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MacAlmighty

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A member registered May 17, 2021 · View creator page →

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Interesting idea here, and the first time I saw the night creature it spooked me, haha. It was nice seeing a 'cycle of life' game to fit the loop theme (I've only played a few), but also the day/night cycle even better fit the loop. I figured out the best way to move vertically was coiling up and bouncing straight up, but by then it was nighttime and I knew I was dead. I think my frames dropped a little each time I did it too, until the game was running at sub 10fps. It was nice you could kind of slither up vertical walls though, and I read the terrain was procedurally generated which is pretty cool for a jam submission. Nice work! 

Wow, I'm glad I checked your game out in time - very cool visual use of the loop theme! I also loved the dithering shader, wish I could've figured out something similar for my game. The atmosphere and puzzle design has been great so far (I temporarily put it down on floor 6 to get to the last few games I wanted to check out). 

I was going to ask if there was any significant to the art of a Macuahuitl at the end of the hallway until I realized it was just the hallway floor plan, haha. Also props for including a solution guide with hints if anyone gets stuck but doesn't want the answer laid out. Great submission, Thomas! 

Pretty cool game actually, good puzzle design with the few elements you had. I see how it would've been much harder without a map, so I'm glad you added one to the description, haha. 

Ha, the performance could be a bit of both - caused by low fps, but the grid shifting once a second was intentional, at least. If I do a 3D web-game next year, I'll have to either get that sorted, or also include a download just in case. I've also heard a few times it's hard to see what's next (especially in the middle column) so I'll play with the camera a bit. But thank you for trying my game anyways! 

Thank you, very nice of you to try my game and leave a comment! I'm glad you got through the final level, I was hoping to capture that 'now use everything you learned in the previous levels' feeling. Thanks again! 

Yeah, there's FPS issues in some browsers, then some people were also thrown off by the grid shifting every second. I thought having everything update once a second would make it easier to play on lower-end hardware, but maybe I shot myself in the foot there, haha. I'll definitely have to go through everything after the jam and try again. But thanks for checking my game out and leaving a constructive comment! 

Still, thanks for checking out the game, and I'm glad you eventually found the accessibility font option, haha. My main menu UI was already getting pretty crowded, so I wasn't sure what to name it in a short way. Thanks for trying despite the issues! 

I liked the swap between platforming and walking - including the music switch. I also liked the tower spinning animation! The only bug in particular I noticed is that if the player falls, they carry their momentum when respawning (which might cause them to fall again). Other than that, nice submission! 

Awesome game! Super cool use of the loop theme, and most of the puzzles felt rewarding to finish. Great aesthetic too. Honestly, no notes on UI or hotkeys either, it was all intuitive. This felt like a well planned and executed game! 

Lazy-ass salary man can't even walk a 30-second drive home

Grim, but some of the funding decision options were darkly funny! 

Absolutely wild game! I'm not going to lie and say the controls weren't overwhelming - but I think that was most of the challenge, haha. It was nice there was the option to change your keyboard layout if you wanted, but I ended up taking a screenshot and moving it to my other monitor. I enjoyed that you could use each individual finger to hold the shoelaces, so I had to use one hand to make a loop, bring it over to the other, have that grab it, let go with the first to pull the end through, etc. 

After accidentally undoing the cross step from trying to follow a 'simple shoelace' diagram online, I ended up making one big knot which held. I would've liked to make a proper knot, but very creative game!

Cool ideas here! Drawing to cast spells is a nifty concept, and good on you for trying to get that to work (I imagine it must be kind of tough with how many ways you can draw a triangle for example). I also liked the artwork! I did find some shapes were difficult to register - the infinity loop to recharge felt a little inconsistent, it took me a while to cast the triangle spell, and I was never able to cast the heart. Still, nice try!

I got to score 3863 before I put it down.

Wicked game! I was going to give up after two tries, but after I read that you can shoot the crates I had a much easier time and finished it. I really liked the swapping between driving and cannon-firing, and going around a whirlpool was a great use of the loop theme. The cannon firing trajectory felt great and rewarding to land, and the bots felt well implemented too. I laughed the first couple of times I saw the bots drive into each other or smash into the rocks (which also helped add some extra crates to pick up). I might have liked to control my camera while repairing the ship so I could stop and make an emergency change in direction, but other than that, awesome job devs! 

