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Maaack

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

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Ah it's Maaack from Maaack's game template!

:-)

That's a solid suggestion with resorting the layers. I feel a little silly that I didn't do it that way. Glad you think there is some potential here. Unfortunately, the physics and colliders led to a lot of technical issues throughout the project. I'm sorry they still impacted your experience, but I appreciate you playing and leaving feedback.

Thanks for the playing! I'm glad you liked the idea and appreciated the creative freedom. I think the mechanics plagued the project with more technical difficulties than I anticipated, though, and left me sorting what appeared like minor issues for a couple critical days. Sorry they still impacted your experience, but I appreciate you participating in the game experiment and leaving feedback!

Congrats on your first game jam submission. I was pleasantly surprised this wasn't just a menu clicker game. I wanted to be able to move the character in the gauntlet, though, and I couldn't get it to work. I don't think I ever finished a gauntlet, either.

I look forward to seeing more, and good luck scoping the next project.

Really nice little game! The mechanics were a bit to digest at first, but they are interesting. I appreciated the attention and progression you put into each level, too. I felt I was brute forcing a few levels rather than really understanding the solution, though. I also couldn't beat level 15, but the others were a fun challenge.

Good work on this! I enjoyed the puzzles and I look forward to what you make in the future.

Beautiful 3D art. The gameplay is also smooth, seems well engineered, and runs well in the web. Good sound and music, too.

As others have stated, figuring out the controls (rotating the planet, what I needed to click, what I didn't) took the first playthrough and was a bit demoralizing to lose so quickly. In my specific case, I thought I needed to click a disaster on the left before I used it, and that the bar had to charge up before I could use the higher up disasters. Just a misunderstanding of the UI. Once I understood, the gameplay was quite smooth, and I won my 2nd game.

Really great submission! Look forward to seeing more from the team :-)

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Nice game! Unique tileset and I liked how it was used throughout. I actually thought the controls could use work, but I'm also not great at platforming games.

I did find that there is an infinite jump, and then I tried to beat the levels without destroying the cells.

Great job on your first game jam submission! Looking forward to seeing more.

Thanks for playing the game and sharing your thoughts! This was really nice to read.

The main menu is from a template I've released to the public. Feel free to use it in your own future projects.
https://github.com/Maaack/Godot-Game-Template 

To get specific with the sliders, I think I found them to be too short to give fine control. So I treated them as binary switches, assuming the desirable result was at one end or the other, not something in the middle. If the optimal solution for a level is at the ends of the sliders, though, then maybe it doesn't make sense to provide sliders? I'm not sure.

That was silly and fun! I had similar issues with the Linux export as thesquaregroot mentioned. I ran the Windows build successfully and played for a few minutes. Not sure if there was a strategy beyond alternating socializing and pushing product, but I still enjoyed it thematically. Variety to the decision making would have probably kept me engaged longer. 

Great first jam submission. I look forward to seeing more!

Nice art and visual design! Using the different wave-functions to dynamically update the terrain is impressive technically, too. I read a bit more about it from your comment on the game page. Good work!

I think the controls and UI could probably use the most work. Dragging sliders felt clunky, and I couldn't really see what I was doing from the top-down perspective. I think a faster/streamlined feedback loop would keep me engaged longer.

This was an original concept and executed quite well for jam. Congrats!

+1 on the art and music fitting a very dramatic aesthetic. Gameplay seems short and simple, but I played a few times on easy. Scoreboard is neat and was the reason I tried more than once. Maybe it could be set to a higher precision (like seconds passed)?

Congrats on your first GWJ entry. I look forward to seeing more!

I made it to Night 7! But only by building a fortress of trees in night 1 to carry me through night 5 and 6.

At one point, it appeared as though enemies were able to get inside the fire/muzzle radius of the weapon, and so I couldn't shoot them. I had to use the power-ups. Some more information around those would be good to see, too. +1 that the tiny window on launch is weird, too.

Nice pixel art! Pretty fun gameplay, too. I look forward to seeing more.

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The attention to the audio really stands out, here. It raised the hairs on my neck toward the end.

I'd +1 the suggestions of giving feedback during repairs. The visual design didn't feel as polished as the audio, either. There were artifacts on the main window, and I missed seeing sparks and gas leaks. I'm curious if you could play with the scale of the "not star" more to turn up the cosmic horror element, too.

Great first submission and I'm looking forward to seeing more!

Thanks for trying it!

For anyone who gets stuck in level 1, the button is plastic in the center of a metal panel on the left side of the glass.

I'm glad it was usable for you! I'd like to improve accessibility, even if just for practice, so feel free to share any feedback you may have. I plan to update it to support custom soundfonts, too.

I really appreciate you trying it out and sharing your experience!

Glad you liked that soundfont. I was worried parts were a little out-of-tune.
Yeah, it can crash even on simple MIDI files, like the sample included. Not in a consistent spot either. I haven't tried to debug the addon that plays the MIDI, yet.
I can add support for custom soundfonts and I'll look into changing the voice (instrument?).

Thanks for checking it out!

That's really nice to hear :-) I'll reach out with a link probably by Friday. Do you have a Discord or a way I can send a DM? Otherwise I can post the link here. I appreciate it!

