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Maaack

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

Creator of

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A premium version of the plugin has been added. It does not include the art, but instructions are provided for combining them.

Feel free to leave any feedback. Another great way to support me at this stage is to share my work with others.

I'll work on a premium version of the Tilesets and update you when it is available.

What's your deadline?

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A premium version of the Godot plugin isn't available, yet. I will bring it up with Cup Nooble.

edit: Now available!

A premium version of the Godot plugin isn't available, yet. I will bring it up with Cup Nooble.

I recommend finding tutorials on using `StyleBoxTexture` resource. I've made videos on styling, but haven't covered that specific topic, yet. 


Thanks for pointing that out! I fixed.

Thanks! I think this page is a good place for reporting bugs; I don't know of a better spot (if not the game page). We're just trying to keep our monster hidden until the end of the jam.

Hey thanks for the big report. Could you actually remove the screenshot? We'd like to not show the monster until people are in-game. Thanks again!

Thank you! I was looking for this, too.

Looks like karma farming. I say pay no heed to generic, copy+pasted comments. 

This played really well on a gamepad! It was also the right amount of difficulty for me. The art was very pretty. The level design was solid. The transitions between scenes were smooth, and I liked the way the ghost followed and had comments on everything. Good execution on the wildcards, while the theme at least played into the story.

Really great submission. I look forward to seeing more!

I kept getting errors when running on Linux, and the main menu never loaded. Seems related to the FMOD extension. I hope they eventually support web exports.



I liked the work you put into the map. With enough exploring, I did feel like it led me to what I was supposed to discover. After that, I think I won, but the game just froze. Some of the mini-games could have more instruction and give more positive feedback to the player, too.

Good work on your first submission! Looking forward to seeing more.

Short and fun! I like the low-poly aesthetic as well. The audio got a little grating, though. I ended up getting the key really early in the last level, and just ran for it. I liked that knocking over pottery seemed to draw the ghosts, too, and it was very hard to avoid doing.

Great work! I look forward to seeing more.

Thank you very much, for both the kind words and the support!

Do you prefer purchases on steam or itch?

Thank you very much! I was also really happy with how I prioritized features for the time. It usually doesn't work out this well.

You were very close to the max of 150. Congrats :-)

Very cute! Nice art and music, and I found the writing light-hearted. This was an interesting combination of mechanics, too. I appreciated you guys trying something different, with a nod to Towers of Hanoi. 

As others have mentioned, additional visual feedback on the wand control would help; I also had towers collapse on me unintentionally. I would like larger colliders on the frogs to grab. Also, the gameplay was getting redundant for me before I got to orders requiring the large frog. I noped-out at the request from the Eye, as that just felt like grinding. That said, I did enjoy most of the time I spent in-game.

Congrats to the team for your first GWJ submission. Really neat concept and I look forward to seeing more!

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Very pretty art and the song was a delight. As others said, it was a bit tough to play. I seemed to get ships spawning on opposite ends from their targets in the very beginning both times I played. I would have liked to have seen the theme play a bigger role in the mechanics, too.

Great work to the team! I look forward to seeing what you all make in the future.

This was fun! I played it to the end twice, just to see the other upgrades. I had some control issues with how the balls launched, and sometimes they seem to break much sooner than expected. Still, I enjoyed wrecking the whole tower over and over. The rogue-lite elements fit well.

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

I thought this looked great and was pretty fun to play, too! Beautiful artwork as always. I struggled with some of the movement controls, and sometimes had issues with the camera. There were also some issues of clipping through tower walls. Played a few times though and enjoyed myself. On my last playthrough, at the start of round 8, the tower instantly lost all its heath before I saw goblins reach it, so I stopped there.

Great submission! I'm curious what kind of strategies end up being dominant for other players.

That was fun. The initial experience was a bit like being thrown into the deep end of the pool, and I didn't quite understand why I won the first time. Then I played again, and also read the page. The jumping and movement controls felt responsive, so replaying was nice. I would have liked to have seen the theme play a bigger role in the game mechanics.

Congrats on your first submission to GWJ! 

Very cute!  I really liked the art and the movement controls felt responsive, too. I couldn't figure out the engine alignment puzzle, and I probably misunderstand the goal there. May come back to this later, as I'd love to see more of the content.

Great first submission to GWJ. Looking forward to seeing more!

Yay! Thanks for checking it out again :-)

It is much easier on the eyes. Thanks for the suggestion! I think I will make Mid the default in a following update.

Nicely polished and really delivered on the story experience. Great ending. Sad, but kind of made me chuckle, too. I liked that the theme played a role in the mechanics, even if taken very literally. I liked needing to drop the candle in places to continue forward. Also, the lighting was well used and enhanced the atmosphere. 

I would agree with others that the controls felt pretty dated. I also think I encountered a bug where the grate would not respond to interaction.

Overall, fun experience, with some impressive cinematic qualities to it. I look forward to seeing what you make next!

Here's a version scaled for 1280x720: https://maaack.itch.io/a-darkness-like-gravity-low-res-edition

Hope you get to experience the game.

