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machinescreen

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A member registered Feb 28, 2015 · View creator page →

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To put your mind at rest, currently the big guy does nothing except stare at you ominously and it can't be destroyed. Thanks for playing!

Cool little game. I like the visual minimalism and the ragdolling enemies add a lot of dynamism. The telekinesis power is very fun to use and being able to pick up weapons with it is a nice touch. Spamming LMB is tiring and I wish the trigger for enemy respawns wasn't sometimes just at the entrance of a room as I was sometimes accidentally tripping them when moving into cover. The weapon sounds need to be mixed lower and moving on ramps seems to be very slow.

I really like this one. The character design is particularly great - reminiscent of Journey - and I especially love the ledge grab. Generally the minimal art style works well, however there are times when there isn't enough contrast between the character and the floor or the floor of the platform you're on and the floor below. This is especially noticeable in the starting area but eases up once you get other types of floors. Using treadmills to open doors and control platforms is quirky and cool.

The character controller feels good to me and you can get into a nice flow state in some of the areas that feels great. I like the idea of the abilities all being variations on the sprint and this fits the theme really well.

The music is very chill and minimalist but maybe there could be some more sounds and what's there could be mixed a bit higher.

There seems to be no way to arbitrarily recapture the mouse and there's an issue on Firefox where the camera constantly moves (but this does not effect Chrome).

Generally a great jam game that I would be interested to see developed further.

Very cute game with charming art that I enjoyed my time with. I missed sound and music - this was ripe for an awesome bounce sound from the pogo! Some of the jumps are very hard to pull off and I'm still not sure I understand exactly how the timing works for jumping with the pogo. Tranisitions between screens can be confusing and require quick reactions, with character placement seemingly not always being consistent. I also found it odd that you lose the pogo when you transition. The font was quite hard to read.

I think you've got a potentially great character controller here with some cool movement tech. I also really liked the graphics and general style.

I think the camera needs tweaking a bit as in tight spaces it has a tendency to zoom in and out very quickly which can feel a little nausea-inducing. I also can't tell whether this a purely visual thing but the character can look like they're 'slipping' when moving around.

I assume there's no sound but there is music, however when or if it plays seems to be bugged. I think I heard it once for a bit. There seems to be no way to recapture the mouse in game if it becomes free. Also I don't think you should have had Ctrl for one of the controls as Ctrl + W is a close tab shortcut for Firefox at least which tripped me up more than once!

I managed to leave the level and couldn't get back down! It feels generally like there's more work to be done on most aspects of this game, so I assume it is unfinished compared to the original plan. In particular though, I think some music and maybe more sound effects would have helped the atmosphere a lot.

This is a very cool idea that I enjoyed playing and has hidden depths. That first time stepping out of the game into the real world was a 'wow' moment as I hadn't looked at your page or any of screenshots beforehand - ideally it would be a surprise for everyone!

There are some bugs with interactions in the real world - I didn't seem to be able to click on some things that looked like interactables and others seemed to have their hitboxes misaligned. I really wish I could have used the mouse to move the cursor to be honest.

The CRT effect maybe needs to be toned down a little as I found it a bit overwhelming after a while and it's sometimes difficult to parse text and icons in the video game because of it. I liked the puzzles in the video game (sokoban metroidvania!) and they felt like they were balanced pretty well. There was at least one time though where it felt like a block should be able to fit somewhere it couldn't and sometimes there was a delay in moving a block like it was getting momentarily stuck.

I think with some polish this has a lot of potential.

Looking at your game page, I assume it is because you used stock music. That wasn't an exception to the 'no third party content' rule.

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Uh-oh - that's not good - so you never got any abilities? If you wanted to try again and for anyone else in a similar situation, after you've gone down the 'spine' to the level below you need to go through the left opening to get the first ability which then unlocks a lot more of the map.  I probably need some sort of hint that that opening is important and should be prioritised as you're not the first person to miss it. Yeah, agreed about having some smaller environmental details. I had originally planned on having a dressing pass but I ran out of time to do it. Thanks for playing.

