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Maaack

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A member registered May 03, 2020 · View creator page →

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I really liked the artwork, the music, and the ambient sfx. They worked together to immerse me in the little world. I  found the instructions initially confusing, because I didn't understand that a new behemoth would spawn after the first died. Then it was a matter of understanding the different effects depending on where it decayed. I liked exploring, finding the eggs, and hatching the birds. All in all, a very serene experience. Like others have said, I wish there was more!

Yeah, I managed to record that in the last hour before submission :-P

Thanks for giving it a try!

It is a very niche type of game, so I'm delighted to hear that people who can enjoy it are finding and connecting with it. I really didn't expect anyone to go through to the very end (I only just beat it yesterday), but I'm glad neither of the two earlier goal posts were enough to dissuade you from achieving maximum science! Well done!

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That was a fun little puzzle game! I liked trying to plan ahead and figure out the best strategy. There seemed to be an issue with the resolution on the web build, so I'm not sure if I should have started with a wider area at the beginning? The icon made it look bigger to me. I would have liked to have more options to choose from, or the ability to rotate some pieces. Also, getting blocked from building too high in the early game felt limiting. Even so, I made it to 20 days before the sinking rate ate up everything.

Great work for you first GWJ submission! I hope to see more :-)

I agree. If I continue working on it, redoing the UI to fit the controls along the top and bottom is at the top of my list.

Thanks for giving it a try!

Great visuals, music, and accessibility options. Good use of the theme, too. The first time the platform I was on started falling and I couldn't step off, I thought I had just gotten stuck on something. I only once found a block to restore the level after it had started decaying, too. Otherwise, it was all over too quickly. I don't think the first person perspective and required jumping mechanic improved gameplay, but it looked great.

Awesome first GWJ submission. I look forward to playing your next one, too!

Beautiful art-style and well implemented it into the game. Each card was so different. I especially liked the visually trippy boss attacks. Well done for your first game and I hope to see more!

I really liked the art! The SFX also worked really well. The movement controls were pretty good, but I agree with other comments that clicking to shoot was awkward. I would have liked more audio/visual feedback for when I was at risk of losing, too. Still, this was fun and had a really nice aesthetic. I'm impressed how many mechanics are at play and how smooth it ran for just starting to program your first games in the last couple of months.

Great work on your first GWJ submission!

Very cute and pretty low-res art! Nice SFX, too. The placement mechanic was pretty interesting, although it was hard to read what each cat was on the tiny resolution, and then I couldn't find a way to see that info when choosing which one to keep. I liked the retro look, but it was used to an extreme that interfered with reading information. Still, a lot of cool mechanics and gameplay was packed into this. I had fun playing, and it had cats! Nicely done.

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I loved the application of the theme, and the use of physics to cause chain reactions of decay. The physics also worked surprisingly smoothly at large scales. Was that the built-in physics engine, or did you use a physics plugin? The sound effects and music were also nice. 

I tried to the juggling act a few times of using the rods, but I would always eventually meltdown. Eventually, I tried filling the whole screen with neutrons from the very beginning, so they immediately reacted with any atoms that spawned in. Then it just became a game of picking the right upgrades until my reactor had no more heat producing atoms.


This was still a joy to watch unfold, but not as fun to play. Maybe some upgrades should stack by multiplication instead of addition so the player never reaches 100%. [Edit: just saw the comment below, nothing new here :-P]


Overall, though, I still enjoyed this quite a lot! Great first submission to GWJ! I hope to see more :-)

Yeah, we had very similar takes on the theme. That's cool! For a clicker, I thought the different upgrades and costs were reasonably balanced. It seemed like every resource had multiple opportunities to become the biggest producer throughout a full playthrough. I did leave it running in the background for most of the time to check out other jam games, but it was always nice to check back and see I had a lot of buying options.

Nice work!

Great artwork and animations. This had a strong atmosphere. Mechanically speaking, there didn't seem to be any reason to leave the shrine, since it could heal any damage I took if I just stood still next to it. I ended up not moving at all and just safely exorcised whatever got stuck on the opposite side. I got to 66 kills before I intentionally walked into the void. I would agree with some other reviews that (even when I ignored movement entirely) some of the longer combos were easy to mess up and frustrating. The sfx really added a lot, especially the chanting tied to the combos.

Really good work on your team's first GWJ submssion. I look forward to seeing more!