Hey, very sorry you are unable to play. Is the issue on web that it stalls on loading after pushing play? I can make a low-res specific version, too. What is your monitor resolution?

Great visuals and use of lighting! The movement and controls felt modern. The inventory system was very functional. The world was pretty immersive. I liked that the theme played a role in the mechanics, even if taken very literally. I really enjoyed this and intend to go back to it.

First playthrough, I got as far as getting the lab key, but fell through the floor running down the ramp from outside. There are other issues with meshes here and there. The gameplay did start feeling redundant, and some aspects hurt the immersion. But despite all that, I felt like I was playing an actual game.

Great work! I look forward to finishing this game and playing your next one :-)

Oh, good observation. I'm remembering now the dungeons are meant to introduce some of the first risk in the game, as you can miss a shot and need to restart. I wanted to avoid combat, too, but a sense of urgency could still be added. Puzzles could need to be solved in a certain time, doors could be on timers, etc. Thanks for the suggestions!

Thanks for the kind words! I'm glad you liked the ending, too :-)

I appreciate the follow up! Correct, I don't have a developer certificate. My understanding was that Macs give that message for a majority of downloadable itch.io games, but I haven't tried personally. It's very possible it's because of the shaders. I've been running it in Brave on Linux, but I will test other combos. Thanks again for trying it out!

I'm a fan of the SproutLands tileset. The other art also fit in well with the color palette and style.

Unless I was missing something, the game seemed setup that I could not defeat the first waves. I just had to impatiently watch and accept damage. It wasn't until about the 3rd day I could start making some interesting choices with how I was spending resources and where. 

Also, when I had a row of acorn launchers, I noticed the acorns would disappear a split second after being launched and not reach the target. Some would make it and "Miss" or hit, but a majority just fizzled into nothing. I struggled with the controls a little bit, too.

Good work getting a high score table plugged in. I think with a focus on polish and QoL improvements, this could be a fun competitive tower defense game. Congrats!

Thanks for the feedback! If you found the special orb and brought it back, then you didn't miss anything. The 3 dungeons get progressively darker, requiring using the orbs/torches more for navigation, but the interaction mechanics don't change. I'm curious, what kinds of new mechanics did you hope the dungeons would have in store?

I'm glad the throwing felt good :-)

Thanks for trying the game out on your stream! And for providing the results of testing on the Macbook and the different browsers, too! That is very helpful. There's probably at least a few things I can do to improve the compatibility.

Thanks for reporting the issues and the browsers you were using. I will try debugging it. Does the downloaded version work any better?

Fun little game! I appreciated how you incorporated the theme into the mechanics. It was also good to see a tutorial level, key-rebinding, and some accessibility options. I think the levels scaled in difficulty reasonably well, and I found the ghost level a fun way to subvert some of my expectations.

I preferred the shorter levels that reduced the punishment for failure. I think impatient players would appreciate a checkpoint in the last level, or splitting it into two. Some of the default control choices went against conventions (C for run), so it was good to offer re-binding. Though the rebinding captures mouse motion as an input, which is probably not intended.

A very solid first jam submission. I look forward to your next game!

Nice work! Not only was there a game with a challenge and a final boss, but you also have key-rebinding, different game modes, and instructions in-game. There's actual polish here, which I'd take as an indicator of good scoping and time management for a jam.

I'd echo the feedback that the game lacks visual clarity. I'd also like to see the theme play a bigger role in the game mechanics. As it was, I didn't see a point in trying to engage any enemies, so I just stayed at the top of the screen until I got to the boss.

Congrats on your first submission. I look forward to seeing what you make next time!

A cute little dungeon crawler. I appreciated that the theme played a role in the mechanics, too.

I'd echo some other comments, like the missing feedback on doing damage to enemies. I don't always read game pages unless I have problems playing, so I assumed walking into enemies did damage. I think SFX for attempting to move onto blocked tiles vs. hitting enemies would go a long way.

From reading the comments, I understand that you didn't get in all the features you wanted. However,  the bones of a dungeon crawler are there. I saw procedural dungeon generation, grid-locked movement, enemy variety, and combat. There's still a lot to go, but hats off for the progress you made during the jam.

Congrats and I look forward to seeing what you make next time.

Great music and a fun little challenging game, though sometimes a bit frustrating. I did not make it to the end, even on easy mode. 

The first time my character missed a platform and fell, I found it weird that all the platforms below the current height of the screen unloaded, but still made the PC fall through that space. The pickup that launched the PC up was great until there wasn't a platform to land on, too. I also would have liked to have seen the theme play a role in the game mechanics.

Good work to the team on your first submission! I hope we get to see more in the future.

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Cute little game for 5 days of work! I appreciated that the theme played into the actual mechanics, even if taken very literally. The music was fitting, but a jump SFX was notably missing.

On first playthrough, I misunderstood that I could still use the flashlight after I started moving, since the instructions disappeared, but "[shift] for hint" stayed. Spacing was harder for me to judge on flat tiles, and tapping shift + space together felt a little unnatural, too.

I appreciate the effort put in to make randomized and beatable levels. I liked trying to encode and memorize the first level as jump spaces while I had unlimited flashlight, too.

Nice submission and I look forward to your next game.