Aw thanks! It sometimes feels like not much has changed since the original, but then I play the jam version again :-P We're hoping the humble amount of progress we've made is at least heading in the right direction. I'll reach out (on Discord if that's okay) with a link probably by Friday.

Great! I'll reach out on Discord with a link probably by Friday. I appreciate it :-)

Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.

Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.

Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.

Exporting to web from Godot 4 might not work for everyone, but it should. I make my projects in the Compatibility Mode (options in top-right of Godot editor), and when editing the jam page itself, I check the box that says "SharedArrayBuffer support". That's been working for me, at least.

Cute art! Did you make it? I appreciated the in-game tutorial messages, too. Not so much after the first time, but they are a nice touch. Still, the difficulty ramped up quickly for me. I tried ~10x and only made it past the 2nd encounter once. A smoother difficulty curve, a health system, or a checkpoint system would have helped me progress.

Congrats on your first jam submission. Playable web builds help with getting more players and feedback.

A giant mouse landed on my head, and I couldn't get him off. It was silly enough that I didn't mind that I lost. As mentioned, really nice animations on the cat. Since I downloaded straight from the submission page, I missed the controls in the game page. Having some reminder in-game is always helpful. The jump and movement controls themselves felt good to me, and jived well with the animations.

Nice first jam submission! Looking forward to more. Playable web builds help in getting more players and feedback.

Really nice artwork! Did you make it all for the jam? The music fits well, too. Gameplay wise, the combat system was very functional. I did experience some of the issues the other players did, but I was still able to complete the game. One I haven't seen mentioned was the UI sometimes being unresponsive when selecting an attack target (specifically, not moving the marker when I expect). All my cat names turned to "testing" in the final battle, too. Everything else felt pretty polished.

I'm impressed by the amount of work accomplished. Congrats to the team of two!

I have much more to say, but alas...

And again for Godot Wild Jam #63.

https://maaack.itch.io/the-cat-with-eight-gwj-63-edition

All of the art is fantastic. The VO and writing are good, too. Like others mentioned, the roll is a bit unwieldy. Also, on my monitor, it wasn't always clear what was going to be shadow vs. light, partially due to the smooth gradient used between the two. These didn't impact my enjoyment of the game significantly, and I played until the end.

I'm impressed by all the individual contributions as well as the level of coordination that went into making this. Great work to the whole team!

I was unable to run the linux version as I kept getting the error on start:
`GPU process isn't usable. Goodbye.`

I found the fix is to run the executable from the command line with the added arguments `--disable-gpu-sandbox`.

This looks really nice! I think you really delivered on the art style I wanted to try this jam. All the characters and their animations are cute, and breathe a lot of life into the small space of the world. The different environments are nice, too. The gameplay was simple, but functional. Impressive work for a single person!

This game had some nice little touches, like the animations on the cat for the gun recoil, ear twitches, and head looking around.
I often got 3 choices of the same basic upgrade if I went to the 2 or 3 difficulty levels, so I stopped going to those. I would have liked some new enemies or bosses every couple of levels, too. The different environments were nice.
Good first jam submission!

Aw thanks for all the comments! I'm glad it made you laugh, too. I had fun making it.

I'd definitely appreciate your support on both platforms, especially the showcase on the itch page. Thanks!

Great art! Great page design, too. I really like the farming tileset and characters! Looking forward to the game when it's ready.

Hi Nathan,

Thanks for making this plugin. I used it in my game submission to the Godot Wild Jam #62.

https://maaack.itch.io/harvest-hill-gwj-62-edition

The writing made me chuckle. Nice work! The dialogue controls were a little clunky for a primarily text-driven experience. The option to skip would be nice as there is definite replay value to this title. I stuck through it to see all (5?) endings anyway, and again, I think that speaks to the quality of the writing. Good art, music, and sfx as well. I look forward to more!

Hi Ellr,

Thanks for providing these SFX under a CC license! I used a couple in my game submission to the Godot Wild Jam #62.

https://maaack.itch.io/harvest-hill-gwj-62-edition

This was fun! The graphics are nice and the mechanics felt quite functional. I could have done with less running around, and the combat left a lot to be desired. Overall, nice polish on a lot of parts, and I would have loved to see more. A great submission to the jam!

Great opening! Most of my feedback has been mentioned by other players, or came up during the stream. The feedback I have (that I haven't seen mentioned) is that the placement of many of the cameras could have used more cinematographic direction.

Overall, the production value on the intro was top-notch and gave the game a very professional feel. I think gameplay could have used much more of that attention, as there was a sharp cliff. I did not make it to the end, but I might try again later. Nice work by the whole team!

Really nice polish on this title! The core concept of combining the bullet hell mechanics with a farming simulation is pretty neat, and the execution was good. I think the dodging could be improved be giving the plants more rhythm in their attacks, and/or adding a dash or jump to the player. Otherwise, very well put together game, and fun to play. Congrats!

Hi FilmCow,
Thanks for providing these SFX under a flexible license! I used a couple in my game submission to the Godot Wild Jam #62.

https://maaack.itch.io/harvest-hill-gwj-62-edition