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Mike

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A member registered Jul 13, 2021 · View creator page →

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I can help you integrate a leaderboard system into your gamr/engine 🙂

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Under system requirements it says that it will not run on mac os, sorry

Thank you :)

if you're using a game engine, look for 9slice 


https://docs.unity3d.com/Manual/9SliceSprites.html

https://maross3.itch.io/projectawesome


I appreciate it! All art is place holder so it looks a little.. rough around the edges. I did the characters and the fx were random free assets on my backup drive 😊

thanks for the feedback :)

thanks for playing :) the secondary theme of space was referring to the storage space of the machine :) 

yeah, I felt the volume was a tad too loud, too. I still wonder why I never fixed that. 

We have a checkpoint based system in the game, but slapping the level together was very last minute. Definitely going to try to improve that. Any suggestions? 

Thanks for playing 😊

Wow, this was really unique feeling. I had a ton of fun flinging around the awesome physics. Good job guys :)

I was not expecting such a hooky gameplay loop :D I really like that rogue-lite element "choose your upgrade" feeling in this game. The way the asteroids appear on screen is deceptive, and got deadly way quicker than expected xD fun game

This is really cool and very impressive bit of tech if you're drawing it how I think you are :) I think the controls made it way too hard to enjoy this as a game, but none-the-less, what a beautiful piece of art<3

This was super fun, felt like contra. The controller felt a little too "low-G" for my taste, if you know what I mean. I didn't think it took too much away from the game. Its a fun little shooter :)

I liked it a lot, the only issue I had was that every building gave me an X until I died lol. Am I supposed to power those bad boys somehow? Oops, I just saw the pictures now xD, cool game though :)

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This was a great game. I wish I could have used wasd, but that's probably a personal gripe. I think that using "Up" or forward for the thruster would have made more sense, and put the button as the bullet. I found myself wasting bullets on accident because I was trying to thrust real quick haha. After 8 levels I got used to it, but I think making it more intuitive would lessen the time it takes to get to the real fun, your cool game! :D

edit: radar and lock on are freaking amazing. Great job with those features, nailed em :)

I liked it, but the bombs level got me too lol. I liked the way the controls felt, it had a peppy arcade type of feeling. Plus you always win with a Capybara! :D

I have to say, this has a special place in my heart. I went straight to freeplay lol. I wrote a basic synthesizer in Unity because I envisioned a game like this, but where you could hook your own synths up into it. Check it out:
https://github.com/maross3/Unity-Development/tree/main/PianoLernen

I would love to chat about it and see if we could be a potential collab fit to do something like this :)


Great game, loved it :)

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I really liked how this game felt. The controller felt pretty solid. My only complaint is that the scrolling was predetermined. I like going fast, and I found one slip up making me restart was frustrating when I had to stay moving so slowly to get back to where I was. But the game was fun, good job :D

Thank you so much! :) We are cramming more in as we speak :D

thanks! We are glad you liked it 😊

the design didn't help the collision detection 🙈 hope you enjoyed playing it as much as we did making it 😃

thanks, glad you liked it :) 

yeah, I guess that's something I struggled with too in this jam. Difficulty is hard because of how subjective it is lol. If only there existed a way to create a game that works for all skill levels 🤔

I like it! I sat through a whole  play through that felt a little excessive. I think a smaller board would have made me contemplate my moves a little harder, the space requirement wasn't really an issue through the whole game, it felt more like racing the clock, which is good! I think constraining the space would have been a welcoming addition of stress, if you know what I mean ;)

Puzzle games are hard to nail down because they are super simple, but a bad puzzle simply won't do. I don't think this was one of those bad puzzles. Good job :D

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cover drew me in, gameplay reminds me of that storage game trending now. I liked it a lot. Only a couple things I would like to see different. The health being on the left would have made more sense to me. I didn't find this game was hard to pick out what to do, like a previous comment said it was. I think it was actually really intuitive to pick up. The last thing I think could use improvement was the consistency of difficulty felt strange. It was way too easy, where I lost focus and let the game sit there for a minute and I was still battling. Then when I got back to it, the boss was like way hard.

Great job though, this game was very inspirational :)

I love the computer storage theme, if you can't tell by my submission xD

I couldn't help but feel like the gameboy feeling was hampered by the use of the mouse in a top down because there are no top down aspects that could be utilized on a gameboy, or has an extra input (the mouse position). It did feel fun, but it was frustrating when an enemy spawned on top of the folder and was an immediate game over

The cover art really dragged me in, and the controller was smooth. I didn't understand the theme until I read then question, and I found the game's camera odd. It felt fun to shoot the other guys and has a game boy feeling to it. Round 'em up cowboy! 🤠

We are totally continuing the game! I am fixing that bug as we speak :) We have some really cool ideas in store. Thanks for the help finding that bug, and I hope to see you around some more :)

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I could have definitely made the colliders better so you didn't have to be grid locked. But gridlocking is not a bad idea at all 🤔

Thank you for the feedback!

we plan on continuing the game with a more serious plot. Stay tuned for some updates ;D

Thanks! The artist working with me is a beast :D

well, I tried 🤷‍♂️

Haha, yeah, the boss dies with one hit. Guess i forgot to register the dash attack 😅 We ran out of time so the boss is a one shot kill haha. Im glad you made it to him 😁


We are continuing the game without the Unity theme too! I hope to see you following the progress of our deadly duo :D Thanks for playing and the feedback <3

Here's my discord: emboss3

Let me know if discord doesn't work for you :)

Thanks, I couldn't be happier with how it looks :D

Great feedback. Id love to hear what you think about the mechanics for a similar game im working on 🙂

If you get into making games, hmu bro 😁

This looks promising. I am working on something similar with a data driven feedback loop. I'm curious how you did it. We should connect and nerd out about devlife :)

the dog has dynamic pathfinding, and the cut scene unintentionally moves the dog across the map on that cut scene. Whenever you pick one up that puts a dog in a spot where he can't reach the player, it causes a stack overflow 🙈

the difficulty was conflicting with this one. Sorry you couldn't get through it, but I'm thrilled to hear it was fun :D

thanks! I'm glad to hear you enjoyed it :)