Yeah, there definitely should be more landmarks and generally different architecture across the level to distinguish areas. The simple truth is that I ran out of time to add in more detail and assymetry so it has ended up quite boxy and samey. I'm intrigued by your depth perception comment though, especially as you mention the fog which is intended to help with that. Do you think it's just more detailed architecture that's missing for you or maybe textures would help?

It was fairly early on in the room where you need to travel on the horizontal block from right to left. It was the vertical block near the spikes that you had to move up into the hole to pass by.

Just made a trailer for this

You need to proceed through this section but there's a transponder controlled door in the way. Find the code.

A minimalist 3D metroidvania set in a forboding megastructure.

A first playthrough will take around 30-60 minutes to complete.

https://machinescreen.itch.io/stratum



It was actually the first jumping test in Cistern where you go around the little waterfall but I've since gone back and done it after only a few tries - so maybe I was still super tired yesterday from the jam! I've now played on some more but I'm now stuck in Caldera going across the rotating log thing.  I'm happy to accept this isn't really the game for me but that doesn't mean anything - it's a really cool game that I wish was better at!

This a very stylish looking game and it executes the minimalist theme perfectly. I also really like the core mechanical conceit. Occasionally I found it frustrating to play as I would work out the solution to a puzzle but then have trouble actually solving it because it seemed to require extremely precise execution and timing - sometimes I wondered whether it was even the intended solution. I feel like if there was a little more leeway I would have found it more enjoyable, especially as it is very puzzle focussed. Of course it could just be a skill issue on my part! There was also at least one time that a block failed to fit into its hole which was annoying - I guess some sort of physics issue. Overall a cool game.

I really like the vibes of this and it feels great to play. Cool concept having different material properties for the marbles be your interchangeable abilities. Turns out I might be terrible at it but I haven't marked you down for my skill issue! Reminds me of Glover in a good way.

Experienced the same thing (W10). Installing via the Itch app is a workaround that causes no Defender issues.

Thanks!

Thanks for playing!

Someone needs to get some guard rails fitted! Cool game that I enjoyed playing. I love the radio play framing it adds so much character to the game.

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This is a cool concept and I really like the atmosphere and vibe. The shader is also great. However the mini-games feel like completing captchas and get tiresome fairly quickly. I think there needs to be some other hook to motivate the player to continue, especially to a goal of 50! It also seems like there's some sort of problem with the mouse capture as there are hard stops when turning which I assume is the cursor reaching the edges of the screen.

Great game. I really like the low poly textureless aesthetic and the music is excellent. The game is suitably tense and the whole thing seems very solid. Couple of minor control quibbles - I wish Sneak was a toggle and I kept trying to press E again to put down a note I was reading but that doesn't do anything.

Cool game which generates tension well. The mechanic of sounds relating to specific rooms is a nice idea. I found some of the sound design to be a bit quiet.

This looks great and the sounds, music and VA work well. This introduction to the story seems solid and there's some intriguing hooks into a wider story which is cool. The only thing I'm not sure about is having no choice in killing Claire - I know there is a line that gives a motivation but that doesn't feel like it's enough to me and comes across a bit psychopathic.

About it being uncanny? Obviously it's not a particularly standard horror game (apart from the fact there's a ghost) but the overall feeling I get from the game is unsettling - like something is off with it. It's a good thing incidentally!

I like the aesthetic and overall vibe of this game. The mechanics are solid and it's pretty engaging with an interesting story. I wonder whether there should be some sort of highlight on interactable objects in the scene when you mouse over them. I'm also unsure whether the walking around part is even neccessary as it doesn't seem to add anything - maybe you could just click to move to the different scenes.

There is a certain uncanny feeling about this game that I can't quite put my finger on. I found some of the writing quite amusing.

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As other's have said this version is way too hard which severely restricts my ability to experience much of the game. The set up is cool and the visuals all look cohesive. It's a shame there isn't any sound. 

Thanks for the video playthrough - super useful to see someone playing it.

