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Matt Ravenhall

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A member registered Aug 08, 2022 · View creator page →

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This is a really great idea, I'm not sure whether I've played anything quite like this before. The game play is a perfect balance between spot the difference and reaction speeds. Looks great too!

Really cute, nice work!

Such a great idea, and really well put together. Would be great to see where you could take the idea, perhaps with a growing city or the ability to grow the size of each emergency service.

Really neat button tapping game, perhaps a little to unforgiving with the glitches. Often a glitch would seem impossible to respond to, and some of the glitchy effects can make the arrows look indistinguishable. Could be that I'm missing something that's making it more difficult for me.

Really cool visuals and solid mechanics. The intro is a little slow-paced, perhaps a skip or text speed up is needed? All in all, really nice work!

Solid platformer with some cute theming. Definitely a little tricky at times, but I'm not the greatest at platformers!

There's something really pleasant about this game, and the artwork has its own unique cosy feel. Really awesome job!

Love it! The concepts are introduced really well, and the art style and movement feel really great. Nice work!

Really nice puzzle game, feels reminiscent of Baba Is You. Love the audio too!

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The world feels great, but learning how to play is pretty tricky. Day 1 having some in-game pointers would sort that out. Overall, nice job!

Love the concept and art style. It would be good to have some kind of hit indicator to show which squares the scalpel hits on each click. Love the death screen. Great work!

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Nice 3D platformer, hit boxes are probably a little large and enemies should probably reset on death - otherwise great stuff!

Neat idea, nice job!

Feels great to play and I could immediately jump in and know what I was doing - great work!

Neat little game, really well done!

Great look, great idea, great audio, great job!

Really sleek art style, love it. Difficulty is definitely high, perhaps too much? Perhaps losing should just take you back a level rather than a restart? Level 5 bemused me, as I seemed to be unable to travel left and would die before the spikes if going right?

Love the look, great job!

Really interesting art style and a nice idea, but I'm so confused as to what to do. Gradually I worked out a couple of the mechanisms, but then I'd get a random warning pop up and have literally no idea what it's related to.

Really nice vibe! Gameplay seems solid, but it wasn't always clear what I was dying to on some runs. Perhaps an it needs an audio announcement of the system that needs fixing? Great job!

There's a really interest mechanic here, and it all looks great. The controls are little tricky, often I would throw myself rather than an enemy and some level starts were insta-deaths (enemies shouldn't be able to spawn too close to you). But that's all just a case of refining what seems like a solid core game. Nice work!

Really nice experience, the mining feels good and the upgrades are well done - great job!

Big fan of this, despite it being so short. The solution for the second locked door was especially nice.

Great little puzzle game, I love it!

Great idea! The controls and nice but a little unresponsive. There should probably also be a delay between fires to prevent a fire restarting immediately after it's been extinguished. Would love to see this idea taken further.

Really well presented, and a nice little puzzle - nice job!

Really cool idea, I'm just terrible at it..!

Neat experience, nice work with the voice acting!

Ahh I missed the second tab, oops!

It's such a shame you ran out of time, as this looks and feels great to play. I hope you manage to spend more time on it!

Nicely polished visuals and solid gameplay. Not sure if there was a way to reopen the recipes book, I ended up having to guess them!

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This is really really great, I love the art and voice acting. And the idea is so good. Nice work!

Narration is great, but can overlap if you're too quick between sections. Checkpoints are also definitely needed, I have "Is this thing working? Hello?" burned into my ears! Great idea!

Neat twist on the game, and the visuals are lovely. Nice work!

Love the twist of being a sentient gun, though I definitely spent half the game thinking my returning bullets were an enemy and dying in the process...

I also definitely cheesed the final boss by wedging myself behind it and just firing away where the enemies couldn't get me!

Really neat, you've done a great job!

Really awesome atmosphere, and I love the idea - though it would be nice to know where the ship's problem is rather than having to find it manually. On my first go I timed out on day one as I opened the engine room door!

Also found a possible bug on a later playthrough: I opened the computer screen at the top of the ship and everything froze? Perhaps I just missed something?

Great job over all!

Thanks for the super detailed feedback!

Under-the-hood skillchecks mostly depend on your team's skill set (a few are straight-up luck). E.g. if something spooky happens, you might have a resilience check against the team member whose resilience is the lowest. Or if you're trying to operate the mining laser, that's an education check against your highest education crew member. If your crew are red for all stats, you're gonna have a bad time.

I went back and forth on how much to reveal what a decision would do, and settled on having subtle hints in the text rather than something like a difficulty icon (mostly because of limited time to be honest!). For a future version, I'd probably add a simple visual indicator that shows whether a decision is luck-based, an easy fitness check, a hard survival check etc. The intention is definitely to be more about resource and skill management (and crew management) than bad luck. Ultimately, it's about creating stories (some of which end up with your crew going crazy or being blown up).

You're also correct that I intentionally leaned towards more difficult and punishing outcomes given the theme and the limited time that people have to check out games during this phase. A more developed version of Extraction would probably have longer missions that gradually change in difficulty over time.

You've made such a cool game here, it looks and feels really good. I love the low-res pixelated style. And the ending was a nice switch of pace. Awesome stuff! I look forward to what you'll make next!

Looks really nice!