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MGPAlpha

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A member registered Jun 06, 2020 · View creator page →

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Ahoy! I’ve been working on a game for the past 6 months, and it’s finally finished! It’s a 2d puzzle platformer called The Beta Tester’s Guide to Gravity Manipulation where you solve physics puzzles by manipulating the flow of gravity around you. It’s got a solid few hours of gameplay, and its available for free at https://mgpalpha.itch.io/btggm, so I hope you’ll give it a try and leave some feedback!

While I led the development, this game was developed with the help from several members of VGDev, Georgia Tech’s game development club. This game would be nothing near what it is without them.

Hey all, merry Christmas and happy holidays!

I just released At All Costs, a text based detective game I made as a final project for a college course on interactive narrative. It takes place in Terminus, a cyberpunk city controlled by five megacorporations. You play as Alexandra Sims, an employee of Nwaeri-Carlisle Corporation, and must investigate a high profile theft that puts the company’s security in danger.

I’d love feedback on the game, in particular on the story and on the detective mechanics! Check it out at https://mgpalpha.itch.io/at-all-costs

This is a video I had to make as part of the project, so beware spoilers at the end.

I thought the comic book style of the intro was a really cute touch

slaps roof of car This bad boy can fit so much polish on it!

Seriously this is great. I feel like there’s a bit too much of a difficulty ramp up at some points. The skulls move way too fast to hit. But overall the game looks gorgeous.

The art style is really nice. The way information feels a bit reminiscent of something like Papers, Please, letting you move documents around and such, and I like it. I feel like it would have been nice to have more types of information involved, other than just the one filing cabinet that always just tells you the info you need for the caller, but overall I like the design.

Really well structured for a puzzle game! The introduction of new mechanics is well timed, so that there’s never more than one new thing in a puzzle. Really enjoyed the experience

Sorry I didn’t include good instructions. Rushing to finish and all that. There’s better instructions on the game’s page now, but to answer you question you can press [E] to tether to the station when you’re in range. Tethering allows you to pull the station along with you. Just pull the station to a derelict to scrap it! The station also refills your health and ammo when you’re tethered.

Hard to play but I love audio based controls. The visual style is really nice, and I especially like the waveform across the screen. Only thing it's really missing for presentation is some music and sfx.

Really interesting idea. I love the idea of a game that intentionally doesn't tell you how to operate it. In that way, it's a little like Keep Talking and Nobody Explodes. Love a good chaotic game.

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I am a fan of the 'control the level, not the character' concept, but this felt somewhat unresponsive. There were several times I would try to right click a platform to remove it, and i wouldn't work. I also feel like more could have been done with the level layouts. They mostly seemed to be just a flat ground with a flag somewhere in the air, and a pre-set timing for the character's jumps. Consider adding more varied terrain like a wall that the character has to get over, or a pit they could fall in. Also consider, rather than pre-timed jumps, the jump could be triggered by a level feature that you place just like you do a platform.

Edit: The character is also very cute

I like the concept and would love to see more done with it, but in its current state I think it needs more refinement. The 'out of control' doesn't really work once you realize you can keep the balloon in complete control by holding down the mouse. I did really like the later introduction of lightning hazards, as well as the overall aesthetic of the game.

I like the concept and would love to see more done with it, but in its current state I think it needs more refinement. The 'out of control' doesn't really work once you realize you can keep the balloon in complete control by holding down the mouse. I did really like the later introduction of lightning hazards, as well as the overall aesthetic of the game.

Really nice and fun game! Just a small bug report: restarting the game after the game over fails. It just keeps giving the game over.

I really like the concept, but the unresponsive controls killed it for me. Particularly, I found it difficult to aim the dog. I think this game could be improved by changing the controls so that the dog is controlled with WASD or arrow keys, and faces toward the mouse. That way, you just have to click the enemy while in range and they will get scared

I really liked the concept and had fun playing it!

Other commenters have pointed out that the rebounding bullets are quite hard to see, and that it seems odd that they don't hit the slimes once they ricochet. While I don't necessarily think they need to be able to hit the slimes, the ricochets are rather punishing as it is. By combination of the speed and low visibility, the ricocheting bullets don't become a hazard, more just something that will eventually hit you. I actually think it could be improved by slowing the ricocheting bullets down, so that there's time for the player to account for and dodge them.

Fantastically designed puzzles! Also, nice work adding colorblind support. I didn't use it, but I'm glad it's there for the people who need it.

Thanks for playing! Thank you for your feedback on the difficulty as well. I was considering adding a brief invincibility period after you get hit, but didn't have time for it.

I am aware of a bug causing the level not to restart if you die and then finish typing the mantra postmortem. If that's not what happened to you, please let me know what happened so I can try to replicate it. Thanks!

Loved it! Really fun interpretation of the jam theme.