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maxwell_mph

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A member registered Feb 10, 2024

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i think the way the fire presents the player with multiple different playstyles is really cool! nice job :)

yea we are in a similar boat with the jank. to many problems not enough time lol, definitely needed to playtest ours a bit more. btw, as i said in the other comment section. i think your game is super cool and if you continue it let me know. i think if you had time to smooth out some of the kinks it would be one of my favorite games in the jam :

i think the slippery movement of the ship gives the player a skill to improve at which definitely helped keep my attention for longer which was great. i think there are a few things that would really take this to the next level! one is sfx. you might already be working on this since you said its unfinished but i think sound goes a long way. the second thing is either a difficulty curve, i think this would help keep the players interest for longer since once you get used to the movement there isn't to much to work towards. nicely done, and i hope you finish your project!

terrible at memory games but this was pretty neat! very fun interpretation of the prompt :)

yea i dont blame you. i can barely make it to the boss lol. i think making it a little easier/shorter would have gone a long wa

oh ok awesome! i think if you added a little indicator it would be really neat! keep up the great work :) 

this was super neat! it feels pretty polished when playing, and its really fun trying to maneuver around the eyes using the platforms and the movement abilities you gain. the one issue is that i ran into was with levels tot completing (the doors don't always open). maybe i am just doing something wrong though. this is a little bit of a bummer since it prevents combining abilities to builds a bit. despite this but the game is really awesome! i think if this bug gets smoothed out you have a really fantastic game!

thanks for checking out our game! i am glad you liked the visuals. i agree that the levels are a little to big (and a little to hard). i think some more playtesting would have gone a long way. these issues especially come into play when trying to convey the theme. since its so tuff to make it to the boss battle (were the buffs and debuffs you collected throughout the run get taken by the boss(your first decisions influence the last part of the game)) the theme is kind of lost to most players. thanks for your feedback and support!!

thankyou so much! the sound effects definitely made a big difference. btw let me know if you continue your project because i think its super sick! love the idea of a retro style fps soulslike(if you can call it that) i definitely think there is a market for something like that

thanks! i think we made the game a little to hard lol. at the end what happens is all of your buffs and debuffs are removed from the player and given to the boss. this way the player can choose debuffs to weaken the boss but make the levels harder or chose buffs that make the main levels easier but the boss fight harder. this way your choices earlier in the game (your mistakes) influence the final battle (the last part of the game). i think we should of made the earlier levels easier so that making it to the boss is more manageable. i think it would have been smart to do some playtesting lol

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i really want to love this game since its so cool but i think it it feels just a tiny bit to jank to fully enjoy. i think if you made, the rifle raycast instead of projectile (or just made the projectile really fast and raycasted between the past and present points of the projectile) or made the boss attack a little slower it would go a long way. i gotta say the visuals are truly awesome especially for a game jam and i think the vibe and atmosphere were done beautifully. i think with a little tweaking and polishing this would have a lot of potential, despite the fiew issues i mentioned this was one of the cooler experiences of the jam and the scope of the project is truly impressive. keep up the great work!!

edit: we went for a similar thing with the cards and i gotta say i like the way you implemented it more, super neat!

this was pretty neat! the sound effect for parrying was a nice touch. one thing i noticed was that if you spam parry you can kinda cheese the fight. i think if you were to continue working on it in the future a stamina bar would be awesome. if you had the stamina bar and  added faints to the enemy i think it would really take this game to the next level! well done, i had a lot of fun playing it :)

super polished, especially for a 10 day game jam! although there have been games with similar loops before the drifty spaceship controls add a really fun and fresh element and the ability to upgrade the controls of the spaceship is really neat!

also i liked the difficulty level. it feels like a good balance of having a little challenge but without forcing to replay sections constantly

this is awesome! love the vibe you went fore with the graphics! not sure if this is already implemented but i think bonuses for headshots would really top off the combat, especially since you loose health when you miss i think rewarding the player for the riskier shot would be really cool.

this was awesome! i think if you added some sfx and ported to mobile this would be a hit with how addicting it is. my brother who doesn't play/like a lot of video games tried it and i had to pry the laptop out of his hands lol

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yea, we wanted to add some music but the due date kinda snuck up on us lol. i am glad you enjoyed the combat, there is certainly room for improvement but there are some moments were our vision for it shines through the jank. thanks for playing our game

there is definitely a bit of jank and some more polish would go a long way i think. i agree with what you said about the bounce mechanic, could be a cool route to go down, might explore that in the future. thanks for checking our game out!

this was amazing. lately i have been trying to figure out what makes games fun, i haven't found my answer yet, i think its probably different for everyone. whatever it is though, you nailed it! i think a lot of the time platformers are not always the most fun since they often start to feel rather bland (at least for me) but the way mechanics are slowly introduced, spun in a creative way, then combined with others created a really satisfying game that kept me intrigued. and the polish on top of that makes this easily one of (if not) the best games i have played this jam! well done :)