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MachinePilot

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

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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!

Really funny game, and a very creative use of the theme. Some of the lines reminded me of Wheatley from Portal 2, and it was very entertaining ragebaiting the developer. Great work!

Playtesting truly is one of those things you can never get enough of in game dev! Great to hear you'll keep working on the game

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There's the bones of something pretty great here, and if this jam was a week long rather than 4 days I think this could've got there. The spellcasting system is very tactile and memorising the patterns makes you feel like a wizard more than selecting one from a list or pressing a button, and the fact that there are quite a lot of enemies with different resistances and such makes you need to know a few spells.

Unfortunately, it's hard to experiment with the spell grid when the timer's breathing down your neck, and I found I didn't need more than the basic 3-line spells to get to the bottom. Also, I couldn't  figure out how to remove/sell items from my inventory. I really hope you keep working on this though, it's super cool! Great work

It's really great work. Unique ideas like this are what keep gaming fresh and interesting. Keep it up!

Thank you very much for playing! I put a lot of work into movement, so I'm glad you found it to be up to scratch. Congrats on staying on solid ground!

Great work for a first project. Some SFX, music, proper death and this would be complete. If you wanted to add more, an upgrade system at the end of each wave would be cool! Keep it up

A cool idea that's executed pretty well! My only critiques would be that the area you can see is quite small, so sometimes its hard to observe an area before acting, and that the dream guys can sometimes act unpredictably, especially when you can't see them from far away. Otherwise, great work

Quite a challenging puzzle game, with some lovely tile art. My only critique would be that the autoselection of the previous tile I moved led me to make a lot of mistakes, and with no undo button it was frustrating to retry from the start of the level. Otherwise, great work

A shame you couldn't get this finished in time! A really cool concept though, the art and sounds are in a great place, and the foundation laid here is really solid. I hope you keep updating this to get it to what you want it to be, great work

Very cute, and very hectic, the 3rd day especially. Would've loved an extra day or two to really feel the tension. Great work

Needed a tutorial, and I had issues with content being cropped out the window and not being able to go fullscreen. The idea is good though, and I liked the art (reminded me of PilotRedSun), and the music especially. Great work for a first game, keep 'em coming

Super cool concept, and even though there are a lot of games about taking down the Count in this jam, the western theme on this one is super slick, and the gameplay is very unique. The whole hold/draw/aim/fire flow, paired with the countdown, really gets you in the zone. The art is also really cool, and the gothic rendition of El Macho is a great touch.

Great humour and artwork here, with a pretty funny interpretation of the theme. Much more difficult than I expected though, and some of the crush sections were quite demanding to get through before the ocean dealt two puncture wounds to the count's prize sub. Great submission.

Superb amounts of depth here for 4 days work. There're enough ideas in play here to differentiate it from its inspirations, and it's genuinely very fun! Great work

Fantastic art, great music. I've seen a lot of countdown -> count down games so far (kill dracula etc) but this one is quite unique in that the countdown becomes the shooting range, which is very cool. I do think it'd be more fun if right-clicking reloaded a bullet each time, rather than waiting for the timer, but otherwise it's very slick.

Simple and effective concept that's at once tense and funny. 93 seconds btw

Interpretation of the theme is incredibly creative. I also have a softspot for these sokoban-style games, and this one is very cute

Very unique visuals, the building of faces to relive your memories is very cool. The music is really nice too. Only fault I can find is that the connection to the theme isn't immediately obvious.

Very unique, and a great use of the size of this jam. I'm doing my part!

A brilliant example of a game being great not by being "fun" in the typical sense, but by completely immersing you and enthralling you with a near-paralysing amount of tension (I hope the type of people to play games like this understand this is the furthest thing from criticism).

This is something classic survival horror (e.g. Silent Hill 2) did excellently. SH2 overwhelms you by making you juggle puzzles, resources, and enemies with horrible controls and claustrophobic camera angles. Casualties: Unknown overwhelms you with an everlasting need for vigilance, both of the world around you and of the every need of your vulnerable avatar.

