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Maaack

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

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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?

Good catch! I'm glad to hear that that is working as intended. I'm saving game state to the user path `user://`. Godot web exports convert that to use the browser's local disk. Not cookies exactly, as I'm not storing any data on a server, so there's no key validation required.

Thanks for trying it out! Sensitivity sliders are available in the main menu's and pause menu's options for both mouse and joypad.

Yeah, the fullscreen option works. Thanks!

Cute game. Feels like you had fun making it.

We've all got big secrets that are hard to keep ;-) 

Sorry, I wasn't able to play the game. Seems the resolution doesn't match the window in web.

Nice! Our team did a similar thing. I like your art, too. I would have really appreciated a way to quickly see all of the rules for the day, or maybe I'm confused on how they work. I would agree that having immediate feedback for mistakes would be very helpful, too. From reading your comments, it sounds like you had a lot more stuff planned. I look forward to seeing that if you ever do make it.

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Thanks for giving the game a try! Documents can be archived by dragging them to the pneumatic tube on the top right. A box should appear over the mouse indicating the action.


So much attention to the visual design. It looks fantastic! The music also works well. Unfortunately, I felt like my key presses were not registering or the timing seemed delayed, so I didn't even get to 75% after many tries. Maybe I'm just bad. I also wish I could read the candidates speech as it is being said, but the pace of the game felt a little too quick and unforgiving of looking away.  I may try the download version later to see if the controls work any better. Also, nice commentary on the state of things. Great work to the team!

That was fun! I liked that the theme played a role in the mechanics pretty heavily, and was a fun take on it, too.  I did find the default keyboard controls to be awkward. Enjoyed the music selection, though. Congrats to the team for the great submission!

This was fun! Unfortunately, the game froze twice on me, on wave 4 and then again on wave 3. I think it was related to using the eraser. Still, some neat mechanics at work in this submission.

Thanks for your interest! We've made the page public now.

I've added Paypal now.

Yes, though collisions are specifically on the Water, Fence, and Walls layers. Terrains on all layers excluding Water, Objects, and Furniture.

Hi, the plugin includes Godot's tileset layers (4.3+) prepared for the multiple assets available in the premium pack. The layers are split out more than in the free pack, making it easier to use, too. You just need to replace the existing white-placeholder textures with the assets from the resource pack.

I really liked this! It reminded me of playing Untitled Goose Game. Excellent visual design and art.

I wish the theme played a bigger role in the gameplay. An end screen after finishing the tasks was missing. I was also holding down space once I learned that it moved faster that way (which seemed odd). It wasn't until after I played that I noticed the option in the settings.

Really enjoyed spilling the wine and ruining someone's shirt. Great work to the team!

Really nice visuals and voice-acting! Great music, too. I enjoyed the tie-in to the theme of the jam. And as mentioned, nice styling of the UI; Looked very clean.

When playing, I pulled all the limbs until they were clipping into the torso.  It got me to the end, but it stopped being  interactive once I had it set up. I think I needed a reward for stretching the limbs out, and actually going through a metamorphosis. Despite that, the idea and presentation were really solid. It's really inspiring to see what the group was able to do.

Great job to the team!

It's impressive to see this quality of art on such a short portfolio. I hope you continue to make more!