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Maxmilion Flaugher

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A member registered Jul 10, 2023 · View creator page →

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I had this idea spinning around in my head for a while. I am glad to see people like the concept as much as I did.

Thanks!

I felt the presentation of the goal of this game was already a bit confusing, and keeping it simple by just having the player move boxes onto designated tiles would be best.

I honestly do agree with you though. The open ended nature of the slimes contribute less to the satisfaction of completing the level because they usually are just strewn about wherever. I found the satisfaction from just figuring out the slimes to be good enough at the time.

If I expand on this concept in the future, certainly I will add somewhere for the slimes to go. Or at least just make it feel more satisfying

That is understandable, the puzzle in this game is quite obtuse on reflection.

From where you describe you are in the puzzle, this is probably the biggest help:
Using the Item on the buttons causes the buttons to undo incorrectly. The intended usage of theme.


Some more general guide stuff would be this:
Clicking buttons causes the door and bars to go up or down depending on the button. If the door or bars are already in the position they will go, they jam and a big sound plays. Enough jams progress the crack in the ground.

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Interesting experience. On the web version I was having issues when it came to pausing the game. I believe this is due to the method of mouse capture as pressing escape prioritized unlocking the mouse over pausing the game.
Other than that I had some fun.

I really like this idea. I find the conjunction of fixed jumping and tongue action to explore genuinely fun.

My only real gripe is, and I know what the theme is but, the controls are inconsistent in a way that make it feel very much not intentional. like sometimes it works really well with momentum and stuff, while other times I am fighting to get my tongue to stick to the surface it just stuck too.

Also my game consistently locking after beating level 5. no pause menu or clicking. only way to get out of it is to alt-f4.

Thanks for the feedback. I'm glad to hear you liked it.

Almost the entire day after submitting, I was getting the humming in my head occasionally lol. I feel your pain.

Thanks!!

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the full committal to the obtuse control scheme is pretty cool. I had a lot of fun trying to figure out the rules of how the orbit changes. I think this idea is really well executed.
But I really don't know how the controls work. I just got a feeling for it, so maybe I was lucky.

I think the bosses do a good job of pushing the player to learn  how to orbit and use the mechanics that are given to them. They feel maybe a little same-y though.

I would play a fighting game versions of this game. I really liked how it felt.

Pairing up the slow and committed attacks with an instant guard cancel feels really nice. I wish the claw hitbox was more forgiving, as I felt I couldn't do anything if the boss was on top of me. Maybe a disengage option would be cool.

very polished game. I got a time of around 5:28.
I don't have a lot to say. this is really well done. maybe some more applications of the theme of SPIN would be nice.

I like that you can execute defeated bosses again lol.

I love the visuals. everything has so much personality.

The drill was hard to controls at times. When dashing into an object to drill, it felt like my entrance direction would be randomly tilted, when I was expecting it to be in the direction of the dash. I kind of wish it was a bit faster also.

Boss designs were awesome. I might be in love with the design of the second boss fight. Its so cool to me. everything about it. But I felt that the drill mechanic was being utilized less and less with each boss.

But yeah, good game.

This is gaming right here. A real games game.
Like actual insanity. Great art. Great Music. Great Theming.

All the bosses pretty much use the same move set, but they are so unique in their context I didn't even notice till I had to think about this critically.

At times it felt that I was moving forwards or backwards while lasso'd when I didn't want to. Maybe I was hitting the walls and didn't notice. It was annoying when it happened. This was probably a skill issue on my part.

Good Game! Good Job!

I think you are being a bit hard on yourself, as I think the game turned out good.

My comment might have been more negative than I intended, as I really like the drill concept of the game.
I had a lot of fun with managing my fuel and maneuvering around to attack the boss.

I love the artwork. this game has a great style.

as apposed to most people (I assume), I like the obtuse nature of the controls, but wish the spin handle was easier to grab.

