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Mackaye99

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A member registered Feb 08, 2026 · View creator page →

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This was so delightfully silly - the premise of turtles eating guns itself is funny, and while the execution was a little rough, the game felt decidedly retro.

UI elements reminded me of the kind of thing you'd see before the late 2000s, where UI design was the wild west, with the UI feeling as much a part of the game as the character models. The controls felt weird, though, but the spin factor of the turtle meant your strategy was to wade into the fray and turt it up.

Audio was really solid - I feel like some good music'd really tie it all together, but the announcement voice lines and such really fit the vibe. It meshed really well together in the end.

Not too shabby an arcade shooter game.

This game has potential, but the player speed is far too unruly for fine tune control - it feels like being a blender in a duck pond. The art style is cool, the music is pretty solid, and the effects are pretty nice too - but the movement is just way too fast for any sort of strategic play. You end up wiggling around, hoping for the best.

I think slowing things down a bit so that people can track things better - as getting through doors, picking up items and such, becomes far too hectic at the pace you move. It took me a good thirty seconds to even get out of the tutorial room.

For something made in five hours, its pretty solid - but a few additions from the first build I played at the start of that definitely feel out of place.

I feel like the timer detracts from the best part of this game - getting the puzzle through and experiment. You're rushed for each level, so you don't have as much room for error - meaning a mistake that costs you a few seconds could mean having to redo the entire level again from the start.

Some additions work quite well, like the implicit tutorial for how to fling yourself around corners, but felt weirdly placed. These are all things that with time can be hashed out and fixed - a luxury you didn't have - but it all worked out pretty dang well.

For five hours, it's a pretty solid proof of concept that could certainly have fangs if taken in the right direction.

This was really fun to play - the mechanic of piecing together different headlines from choice words, having to strategically choose what words to use and where in case they came up again later, it was genuinely really fun.

The interactions felt snappy and clean, and the game felt really well polished. A cool little word puzzle game under the hood, skinned and presented with a rather hilarious theme. Before I realized it, I'd gotten to the end, and I still wanted another headline to spin.

Now I need to go take some photos of that Menace.

I like this one, it's got that old school charm to it, and I'm a sucker for those retro style platformer games.

My main critique is the main character feels a little slow at times - and the spin mechanic for rolling around sits in an odd spot. I'd almost say to give the character personality, gut their normal walking, and have them spin everywhere - with the transition from idle to roll having a neat pop-in/pop-out effect for them diving into the roll state and back. Give them a bit of juice and it'll really hit home.

The gameplay is the collectathon standard, so I'm definitely gonna have to sit and play this game some.  It handles well, the aesthetic is on point, and I can see this being the kind of thing to release in the late 90s/early 2000s.

I could see this being a core mechanic for an RPG type thing, with the dice battling being how you resolve combat. Or a fundamental aspect of a roguelite where each run into some thematic dungeon type beat uses these, and when you lose, you go back to the start with your loot to try again better.

It has a lot of potential for sure

Number go up, monke brain go yes. Shiny rock click clack good.

The playstyle of this is simple but it's effective - you know what to do, roll higher than your opponent. I do think having way more items and tricks up your sleeve can make this really stand out for such a simple mechanic to really shine. Like stacking a ton of discount coupons on a purchase at the supermarket and suddenly they owe you money, except the supermarket is the game, the money is dice, and somehow you rolled three nat 20s in a row.

The core loop is tight, and straightforward - visually it's not too flashy, and you could definitely make it stand out with some juice to make this really shine. But simple is effective here - with refinement this could easily be the sort of game you sit and play idly while procrastinating.

I liked it. It's got potential to be the foundation for something bigger if it wanted to.

Originally was going to have some bounce off, but found it got too chaotic too quickly - so instead made it that if you angle your wall bounces you spin a bit, to give you the possibility to bounce off a wall at an angle and reorient.

I do think that if I keep running with this, the charged spin-push will definitely need a bit extra work to make it more worthwhile, as its a bit more situational at the moment. It's on my notes list as one of the things I want to improve at some point.

Thank you for playing - I'm glad you enjoyed it!

Not sure if it was a bug on my end, but had basically no audio for this one. Which sorta made it feel kind of - bland.

The gameplay itself was fairly solid - I think it'd benefit from more visual feedback for the player such as impact effects and things for taking damage, as well as maybe a lil' bobbing animation as they move about. All in all, a fairly quaint platformer that with some elbow grease can really find it's own feet - even if the character has none.

The core puzzles and game loop itself is there - it's just the polish and sanding of rough edges at this point.

It's pretty difficult, but the game flow is fairly tight, and for a first game this is quite impressive. The soundtracks' fairly basic, but it gets the job done - and this really does harken back to old school arcade games as a result.

