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MachinePilot

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A member registered Jun 10, 2025 · View creator page →

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It's quite hard as-is, it definitely would've been beneficial if I lowered the difficulty or had more levels to ease it up slowly, but alas. Thank you for the kind words, I hope you enjoyed!

Thank you for the kind words! Congrats on reaching the end too, glad you enjoyed!

Sorry you had that experience! Was it the character controlling in general, or the keybinds that were the issue? Remapping is definitely something I need to learn how to integrate and give myself time to do. Thank you for playing!

Extremely polished game, with super efficient design, the kind of thing I love to see in a jam. The main loop is effective and addicting too, I've played similar games before, but I feel like this does enough to stand out with the debt mechanic and cool abilities. I particularly like that you can't see the terrain unless you're near, makes it feel a bit more claustrophobic. Also, there's something quite ironic about blowing up your front garden with dynamite to get the funds to keep your property. Also, dog!

A shame you couldn't beat it (I may have sadistic tendencies when it comes to game design), but thank you for giving my game so much of your time! 

I may have listened to the devil on my shoulder a bit more than usual when designing this! Glad you enjoyed, and thank you for playing!

It's a classic for a reason! Glad you had fun, 2-4 loops is what I was aiming for, so I'm glad it hit right for you. Thank you for playing, and for the kind words!

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The Super Meat Boy comparison is very flattering, thank you for the kind words and I hope you enjoyed!

Gorgeous game, with some great sounds and music to go with it, a treat for the senses. The fire effects in particular were quite mesmerising. I liked the differences in the forms, with Dracula being much snappier but slower, and the shadow being much faster but with more momentum, making turns slower. There's quite a nice variance in level designs here too, but identical segments could reappear too soon, which was sometimes repetitive. This is a great submission! The sun is a deadly laser.

Really fun game! I liked how each item has a different way of destroying it, and the token spawning system encourages a kind of frantic rage that really gets you in the zone. However, when I was in this destruction zone, I often forgot to check the status of the timer, and the warning signs often came too late for me to do anything about my impending collaring from security, so some earlier warning signs probably would've helped. The music is really fitting too, helps with getting in the aforementioned zone. Great work!

Really cute game, artwork is really great, the design of Yume in particular. Gameplay was fun, I liked how some parts of the level were locked until you count a certain amount of sheep, encourages good planning to not waste time. The ending is some monkey's paw stuff, my jaw dropped so bad. Curse the sheep goddess!

Very atmospheric and tense. I liked the combination of timers at play here. The soul timer is the most visible and pressing, but you also have the darkness timer, and the pseudotimer of how long you can look away from the weeping angels before they reach you.

For a first jam and first completed project, this is really cool. Great work!

Great car handling here! I play rally sims in my spare time, and this was really fun to toy around with. The tracks are difficult, and you can't see very much, but the light shows you just enough with just enough forewarning for you to react, hopefully successfully. It's also a very unique take on the theme. It would've been great to have a proper ending, even if that was just a short sequence of the moon leaving Earth. Great work!

Visuals and music are great here, and I liked all the items available to use. Together with the floating hands it felt very White Knuckle.

I did eventually figure out how to get the timer started, but I think some more explicit instructions like some words straight to the HUD for a few seconds or a small objective tracker would've gone a long way in making it feel more focused. Also, this is potentially a skill issue, but I couldn't find a good "flow" through the level for the final rush.

Those issues aside, the visuals are really good, the music goes hard (especially the title theme), and the core idea is a good one, just needed a bit more direct information to make sure the player is aware of their objectives. Great work!

Quite a fun investigation game! Needing to have enough information to make a case to the boss before you run out of time really puts the pressure on, and it's rewarding to have your hunches pay off. The art is also really nice, especially the end cards (doubly especially the snitch end card, very painterly and reminded me of a Disco Elysium portrait). I would've loved more endings (I could only find 2), but this is a jam after all! Great work!

A simple concept that's executed very well. Controls are funky since you're controlling the dog by proxy, but surprisingly easy to get the hang of. Art and sound design is cute all around, and the variance of level designs here keeps things fresh for the entire duration. You can also pet the dog! Great work

Thanks for playing! The issue you had with the dash is actually a feature where it can be cut short by releasing the movement input during its initial buffer, but I didn't really end up using this feature in the levels I made, so I probably should've cut it for consistency. I also definitely should've toned down the difficulty for the general audience of a jam, but alas. I'm glad you enjoyed, and thank you for the kind words!

Thank you! I'm realising I almost certainly overdid it with the difficulty, but I'm glad you enjoyed!

Great shout, that's definitely an accessibility option I'll add if I keep working on this. Thank you for playing and for the kind words!

