks for swinging back around to play it!

He's been fighting the meat allegations for years. That's a good idea though, thanks.

That was great. Riding physics objects back in time was a little uncomfortable but the time mechanics overall work really well! I like the barrel lifting height trick.

Nice work. Did you make those sound effects yourself? lol

Wow, that's tricky! Maybe to make it easier you could gain more time as you connect the cubes to the bomb?

The controls are unorthodox so I'd recommend you list them somewhere easy to find.

I've never seen a clicker with time pressure added, cool idea. This could be even better with a ton more items in the shop and autoclickers.

All right, I got it working. Thanks for the heads up, appreciate it!

Wait, is it not playable? This is my first time exporting so I'll see if I can fix it...

Thanks! I only made like five environment textures and just used them as best as I could.

Thanks for playing! I thought it would be cool to make both endings a crucial part of a whole.

I love the idea of a "miniature paintings" exhibit. Ah, the 18th Century Paint Shortage when all the artists turned to micro art to save on paint!

Yeah, I could tell you had a lot of fun writing it. And you know that kettle had to be on display.

Could it be cursed? Maybe.

Will it attract a ton of people? Definitely.

This is fantastic. You found a really engaging way to structure a story in so few environments! The characters were very endearing too. That extreme close up of Meredith at the start was hilarious.

Being able to create such simple dialogue trees is a Borksy thing? I think I need to check that out for myself as not having any is a really tricky limitation to work around in Bitsy.

Oh, and the Beston Jeepers running gag really paid off on that final drive. Amazing.