Very well put together! Good art and music. Lots of mechanics and a lot of polish, too. As other's mentioned, being able to draw on the map and see it in-world helped quite a bit after I got very lost. I liked that the damaging areas did stay revealed, and seeing the tracks from the same day was helpful, too. Lot's of nice little touches. Sometimes the map and the in-game world didn't seem to line up exactly, but it was close enough. I did manage to complete all 3 goals and beat the game.

Great work to the whole team!

Great music! Great art and animation! Lots of mechanics packed in and very nicely polished.

I took me a little bit to figure out the strategy. I could have started with the smaller map size and highlighting, but I just jumped in. I think not being able to gain more than 100 HP became the bottleneck at the last stage. Luckily, I was usually within two tiles of something, though it sometimes took a lot of searching and some planning ahead. I liked that the world wasn't flat, but some of the larger differences in tile height added to a difficulty in playing, rather than just being a nice aesthetic.

Anyway, I scored 420 - I'm happy. I might try another round later, too. Great submission by a talented team!

That was fun! Good work on the art and growing mechanics, and the way those interfered with the attacking ghosts. It took a bit to get the hang of it, but I gave it a few tries once I understood it better. It played well on the joypad, too, except I found dealing with the camera to distract from the game. I didn't beat it after a handful of tries, either, but I may still try again.

Great work on your first GWJ submission!

Good work on the art and dialogue. Pretty impressed that you managed to put in two economies for getting upgrades. I wasn't a fan of the combination of the two controls; I prefer traditional movement controls for the keyboard. Still appreciate you trying something difficult, and I get how sometimes a game can veer from the theme during development.

Nice job! I hope to see more.

When my mouse turned to a giant hammer - that was unexpected! Great use of the theme. Great use of music and sfx, too. I wasn't sure if there was any penalty for letting cases fall, so I generally tried waiting for easy ones to hit. I would have liked to see a final score, or know if there was a win condition.

I had fun! Nice one.

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It's not you. The UI was a lot in this submission. I never got it to a point where I was really happy with it. There are a lot of buttons, some are dependent on others, and there's not enough visual feedback. I hope people can manage to navigate around it, but I certainly will understand if it's asking too much of players.


Thanks for trying it, though!

I enjoyed that! It was on the lengthy side for a jam game, but the upgrades helped with the pacing. The art and music fit together to make a nice experience, too. A lot of content, mechanics, and polish for a jam game.

Well done!

Star Wars Death Star trench run feeling

This guy gets it.

Thanks for playing!

tutorial text in the beginning a little overwhelming all at once

I definitely agree. I was too lazy to split this out into levels to introduce things one-at-a-time. Then I saw the "Single Location" wildcard and thought, "nice save!"

I think I expanded my base a few times, but didn’t really see an indication of that beyond the potential number, but then it went back down to 0 later on?

The UI is pretty bad. All base sizes are shown at the top of the screen, so the expansion potential goes down as your base size goes up.

Glad you still had fun and definitely drop me a link if you make a space game! I enjoy these :-)

The player's station will expand on its own, like the others, but it requires resources. I considered ways of letting the player direct the expansion as well as giving enemies ships that fight the player and collect resources, too.  There also wasn't a clear goal for expansion, though, as there was with the destruction of other stations.

Thanks for playing! 

You aren't dense, it's an obscure game from the 90s, based on XKobo. https://www.olofson.net/kobodl/

It took me a lengthy chat with an LLM just to find it.

That was so cute! I liked the attention to detail in the art and music. I also appreciate that the main menu was the pause menu to the game. I agree with some others that the controls felt imprecise, and I wasn't sure why I was collecting treasure for dwarves to steal. Is there a win condition? I quite enjoyed it despite losing.

Great submission!

Glad I tried restarting my browser to play this. The framerate went from unplayable to buttery smooth. As others have said, it nailed cuteness and coziness. Not sure if there was supposed to be a message at the end, but I liked filling in the town and seeing all the characters. The attention to detail on the animations was very nice. I also liked that each investment gave a specific type of upgrade, and it was intuitive enough to figure out.

Great work to the team!

I have a soft spot for clicker games, and this one has astronomy references, too! Clever use of the planets, as they looked really good (shaders?). I liked that it was pretty easy to grasp, and I appreciated the combination of a linear and exponential scaling resources. I enjoyed building my type II Karadashev civilization.

Great work by the team. Congrats on your submission!

That was a little delight to play! I liked the organic growth of the trees and how I could quickly try new ones before starting the game. As others have also stated, I was a bit overwhelmed by everything presented at once, got into an unwinnable state, and restarted. Once I figured out the initial build order, and then the two layers of resources, I was able to progress. I was also glad to get a "yippee" just as I was about to call it, too.

