Enjoyed playing this. I understand that spell 2 isn't accurate but whats the correct way to use it? Is it just a powerful spell that is balanced by having it so you can't easily control it? Just wondering for next time I play :)
Chris Gray
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Yeah my big regret is that theme kind of fell apart towards the end. Initially you were escaping from a sort of "glitch" or "cloud" that would start at the left and kind of follow you along getting closer to you. I got so caught up in making everything else that I forgot about this until about 3 hours before the deadline.
The cloud/glitch also felt like a big art task which is why I put it off in the first place. Almost everything in this game is extremely simple or a recolour of something else but the cloud would have had to have been quite a detailed asset. Or at least it felt that way because I couldn't quite picture what it looked like in my head.
Yeah the drift mechanic didn’t really come together. I wanted it to be something you could use to take sharp turns which is the main reason why the Z shaped tiles are in there but unfortunately I couldn’t get it doing exactly what I imagined and didn’t really have the time to sit and fine tune it. After the jam I’ll probably tweak it a bit and see if I can get it working better.
Thanks! The game is actually really simple. Almost all the objects in the game are circles which sped things up a lot and the levels themselves are just single pixel line drawings which I spammed the outline tool on 6 times adding different colours. Then the palette swaps when you do different runs are just that, they're the same levels with hue shifting.
On the rules section it says
"Planning before the jam is fine, and you are welcome to reuse some assets and code from previous projects, but it is something you should limit.
In the spirit of participating in a game jam, you should keep most of your development during the jam period to get the most out of it!"
So it sounds like you should be ok as long as you only do limited planning and don't do any proper development work until the jam starts :)
My initial thoughts are that I love the art style and the music. The gameplay is a cool idea but its a bit too hard for me haha. I'm finding it really difficult to navigate around the levels, this might change when I unlock some more of the power ups. I'll come back to it and give some more detailed thoughts if I can manage to get a little further.
Thanks so much.
With your comment on the riddles I did that on purpose. The reason I did it this way is so you can’t just figure out the correct answer by picking the most logical option.
I think the nature of the riddles it would be very obvious which is the right answer if it were to say it on screen somewhere in full
Thanks for the suggestions!
I'm working on figuring out what a "lose" state might look like in this game as one of the biggest criticisms of this game is that there isn't really any way to lose. Its interesting you bring up sleep paralysis because I considered putting that into this game but due to the limited development time on the game jam I ended up leaving it out.
I just want to add that I really enjoyed your video and thought you analysis was really interesting. One other thing that will help me to improve on this game for the next one is watching how people play the game. Understanding the way players approach situations in this one will help me to craft a better experience next time around.
Like I say theres a couple of different things I want to make first whilst I think about exactly how Maere 2 is going to play out. But when I finally do get around to Maere 2 I hope it'll achieve a similar level of success. One of my biggest problems is I'm bad at communicating what I'm up to when I'm working, so perhaps I will try to keep a dev log for this next game to keep people informed of progress.
Thanks so much. A sequel is going to follow but I'm going to probably do a couple of other things first. I want to really spend some time getting Maere 2 right. I made this in a week so imagine what I could do with longer.
I also have to be very careful not to sacrifice the scariness whilst trying to make the game bigger. I think if I'm making another it needs to be even scarier than this one. I've got a lot to think about.