I also feel that taking damage could be more understood. I didn't even know I had health till I died. 

The British football was a genuine idea that I had when creating the game.

Never got past boss conceptualization phase sadly.

Looks good. Music is pretty great. Reload feels great. Sniper kind of busted. I don't know how to dodge the yarn balls. Casino guy kind of weak. I don't understand the second weapon. I wish I could charge the sniper while falling down from a jump.

Overall, I had a lot of fun. this game is kinda epic.

one of the more unique takes on a slot machine I have seen. I love that you can get jackpots that give you stronger versions of the weapons that is pretty awesome.

I'm torn because quite frankly, this is unfinished.
But the spin attack is surprisingly good feeling.

The animation. the dash forward. the swing.

I'm honestly pretty sad that I can't use it on more than just the one boss.

I liked the freedom of being able to create my own wheel of weapons and items. I filled it with all shotguns.

I kind of circumvented the entire wheel by doing that, but I think the concept is very strong.

You have a lot more control over the wheel than I first thought. If I barely moved my mouse from when I started spinning, I could make the wheel land in roughly the same spot every time.

I would have liked to see more customization for the wheel. I think building your own wheel is a really strong concept.

Really cool concept and execution. A lot of things in the game work well together.
Some more variety in how the player attacks bosses would be cool, but I also like how the simple weapon allows for more focus on running away from the first 2 bosses. especially once I learned I can just hold to shoot.

Great art and Good music.
The game's take on the theme is really good. I like it. moving around the washer to avoid attacks and strike the machine at different angles was fun.
Having a second move for the boss would add a lot. A new load of clothes bouncing around the washer that has to be avoided, or an evil sock that runs around the machine and needs to be jumped over idk.

Great tribute to a classic precision platformer.
My only real critique is that the SPIN theme feels more added on to the game than incorporated in.
Other than that, I had a lot of fun with this.

Really pretty. I love the artwork. great music.

Movement felt inconsistent to me. sometimes I would move in a direction and it would snap to it, while other times it would take a second to start going in the desired direction.

The left click feels too precise for how little reward you are given, but the spin move is pretty awesome. I really enjoyed hitting the bosses multiple times with one spin.

I had a lot of fun with this game, even though it was running pretty bad for me. most of the time when entering the aiming or shooting state, the game would freeze for a little bit.

This game oozes style and personality though which I am a big fan of.

Having more play testing from friends and family has made me understand that issue.

I don't know if I will implement a solution once the game jam is over, but I will try to figure it out for my future games.

I had an enjoyable time, but felt attacking the boss could feel more impactful. The bosses themselves could be a bit more complex

Kinda-Spoiler: I really liked the design of the final bug boss, having to juggle another thing while also damaging the main boss. complexity similar to that would be nice.

Enjoyable game with nice controls and good graphics. More could be desired from the boss move sets, But I had a lot of fun.

Epic game, just wish I didn't have to download the entire project along with the build.

I really like it.

I like the dribble mechanic and feel its adds a multitasking element to the left and right movement.

I wish the left and right movement was a lot faster though.

I find the gameplay very interesting, but hard to understand at first.

I like it. More variety would be awesome.

You can add contributors to a project by going into the edit page of the product.

in the header there should be a "More" dropdown, and within that there is an "Admin" section.

within the Admin section you can add people to the project using their itch username or profile url.

Fun game genuinely.
Feels very Just Shapes and Beats inspired which is an awesome game.
you are unable to start in the Seizure Friendly version.
there is no way to tell what part of the game you are at unless you try the number out of 26

I feel that you should also add the two other people who worked on the game to the page so they are credited.

Camera collisions are inconsistent feeling and there is no real end lose or win.

Movement is fun, I like the character designs, and I can hit the griddy

The mouse sensitivity is very high and it was hard to understand where to go at the beginning.
I like the movement abilities.
The music goes so hard though actually please give me a link or something.

I was unable to escape Nario