Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Brendan McCracken

49
Posts
17
Followers
111
Following
A member registered Jun 11, 2016 · View creator page →

Creator of

Recent community posts

I had a real blast playing this! Awesome stuff :)

Oof, this hit me hard. In a good way. Thanks for making this!

Lots of fun stuff going on here, nice work! :)

that was very fun!

♥ I worked on it a bit more later! Here's hoping it'll float to the top of the project pile again.

Really enjoyed playing this - looking forward to updates!

Test game successful! I brough'd down to the 7th floor. I didn't look to see where the broughlike tutorial concepts ended and your ideas began, but I enjoyed figuring out how the enemies moved and how I could safely attack them. Nice gfx+sfx too, especially that transition to the death screen! Good stuff :)

It's just like I'm that kid on the beach, and I really do want to throw every dang starfish all the way to the bottom. Really good vibes and a great simple hook. Starts out casual but then suddenly I'm making one life-or-death decision after the other. Patiently awaiting the expanded Starfish Deluxe edition!

Writing this comment through the tears of not having a 2p so we can mutually laugh at each others clumsy attempts to fly. Seriously though, this was a great idea and well executed - I really enjoyed it!

Brimming over with character. Not only did I get some great laughs out of this, I feel like the bit of framing at the beginning REALLY expanded the experience and made the whole thing land with an impact, pun intended. Great work!

Really great stuff! I played it a couple of times at different stages of polish and I'm impressed with all you managed to squeeze in by the end. As other's have said elsewhere, the "scanning as near-miss scoring" mechanic is brilliant. Really cool theming too! Based on just a couple experiences, I can say that if I see the broquaint smiley guy, I know it's gonna be good.

I had fun playing this! The clicking control scheme was a bit tough for me, but I'm glad I persisted, because I had a pretty epic time fighting the final boss. There's a really nice "video-game-y video game" vibe at the core of this. :)

I would love to see this expanded on! There were some times when I got in a pickle and really felt the push/pull and enjoyed the balance, and I think there's room for even more moments like that to be drawn out of this core system. Fun stuff!

I didn't figure out the win condition either, but I didn't mind - I felt like I really had my own ice adventure. It was totally worth taking the time to wrap my head around the controls. I'm in awe of how many mechanics you packed in, and the visual style is great too. Awesome stuff! 

Fun stuff! This works really well. Nice chill vibes too

I bow to the glory of cell 5! :pray:

Yes! Congrats!!!

This is great! Just found you because I was looking for the creator of lvllvl. Just played all of your C64 games and enjoyed them all.

Ahh awesome post and thanks for the heads up!!

Really enjoyed the demo! It's cool to see lots of Myth Bearer DNA here but in this new setting that adds lots of neat twists! And nice QoL improvements too. I had a great moment of thinking I was stuck and would have to start over but then finding some new paths/tactics and getting all the way through to the demo end! Keep up the good work :)

Great game, especially great jam entry. The levels tightly showcase the game design and the look, feel and sound are lovely :)

Clever concept and well executed!!

Ah ! It makes a lot of sense that there's a common influence / ancestor. I'm not super well versed in tabletop, so thanks for the callout and the link there! My pleasure, looking forward to seeing more from ya :)

I enjoyed playing around with this! My only complaint is how cruel the starting seed can be sometimes. Unless there's a way to mitigate certain situations that I just didn't figure out, I was a bit drawn to refresh until I got a better starting seed. Cool stuff though, really nailed that theme!

Cheers for submitting something partially finished--I'd like to see that be normalized (though I'm also speaking selfishly here as someone who submitted something partial to Eggjam #1). The concept sounds cool! And seconding what MatthewLacker said, moving platforms and slopes can both be tricky to implement. I'm wondering if there might be something funky with running at high refresh rates--I'm at 144hz and my jump height was off the top of the screen! Anyway, good stuff, looking forward to future entries!

Fun stuff! I enjoyed the wacky theming. I found it a bit tough to steer overall--it might have felt a little less squirrelly if vertical movement were a little slower (if this were the case, might need off-screen indicators for the rings also) and/or if changing speeds was a bit more gradual. Or maybe it wasn't speed changing itself that was odd but the way the camera behaved relative to speed changing? How's that for some vague feedback? It felt great to grab the forms and I really appreciated the heads-up display for them. Cool entry! Looking forward to more adventures of the smiley face :)

This is a tough cookie! Similar feelings to broquaint--I enjoyed what I was able to get through but the difficulty ramp got pretty darn steep. Eager to see future entries from ya!

Loved this! The rules can create a complexity amongst themselves that is fun to parse out, but the game feels very approachable even so--that's a heck of a balancing act if you ask me!

Fun stuff! It seemed like killing off the time traveling snakes was the way to most safely progress--I'm not sure if that's a flaw or a strategy really. Overall, when I saw the concept I thought it might be terribly complicated but it was surprisingly approachable and fun! I'm sure an expert could plan how to use the time travel snakes better, but even if you have no memory of what they're going to do, you can kind of treat them like unpredictable AI and have it work out. Cool concept, keep em coming!

I had a similar experience too, and it was a pretty magical feeling one, honestly! I feel like I partly got better through conscious strategizing, and partly through an instinct that developed subconsciously without me fully understanding it--the combo of those two is where the magic was. Lovely clean aesthetic and great feel with the animations. Really loved it!

Awesome stuff! Clever design, satisfying visuals, pleasing UX (gotta love the unlock progress bar filling up after a long run). Just great all around. Looking forward to iOS version :)

Wow, super interesting concept! Even with the faster movement (and noticing I could double jump? at least sometimes?) I found it tricky to stay on the snakeplatforms. I thought for a second I might be controlling one or more of the snakes as well as me--could be an interesting mechanic to play with--not direct control but maybe an occasional poll of what directions you're pressing? Anyway, I digress, but really, what you can tell from my ramblings is that this inspired me! Great work :)

I enjoyed this! I couldn't grok the 4-dimensionalness either, but got through normal just by messing around. I really liked how the chat terminal provided a flavorful wrapper around the game, and even made me feel better for not understanding the 4d :) Cool stuff!

Cool stuff! Reminded me of a different spin on Garbage In Garbage Out (https://jonathanwhiting.com/games/garbagein/ ). I had fun watching a few robots accidentally fighting each other. I'll follow your orders and go play linecook though :)

Holy heck there's so much going on here! I'm impressed with all the systems and can see/feel the tension between them. I hope to circle back and give it a more in depth look. I can imagine how cool it would be in a fuller version of this to roll out the mechanics and choices more slowly. Great stuff :)

This was quite fun! I got some good laughs out of the music and out of how hard it was to pick myself off the ground once I got my torso. I never did find the grapple arm though...

Hey, it's me, the super late jam player/reviewer! I had a lot of fun with this. I didn't completely wrap my head around how to properly strategize, or what was going on with the robots--maybe it takes a little too long to see the results of your decisions with them. But I super appreciated your work on the UI, the way the house numbers are implemented is lovely, as is the order status. And it feels super fun to go fast and jump far. I got the impression that if I stuck with it a bit longer it might be full of secret genius! Keep up the great work :)

I had an absolute blast with this! I'm impressed with your ability to "go meta" and still keep the laughs coming. And if you ask me, this art style is worth exploring more! Great job :)

Wow, this is wild! Easy mode was pretty dang hard for me, but as you say, you were going for chaos--you achieved that for sure. Cool mechanical ideas with one button activating both claws, and having the claw that doesn't hit anything causing ingredients to stack up. Creative stuff!

Fun game, cool movement mechanic, and impressive for 1 hour! Especially those game over screens, holy heck.