Great first submission to GWJ! I hope to see more :-)

That was fun! I also have a weak spot for clickers, though I also agree it runs pretty long. I restarted a few times when upgrades didn't do what I thought they would, but then played until the world economy would have collapsed. I also made my first 1k by buying bags at a profit. I think reading the instructions left me more confused by the controls, too, as I thought I actually had to shake my mouse over the tree. Overall though, it gives the satisfaction of a clicker by giving players the ability to break the economy.

Good work to the team! Hope to see more :-)

Yep, the theme did inspire the creation of the game, though once I followed the fun, it led to destruction instead.  More faithful to the original than I was intending, but it was a classic for a reason.
Thanks for the feedback. Glad you enjoyed it!

I hope you find it helpful :-)

I formed a new appreciation for mouse-noise music after attempting it for my own submission, and like other reviewers have said, the main menu music is great! I did end up turning it down once I got into the game, though :-P.

I really like the premise of the main mechanic. I would have loved to see more dynamic reactions to the two phases of the character, though. Feels like a lot of things were cut for time, as I was surprised how easy it was to get to the end. Despite that, the dialogue was enjoyable to read.

Congrats on another submission to GWJ! I hope to keep seeing more from the team in the future.

Haha! Yeah, it didn't come out as clean as I hoped, but I had only just started learning the harmonica for the jam :-P

This was so cute! The art appears simple, but I appreciated how much focus was put on the player character and the world. The music was really fitting, too. I liked the mechanics around the day/night cycle, how the environment changed, and secrets became revealed. I also think the hints/echoes given by the flower were really helpful. The ending gave me warm fuzzies, too.

I immediately ran off the left edge at the start, so I missed some instruction about jumping, but it wasn't hard to figure out. The charge for the jump was on the slow side, which made returning to the flower a bit tedious. The first transition to the night cycle was unexpected, so I initially thought I was somewhere where I shouldn't be and tried running away. Despite a few moments of friction, though, I really enjoyed playing.

Great submission! Looking forward to more :-)

Great asset pack! Thanks for making it freely available and for sharing the work of others who built on top of it. I used it in the last Godot Wild Jam: https://maaack.itch.io/indys-expedition-2

The art is fantastic! The UI design feels very intentional and polished throughout. Good music, too. I experienced friction figuring out what I'm supposed to do at first, and then also with the party member assignment. I ended up getting impatient after a few easy victories and tried for a harder fight without items. My entire party died :-P. Another reviewer mentioned cheesing a fight with multiple-finger clicking, but that only seemed to make me miss/die faster. Either way, I enjoyed my time playing.

Congrats to the team on this gorgeous submission!

Nice work! I think the concept here is good, just needs some more setup for the player to get invested. I ran into the freeze mentioned on the page when I first pressed space to dodge. Unfortunately, it froze again when trying to leave the dungeon, before any UI popped up. That was definitely more disappointing, as I wanted to see how I'd be graded. I hope you manage to figure out the issues. There was still an impressive amount of content and mechanics here!

Good job to the team on your first GWJ submission!

Both the 2D art in the main menu and the 3D character and environment art are gorgeous! The crow and beast were nicely animated, too, which breathed life into them. It didn't run well on my Linux laptop, though. I had a graphical issue where I could see my desktop through the game, but only in certain areas/directions, like a shader was making the whole game window transparent. I'd agree with other reviews that the jump and movement could use some more attention, too. This was a really pleasant experience though, and I plan to try it again on a stronger computer.

Congratulations to the team on you first submission to GWJ! I really hope to see more in the future.

This looks beautiful! I agree with others that the art and water shader really standout. The music was also good and fitting of going on a journey. I shared a lot of the same issues as other players, like not knowing what to do at all, then not understanding that holes were causing the ship to sink, not being able to see holes because of the environment, and objects not spawning after restart. I did manage to beat it on the second attempt, though.

Congrats to the team on your first GWJ submission and I look forward to more!

Really impressive work for a week! It also gave me strong FTL vibes. I struggled to understand the consequences for my choices, though. I added guns, but ended up shooting much slower as a result, and didn't see an obvious way to control the fire-rate. As a result, I just made the thinnest ship I could with two guns, so the shop rarely provided me with anything I wanted. The a cappella soundtrack was great, though!

Congrats to the team for your first GWJ submission. This shows a lot of promise!

Thanks for reporting the issue! Sorry that you weren't able to proceed. If you reopen the game and click Continue from the main menu, does it let you play the second level then?