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marumaru

15
Posts
3
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A member registered Aug 25, 2022

Recent community posts

Got stuck after the blue cube section. I'm not good at precision platformer games. The character & vertically rich area design are what's most interesting about this demo. Would love to see what these giant walls are made of- they remind me of sunk buildings or something like that. Moving felt good, wanted to do more with the ziplining. Wonder if it should be more accessible, whether by having more blue surfaces or making it stick to regular walls too

Nice writeup, I'm also finding the event system quite beneficial. Fiddling with addressables for modding support- not entirely intuitive but hopefully it will be worth it. As for the buttons, wouldn't it work to simply make the normal color and selected color the same color?

nice loop, i like how it's voxel-y. I wonder if the snail's pathing can be manipulated for player's advantage, loop hero style.

Love it, it's sort of like rimworld. Is there a way to assign work priorities yet? 

How are you making these soundtracks with suno? Do you generate melodies and lay them down yourself and edit? Would love to know your process. 

Controls really well and the fight totally works like a fromsoft boss! Boss character has charm. Couldn't beat the boss after a handful of tries. Never played Sekiro, so maybe that's why. I'm just bad in general though

wtf didnt know this was a marnix joint. The application is pleasant looking, not much interactivity aside from fondling the character's boobs.  Maybe it needs to have a casual idle game mechanics like in rusty's retirement. Hiding the background option was fun.

It is a joy to play! Love the sound and visuals. The shooting reminds me of cave story. The boss was impossible to beat, gave up after 10 or so tries. 

I love the concept and the guy is awesome, has a lot of charm. I can see there being alternative characters or skins you unlock. Like a cube girl. Game is pretty fun, I also couldnt get past the yellow cubes. Maybe the animations can be faster in general. 

I didnt see the wolf girl in the cover, just cylinder dogs. And it was too hard. 

it's amazing, it's structured like a real demo, with mini tutorial levels, which helped me learn the controls better. and it also makes me feel like there's a whole game waiting for me after the demo. The general art direction had a sense of intrigue which made me wonder about the game's setting. I've never played a plane sim before, (do all plane games control this way?) and could not beat the turrets level.  Maybe there could be more visual effects indicating the plane's move direction more intuitively. Or perhaps it's supposed to be a little hard by nature, so that the players can have a journey of mastering them? Good work!!

Love it,  M&B-y combat is FUN! great proof of concept, can't wait to see how it will evolve in the future. Wonder if you can implement more dynamism into the combat, maybe messing with physics, maybe having unique enemies and patterns and attacks... I'm sure you already have some ideas. Nice job!

The ambience sfx, improved camera, higher poly ships, flavor particles, the charming main menu sequence are all helping the game towards the developer's vision. Liked how the cannons shot farther and faster.  Toggling the ship's speed instead of holding it down felt good. Still think the movement can be faster, whether it's through upgrades or by default.  Awesome progress!

Love the vision. There's nice writing in this game. Interesting flavortexts, i.e. the description of the environment on top right seems to evolve as the player character observes more of the structure, description of the stats (Strength, intelligence etc.) offer an intriguing perspective. I couldn't finish it with a 4perception 2intelligence character. Picked up all the items for diesel and found the generator, but didn't know how to actually make the fuel. I guess there's an inventory screen? couldn't figure it out.

Some feedback : 1.There's a room with a pot with 2 sets of Inspect & Cancel options, and a pot with 0 options. 2.Thought the item pickup dialogue was inconsistent. Sometimes you pick up multiple items with "take" option for each item, sometimes it says it grabbed a bunch of items just from taking it once, passcodes are remembered without any take option...this could relate back to exposing the inventory screen to the player more intuitively.  3. the flashlight system is novel but it has room for visual improvement. Could be higher res, or take advantage of other lighting techniques.

Excited to see where it goes.