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Your reaction to the game is so great to hear - I love that you started imagining things in the distance! Now you mention it I've definitely seen The Cube but it was a long time ago. It certainly wasn't a concious inspiration but maybe it seeped in there unconciously. Thanks for playing!

A psychological horror walking simulator preoccupied with monotony and infinity. Takes around 10 minutes to play.

https://machinescreen.itch.io/the-waiting-rooms



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Well you're very close to what's essentially the 'end' of the game - after 10km the trucks stop spawning. I never envisaged people would get that far!

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Awesome score! I'm so happy people still play this little game.

THERE'S SOMETHING TERRIBLE LOOSE IN THE FACILITY. REACTIVATE THE ELEVATOR AND RIDE IT TO THE SURFACE WHILST AVOIDING THE CREATURE.

Dark Facility is a combination of classic grid-based dungeon crawler and survival horror, in particular stalker horror-style games. Explore the facility, collect keycards and use control consoles to enable your escape. Use the map to track the hostile creature's location and, whilst you cannot kill it, you can sprint to escape its clutches.

Play in browser now: https://machinescreen.itch.io/dark-facility





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This is a cool game that I enjoyed playing even though I don't seem to be very good at it! I don't think I've ever played an anomaly hunt game but I'm aware of the concept and this seems like a great mash-up of the genres, especially with the corporate themeing. I love the aesthetic, particularly the colour choices, and the sound and music work well. The mini-game is fine but maybe it could integrated into the world better somehow.

Sometimes the camera can end up inside objects - I noticed this specifically with the water cooler. Pressing the key to open doors seems to be unreliable, sometimes the first time I press the key it doesn't seem to be registered and then I need to press it again. Also I wish there was a v-sync option as I experienced some tearing.

Great game and a cool genre-mashup (I have too many hours in Vampire Survivors...). The crawl gameplay was excellent and I really like the 3D pixel art. I enjoyed the chicken voice acting.

The Survivors gameplay was okay but I think there's some things missing. It should show the time remaining and how many kills before the next upgrade. It's also possible to kill all the monsters before the timer runs out and then you're standing around with nothing to do, potentially for quite a while. Either the sequence should end or monsters should be infinite. One time I also seemed to encounter a bug where a battle sequence never ended and I had to restart.

Really enjoyed this overall. I guess I'm not so great at finding the crystals though - I only got 5.

Excellent game. It looks great (though part of me did wish for a little more resolution - it felt like a LOWREZJAM game, especially with the 1:1 aspect ratio), sounds great and I enjoyed the puzzle-style gameplay.

I noticed it's possible to leave the first room without the spacesuit - I understood what was happening but that could confuse players. Also it's annoying that the chicken blocks your movement, especially when it stands in the doorway for a while! The only other thing I wished for was the ability to look around - I think it would have helped with some of the puzzles and generally taking in the atmosphere.

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Innovative idea for a theme and the visuals work well. Cool to see rhythm based combat but, as many have mentioned, I really struggled with it. I think more feedback would have gone a long way to helping me out!

Thanks for playing and for the video.

Playing on hard-mode without using the map! Yeah, the normal movement speed has been increased a bit in the post-jam version as it wasn't initially intended to be quite that slow.

You're not the first to mention that it's not super clear what needs doing, I'm currently mulling over what can be done about that without it being too spoonfed.

Thanks for playing and for the video! It was especially useful to hear your thought process throughout so thanks for including that.

It's good to know it can be completed without using sprint. Really the sprint is intended to be used to escape the monster if it sees you (you can sprint slightly quicker than the monster can run) so it's not essential if you can successfully avoid the monster. I don't know whether sprinting makes the game easier per-se but you can probably play less carefully if using it and, of course, if you use it outside of encounters it generally speeds up the game as you're able to explore quicker.

I'll have a think about the to-do list but my initial instinct is that will make it too frictionless and might decrease the tension. It was the intention that you don't know much until you explore and part of me quite likes that it's possible to think you can escape but you can't. On the other hand I can see how it could be frustrating. I guess if players always went to the elevator first it's alleviated because it tells you it needs power and a keycard. However I'm unsure how to encourage that to happen.