you too!! Thank you :]
max the damage suppressor
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I was impressed by the sheer amount of stuff I could combine, and how easy and intuitive it was to craft. While the game didn't test my knowledge of the alchemy system super hard, it seems like it would be fun in a roguelike/randomized setting where you have to manage your resources and craft just with what you're given. I also think the idea of having to stay within shadows is a fun mechanic, especially because the timer ticks down in a way that seems you're going to make it.
Good mechanics, and I'd love to see it expanded on further!
Wow, the idea of my game was actually very similar to yours! You knocked it out of the park. Fun art, music, and the idea is just so quirky and fun. I LOVE love love the idea of your weapon constantly changing and I couldn't help but give it multiple attempts to just play with the different combos.
Great job!
Didn't get super far, but really fun main mechanic! I think it could be a bit easier, maybe make the enemies less aggressive and plentiful. But I really loved swirling the elements around and tossing them. Especially the tossing, it just works and feels so fun.
I also think giving the spells a little knockback help make them feel powerful. Good stuff.
Hello again! Could you do me a HUGE favor and try this version of the game?
https://maxthedamagesuppressor.itch.io/spacecoffin
I just changed the settings and wanted to see if it fixed the browser issues. I'd love to know if the window is still too small. The window is super big, but it should show the ship now.
Thanks in advance, if you can just check it for me!
That's interesting. I didn't test for fullscreen but I tried Chrome/Firefox/Edgeand they're okay. I get an issue with Firefox blowing up the window, but I can still see everything and play just fine. What browser are you using?
But also, thanks for checking my game out! It was really just something I made for newbie practice with Godot's pathfinding. But I'd like to understand the WebGL bugs.
Understandable! Part of doing a jam like this is compromising, so it makes sense that you would have to cut some things for your time/sanity. Just wanted to be specific with my critique lol.
But yeah! Those are excellent additions. Glad you picked up on those too. I personally like how fast they come at the player but I just wish my attack was stronger/bigger. That's just my personal taste though.
Again there are still a lot of cool parts to it so whatever you decide to do from here, I see it being really cool!
LOL jokes aside, very cute game we got going on here pal. I actually haven't used powerpoint in a while so it didn't really work for me, but I played along with a notepad and checked my answers with the slides after. Overall, fun way to improvise and actually kind of AWESOME for something made in just 20 minutes with the pressure of a deadline. Of course, the background absolutely slaps too.
Great work with the game and thanks for hosting a great jam!
YOOOOOOOOOOOOOO!!! THIS LEGIT!!! LMAOOOOOOOO
Congrats you beat out another game that I previously called the funniest game in this jam. This is now the funniest. Literally burst out laughing at the annihilation ending. And the gameplay's not bad either! I think it could've been more clear if I was doing damage to the enemy rat but I still felt the impact of the hit. Maybe add some blood particles or something?
Loved it! Be proud of it, so funny and entertaining to play. Congrats!
I've done a handful of jams and yeah, this is the funniest game I've played for a game jam. LOL it's just amazing. The gags are so well done, I was smiling from when they started laughing to meeting his dad, to getting the glasses. So cute and funny and the metroidvania mechanics are SO well done!! Gotta love how a "NO!" can open a door just as well as key does.
Congrats!! You did an amazing job! Hilarious, fun to play, feature complete, and full of joy. Well done.
So this is kind of awesome?
Lol I was really confused for a second and was about to give up but I spammed the PRINT 3 times and then I stopped having to worry about enemies. At that point I just kept dragging pink enemies into the sequencer and eventually I gathered enough info to make it. I LOVE how I can see some pink parts show up depending on how much I got right. It really gave me that "oooh I'm so close" feeling every time I got it wrong. And then when I finally figured out how to make the pink enemy it felt really good.
So, finished or not, this is a great idea! It functions well and isn't like anything I've ever played. Congrats on making it work!
I found the core gameplay a little frustrating, but there are many great parts to it. Fun sense of humor with the intro, good lighting, atmospheric vibes, cute animations, and I think procedural generation is always cool to see. I think the game has a lot of things going for it, but could use a rethink of the core gameplay, as fighting is really cramped. Maybe expand the play space, make enemy damage more readable, and provide some kind of GPS/hint system for finding the cheese?
Still, congrats on what you've done! I think a second go at this concept could result in something really cool. The fundamentals are there, and you still have a lot to be proud of with this one!
WOWW. Nice!
The main mechanic is really cool, and every time I thought I saw everything the game had to offer, it hit me with another weird mechanic. Really takes advantage of the different things one can do with a mouse. The enemies that dodge out of your way at the last moment are kind of genius LOL. I got up to the huge ugly mutant ones and the screen went all green before I died. Still, everything I played up until that point was awesome. This game rules. Good job!
Wow! This is an amazing idea and the execution is terrific!! It's so simple, but I love love love the idea of having to think about and mix your colors while running away from these little triangles. I almost saw it as a horror game sometimes LOL, with how panicked it made me feel.
I have a few criticisms, but they're only because the rest of the game is so good. The "Clean" button is a little too small, and I feel like the shooting doesn't really do much. I never killed a triangle, and I think limited ammo is just a little too harsh.
I think it speaks to the quality of the game that I played so long even after dying so much. It's VERY fun, so good job!! It's also a concept you can improve on further, if you so choose!
Absolutely my favorite game of the jam so far!! I'd be surprised if anything tops it. I'm not a big physics-game fan but something in me is just like "I want to play full game of this."
It's like Katamari crossed with Angry Birds, I've never really played anything like it. The camera-shake and noises you get whenever you break something, the way the funny little rats pulse, how the music kicks in once you start sticking them together...this game is just so polished and charming. On top of all that, the physics are robust and the levels are interestingly designed too.
Incredible job!! I loved it.
Cool game!
I love the idea of playing as a zombie that defeats humans, and the progression system to make things faster is a wonderful idea. Seeing the numbers go up and feeling my speed get faster is really satisfying. It's a little hard to land kicks consistently, so I wasn't able to finish it, but I think with some time and effort you can polish this into a really fun runner. All in all, you still did great work!
Wow! Really really well done!
The lighting is solidly done, the sounds are creepy as heck, and you did a great job designing the sets. Music/art is awesome too. I got the record, ran away, and then the lady popped right in front of me when I got close to the room and I FREAKED OUT!! 10/10 spook, but unfortunately I wasn't able to finish it. Maybe I can give it another go after I've played the other games.
You have a lot to be proud of, though! Great job. (Also I believe you put my name in a cameo, thanks haha!)
Thanks for checking it out and thanks for your honesty!! I appreciate your feedback.
I felt like the goofy rotation of player/attack added humor to the game, so it wasn't something I felt like fixing. I suppose I could've kept the player sprite upright at all times and made completely symmetrical attack sprites.
Did you find it disorienting to have them rotate? Or was it just not to your taste?