Yeah, I'll have to play with the camera and figure out why its frames are tanking on some web setups. On the mobius strip - I wanted to set up the levels to work more like one 3 loops through one long strip, but couldn't figure out a way to elegantly handle loading levels in time. 

Great points here I'll work on in the future, I'm glad you still had fun, and thanks for leaving a comment! :) 

Thank you, I appreciate it! Yeah, I'll have to play with the camera a bit. I also wanted to make the obstacles transparent when they got too close, but I was having an issue trying to set the transparency for my model setup, and I heard it might not be performant on web (which would make the fps even worse, haha).

Still, thanks for checking the game out and playing through it! 

Yeah, that was the original idea - I wanted the levels to load in order to make 3 long levels instead of several shorter ones. The intent of the loops was to add a few new obstacles to each 'biome' to build up each loop, but it was probably too difficult to tell with how short and crowded the levels were. There is actually a button to move forward a step! It's the 'enter' button, but on the rare occasion it causes crashes when an object moves by too quickly and doesn't despawn properly, so I didn't mention it on the main page. Maybe I should with a warning? 

Thank you for the constructive feedback! I'm really appreciative people are taking the time to play my game and leave it, so I know what I can do better for future jams :) 

Pretty good submission! I really like the use of the elevator for the loop to go up/down endlessly. Also, bonus points for adding in some achievements! I was trying to do all at the same time, but always managed to fumble on one of the last gems, haha. Falling did feel extra punishing since you had to collect the gold again, which isn't particularly interesting. But still, good submission, especially while being sick :) 

Nice little concept, and well executed. Unlike a lot of games with this gimmick/style, it was cool seeing that the loop is a bit slower than the player so you don't have to stand around for as long, or you have more time to use the ghost.

Really lovely art on the menu screen and between the loops! I get the game is about fixing a clock (especially hinted at by the clock sound effect), but every loop I had a very hard time finding all the pieces. I liked that the 'hiding' spots changed each loop, but I was always missing a few pieces. Could there be a chance that not everything needed spawns, or some things spawned outside the house? I noticed a few floating doors outside and was curious if that was cut content. Some objects like the pencil were hard to pick up too. Maybe their collision box was too small, or it was being blocked by something else? Sorry I couldn't finish it, but great attempt! 

I thought drawing at that angle would be a bit awkward (and it is), but the circles were very forgiving which made up for it! It's a cool and novel mechanic, I haven't seen anything like this yet, and it doubles down on the loop theme :) 

Also, you made the sheep noises?  I know they were pitch-shifted, but I wouldn't have guessed someone made them since they're pretty good haha 

Decent submission! The driving felt pretty smooth, and needing to find a spot encourages actually going through the map instead of just spinning in circles. If you develop it more, would you consider adding an arrow to the nearest spot? I'd also like to restart from the level I was on instead of the entire game. Still, nice job! 

I haven't seen a 3D map like that before - it was actually very well done and readable. The ghosts taking your path and turning into obstacles is a great use of the 'loop' theme too. Good submission! Is that last screenshot your highscore? Maybe I should try and beat it :) 

Thanks for checking out the game! I'm glad some people are noticing and appreciating the accessibility toggles. Those suggestions sound great for a future version, and might be the way I take it! 

Very well integrated looping mechanic! Took me a second to get the purpose of the 'infinity' switch, but got it after I saw it run once. I also really liked that you showed some of the obstacles and how they worked without needing to interact with them in the first couple of stages - it made them easy to understand later on. Great level design, great submission. 

Wicked game! Very easy to play (even if it took me a bit to figure out what the objective was), and keeping notes of what happened at that spot in the last loop really helped. It felt great thinking about where I'd need to go to get the stats required, or getting an item and thinking 'oh, I know where this goes!' Great spirtes as well, very readable. I figured the - ??? - is supposed to be the end, so awesome job Rusty & Matt! 

Wow, looks great, and runs great on web. Very cool use of the looping theme to reset the levels too. I saw you wanted to add a narrative but focused on the function first - probably for the best, since the game plays well. Nice job, Josh! 

