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MachinePilot

21
Posts
1
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A member registered Jun 10, 2025 · View creator page →

Creator of

Recent community posts

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!

Really felt like a game I'd play in computer class in school! Much more skill based than those games were and I really enjoyed that aspect of it.

Reminded me of when I used to play games I don't remember the name of anymore, where you talk to people through text messages and a story unfolds. Fun to revisit that feeling! The aesthetics are very well done, and I like the way ELLA-M sounds.

Addictive! Loved the ASCII artstyle.