This is a very cool flipboard! You did well to submit something, and I wish you luck in your next jam

Really interesting concept. I like how the decreasing daytime encourages you to move fast and the consumables allow you some breathing room if you're caught out in the dark, or allow you to push on if you can take the risk. The movement is quite fun too, with the bracing adding a timing based element of skill. The visuals, especially the HUD, reminded me of Lethal Company and were very well made. Great work!

The timing based movement is creative, and I like the general feel of the game. It's quite melancholic, but also sweet and hopeful. The targeting reticule could sometimes have a life of its own, which meant I missed my combo a few times, but that's really the only criticism I have. The music is wonderful, and the art is simple yet striking. Great work!

This is a cool game, with some good music. It has a great concept, but I found a lot of the levels to be quite easy and not take full advantage of the pretty good petrification mechanic, which I think could allow for quite a bit more depth. For a jam though, this is a great entry, good work!

Very creative and very fun, with some really stand-out visuals! The gameplay flow was smooth, and the game presented a surprising amount of challenges for such a simple set of building blocks. The only critique I have is that I found the game to be quite strict on where to deposit cash for tokens, and tokens into the machines. I lost a few times because I must've been pixels off the drop point, which was frustrating. This is seriously good work though!

The art direction is beautiful, particularly the background with the parallax effect. The gameplay is fun, the Tetris idea is good, but I wish you could rotate pieces to push that theme further. Also, aside from trying to balance the amount of factories/sellers/drones, the gameplay could've done with more depth, but for the length of the game I found it to be engaging. Great work!

With how many people are mentioning the difficulty maybe I should have toned it down a bit... I do hope you enjoyed though, and thank you for the kind words on the level design and movement! Thank you for playing!

No need to apologise! I hope I wasn't too harsh, game dev is stupidly hard, and I had a similar thing last year where I had too much on my plate and had to cut it down last minute, so I get the feeling. Funnily enough, there's quite a few similarities between your work here and my submission last year!

It's a shame you couldn't get it done before the deadline, but with a few tweaks this can still be really cool. I wish you the best of luck in your future work!

Extremely impressive for 21 hours. I wish you had more time so I could see the potential this has fulfilled! Glad to see that you're planning on working on this further, and most of the critiques I had you're already aware of. Best of luck, and great work!

This is truly incredible! A great interpretation of the theme, really incredible art, and very funny! Thankfully, despite his inexperience in the battlefield of love, Mustard did get a second date.

Great artwork and atmosphere. Very reminiscent of Mouthwashing with all the eyes and meat too. I think the game is quite easy when you get the hang of the systems, and I never really felt pressured to do more than one thing at a time, but it's usually a good idea to tone down difficulty for jams so I understand why. Great work!

A cool idea (reminds me of Braid) with some slick audio and visuals, but the hunter's tendency to teleport near to you and the frequency of bits to get stuck on after changing screen made this a bit frustrating. For example, there was one moment where I had to climb up and the hunter teleported from below me to the screen above and effectively trapped me in both space and time, as I couldn't escape with rewind.

With some tweaks to the level design and hunter movement logic this could be really sweet though, I hope you keep working on it!

Very reminiscent of classic parkour games like Vector. Surprising amount of levels here, and although I'm fairly sure they start repeating after a point there's enough to keep it fresh. I couldn't find an end (got to floor 51) and the sound/music was missing for me unfortunately. Great work

The count was no match for my numerically tapping hooves. Fundamentally silly game, and I loved it! It has way more depth to it than I expected from the description, and was surprisingly difficult. Great work

Very charming and funny game. The juxtaposition between this serious duel with the dramatic framing and then the tumbleweed just doing whatever with all the ridiculous props you get is very engaging. The scoring system is a little nebulous, the description says the critics favour calm, but the more ridiculous I got the more they loved it

Difficulty is always hard to get right with games like this on such short timescales, and more playtesting is something I definitely needed to dial that in right. Thank you for the compliments on the level design, art, and music! I do hope you enjoyed, and thank you for playing!

I do worry it's a little too hard of a game, especially for those who aren't into platformers. The idea with the first three levels was to introduce the player to the moveset and get them familiar with it, but the idea of having a larger test room to mess about in is a good one. If I work on this after the jam, it's certainly something I'll add! I do hope you enjoyed it though, and thank you for playing and for the feedback!

I tried my best to tutorialise the movement in the levels themselves, and I'm glad you ended up getting the hang of it. Good to hear that the amount of loops hit that sweetspot for you, thank you for playing!

Challenge was intended here, but I do worry it might be a bit much too soon. Art is certainly my weakest point as as solo developer, so I will keep improving that. Thank you for the kind words and I hope you enjoyed!

Thank you for the kind words!

I think the whole ship needs a lookover by the inspector, it's seen better days. Thanks so much for playing!