Any momentary slip of vigilance (which is inevitable) can and will lead to horrific outcomes. Since the line between survival and oblivion is razor thin, the panic resulting from any misfortune is destined to lead to further misfortune, and the resulting atmosphere as you desperately try and fight the controls to put your shoulder back in place or pull glass out of your paw is suffocating. I think this is the closest I will ever come to knowing what it's like to fight for my life.

An example. I attempted to enter an abandoned life-pod by climbing through the window, being unaware that breaking glass creates glass shards that you can step in. I proceeded to step on these shards and fall backwards into the unnoticed abyss the life-pod was peering over. I then hit my head multiple times on the way down, and mercifully landed in a pool of water. What wasn't merciful was the immense pain from the glass in my foot, and the intense internal bleeding causing me to throw up blood. After desperately bandaging my wounds, and practising extreme patience in meticulously pulling the glass out of my foot, I was left with a brain-damaged avatar that had lost so much blood they couldn't stop passing out. A hopeless situation, I had no medical supplies left, yet I still tried ceaselessly anything I could think of to get out of this. In my heart I knew it was over, the run ended with my avatar curled up in a hole asphyxiating due to the blood in its lungs. This is just one of the many horrors I have seen occur, purely a result of my own negligence.

Truly a one of a kind game. Hopefully my descriptions are enough for you to grasp the depth on display here, even without explicitly describing the fantastic survival mechanics, crafting system, or fully simulated medical system that is your body. Something that does bear mentioning explicitly is the amazing sound design and soundtrack. One of the most effective uses of music in a game I have experienced recently, all tracks clearly communicate and enhance the intended emotions they want you to feel.

To Orsoniks, if all the above wasn't clear, this is an incredible work of art. Please continue to work on this as long as you are willing or able, and thank you very much.

Thanks for playing! I'm glad you appreciate the skeleton system I made, procedural animation and inverse kinematics are some of my favourite things at the moment. If you enjoyed the swordplay in particular then I do recommend Starfetchers, as I was particularly inspired by that game!

Super fun and silly, cat FTW

Really cute game!

Very clean and lots of levels, with a solid set of mechanics. Very well designed game with a good amount of difficulty!

Oozing style and very fun to play! I think it would be even more fun with more movement mechanics to add to the chaos and style.

Super cute game! Fun twist on the classic snake gameplay.

Very cool game, I loved the artstyle and music!

Cool idea! It can be a little frustrating to have the solution figured out only to watch your clones glance each other and collapse like dominoes, but this is a game that puts a lot of emphasis on execution as well as deduction, so I appreciated the challenge!

Hard to believe this was made in only four days! Really fun game with lots of nuance in the mechanics, plenty of room for mastery, and a fun retro aesthetic.

Really fun game with platforming that feels amazing! Charming art with some great music, and the obstacle course has many shortcuts that can be utilised by mixing all the powerups the game allows you to pick from.

Thanks for the feedback! A lot of this is due to me running out of time, and the decision to not have checkpoints may have been changed if I playtested more. Thank you for playing and the kind words!
spoilers
That is the ending of the game! In the last level you are effectively killing yourself from the past (the first level) and that results in the timeline being 'corrupted', and the process must be restarted in the context of the game. Dying in the last level would technically 'complete' the timeline, and it's something I did want to implement but I ran out of time. I felt it was thematically appropriate given the Jam's theme but I do apologise that you had trouble with it!

The swordplay is definitely a little finnicky, as it was my first time working with inverse kinematics! Given more time it's definitely something I would've polished. Thanks for playing, and for your feedback!

I'm contractually obliged by my brain to put swords into anything I create, thanks very much for playing!

Wow! That is very high praise to be compared with Hotline Miami (there definitely is at least a little bit of it in there). There definitely are things I would change, and I may revisit this game in the future. Thank you very much for playing!

Haven't we all! Thanks so much for playing!

Thanks so much for playing! I definitely agree. This was my first jam and i started way too ambitious so playtesting escaped me in the final days!

Very creative! Loved how each trait reflects in the portrait, you can really see the effort that went into this game!

Took a few puzzles to get the hang of it, but you can learn what combinations create certain kinds of patterns and it's very satisfying to solve in one go!