Absolutely hilarious game! I adored the drawing style, and the background characters didn't detract/clutter the screen since the main character was 3D. The increasing amount of hoops was funny - especially when there were too many, and they'd start to fly around like a hoola-hurricane. And the combo bar getting so insanely big. The only issue I found is that when the letter ring was full, they'd all cram/stack at the top node/position, so most buttons at the top would expire. If you worked on it more, would you consider preventing that from happening, or making some of the letters expire to make way for new ones? 

I had 16 hoops going with a score of 14960 on the last stage. It really tested my keyboard knowledge, but I enjoyed it immensely! 

I didn't get the 'loop' theme so much (maybe because I wandered around, tried taking on a bot, then died haha), but it's wicked impressive making a multiplayer scratch game in 4 days.

Really cute game! Felt great once I realized I was meant to be crafting and planting more trees, and I loved when I placed the apple pie and thought: "is that for me? It might not be for me!" as the boar ran over. I really liked the balance between moving the rose forward and gathering crafting ingredients - and even with the boar helping, you still had to feed him. I was in the second stage when I thought the timer was a bit slow - but by the different playtimes, I take it you can increase that speed (maybe with some more of the crafting I hadn't done yet)? But cute game, I liked the idea, and reaping the seeds you sowed earlier in the map is a great use of the loop theme.
 

Awesome game for 4 days, the loop grapple mechanic was easy to pick up. Like other people said, it was a bit hard to control in the air, but slowing down time while drawing helped. I think panning the camera to where you needed to go earlier might have improved the platforming. The character sprites were great (especially the ending, haha). Nice entry! 

Pretty graphics and nice relaxing music! But after the first loop, I got no new dialogue other than '..' or 'zzzzzz' and the characters didn't move again (I tried going around 5-7 time). I take it this was a bug, right? Must be tough getting things sorted out with several people across different timezones, still, nice try guys. 

Decent entry, I liked the spritework on the car and terrain, despite the speed I could always tell where my car was. Sound design was pretty good too! I liked that the camera scaled up with speed or zoomed in on crashes, but found it was pretty unruly at higher speeds, making it a bit difficult to focus on driving. Still, going around corners and stuff while driving felt good. Nice submission! 
 

Nice entry, I liked the minigames! 

I found the trash sorting one could go on a bit long depending on the luck of the items spawning (since I assume you had to get 4-5 of each, but could sometimes only get 1 or two types). The other minigames worked fine, good submission :) 

Really charming style, and a good variety of upgrades. I liked that the pulsar held them in place so that you could hit multiple at once. I felt like the shooting speed was fine since you can hold down your mouse and auto-fire. A few of the earlier levels could've used a few more fuzzies to earn some extra cash and so that they weren't getting spawn-blasted, but the variety of faster and tougher guys later in the game made up for it. 

I lost 3 levels - level 8 once (I let too many of the healing fuzzballs stay on the screen for too long, and they got gigantic), and twice at the last boss. I really liked that you could still earn and carry over gold from levels, so that you could keep building up and win eventually regardless of skill/item placement. Great jam entry! 

Thank you! I had a friend playtest it and suggested I add a readable font, just in case some people found it difficult to read the gothic pixel font I chose. I was a bit hesitant at first since I hadn't set up a font-switching system like that before, but I'm glad I figured it out in time! 

Thank you! Yeah, it's a shame it's especially laggy in some browsers for some reason. Maybe something with the current version of 3D godot games, maybe something I did or didn't do while programming or exporting it. Still, thanks for checking it out and leaving a comment :) 

Still, thanks for checking the game out! 

Thanks for checking out my game, guys! I'm glad you enjoyed parts of it, and it was very nice of you to leave a comment :) 

I knew I wanted the game to end by 'breaking out of the loop', but couldn't think of a way to include a giant pair of magic scissors seriously, haha. 

Yeah, that might be a great way to take it in the future! Thanks for checking the game out! 

Well done! The card-loop design was intuitive and well integrated. I liked that the loop system also applied to other minigames, like the work level design puzzle. Sadly, after that puzzle (on the restaurant and visit a friend level) my car drove off the screen and got stuck in - maybe ironically - a loop, and pressing the red and reset/reverse buttons wasn't doing anything. Still, I loved the style and game design!