The gameplay quickly ramps up on wave 4 in difficulty, and the core mechanic of using enemy projectiles against them is a really cool one. It's a bit rough in places, but the art style and aesthetics all mesh really well with the gameplay, and it makes a fairly cohesive experience overall.

I'd say some VFX for projectile impacts, general juice to really make things pop, and some of the other suggestions like adding bloom or radiance cascades would really make this little treat of a game shine.

I couldn't reach wave ten. But I had a blast getting up to eight.

Felt like it could be a real chill game to play - short, sweet, to the point and direct. I felt like driving the lawnmower was a bit rough, but I managed to sorta wrangle it eventually.

The upgrade system is a really cool idea too and adds some much-needed progression to the game, tying everything together in a neat bow mechanically.

Soundtrack wise, the music is catchy enough without overstaying it's welcome, and the visuals are pretty good too -the only thing I think needed more work was the interior between-runs hub area, which felt pretty unpolished compared to the rest of the core gameplay loop.

Ended up wasting more time on this than I thought - was real fun!

Ironically the original script was just "Some kind of frightened scream", and the idea was you can optimize that one by going for the second exit first - which made it into the game - but when we went over it in the makeshift recording booth they just flashed one hell of a grin.

They then proceeded to get in the booth and drop the line "WHY IS IT CALLED A RESTROOM, I'M FIGHTING FOR MY LIFE HERE" and I absolutely had to use it.

They cooked with that one.

I had absolutely no clue what was going on, but I loved every moment.

The damage and wedge system really didn't click with me,  and I never quite got how it worked - but the sound and visual art design was great, and it certainly felt fun to play.

I think more clearer metrics and visuals for how good/bad you're doing, combined with some better options for strategizing, would be best.

The soundtrack takes the same beats as the sound effects - and it worked really well, not feeling too over-the-top or too tired at any point. I think with the right gameplay polish and clarity this could really shine.

I had absolutely no clue what was going on, but I loved every moment.

The damage and wedge system really didn't click with me,  and I never quite got how it worked - but the sound and visual art design was great, and it certainly felt fun to play.

I think more clearer metrics and visuals for how good/bad you're doing, combined with some better options for strategizing, would be best.

The soundtrack takes the same beats as the sound effects - and it worked really well, not feeling too over-the-top or too tired at any point. I think with the right gameplay polish and clarity this could really shine.

I wanted to find a balance between casual and speedrunning potential - with the ability to take different routes, optimize your runs, etc. I'm glad it hit the mark and you enjoyed it!

I liked this one - the vibe was quaint, the art was clean and felt really aesthetically pleasing. Simple, but effective - the gameplay wasn't revolutionary, but it didn't need to be. It did the puzzles right, and it did them cleanly.

The only critique I have is it felt a little slower - I would have liked more puzzles in each area, to spice things up more, and really lean into that problem solving vibe.

A neat little cozy game for sure!

This game looked really cool - a really unique take on the theme, and initially gave me tony hawk vibes with the controls and combo mixes.

Sadly, I could not for the life of me spin in this one. Went through the tutorial, and even in that, my mouse just didn't want to interact right. It might've been a problem on my end - but it meant I couldn't really dig into this more than on a surface level.

The aesthetic gives me old school PS1 era game vibes, and is a really neat setup. I wish I could've tried it out properly.

I liked the design and crunchy aesthetics this one was going for - definitely had that old school FPS feel to it. With some polish, the animations can definitely bring it all together. The core design idea of spinning the gun to load is pretty cool - though I'm not the best at it.

Accidentally found out you can shoot the tutorial guy for -10,000 points - which is funny given it seemed like the only way to skip the tutorial.

Solid premise though, I need to get better at this one to play it right, the gunplay is rough but definitely has promise!

Took a moment for it to click - I thought I had to match cards to the symbols on the spinner at first, despite that being said literally nowhere (which I'm now realizing is a me issue).

But this was a simple but effective little game - the art style and aesthetic is great, but it definitely lacks a bit in terms of gameplay. Some more nuanced or different challenges might've spiced things up a bit,  and found the only real way to progress was just card spam, which felt - well, as someone else said, hurt the fingers.

The soundtrack is really cool though, and the art and aesthetics are on point.

Really interesting design choices, from the FMV intro and outro segments, to the general premise of it all being a simulated testing area. I liked what this one was putting down.

The core mechanic could've done with a bit of juice to maybe make it pop more - but mechanically it was deceptively simple. Finding the solutions for all the puzzles was a cool concept, and the multiple endings was pretty interesting to explore. Visually, the game was fairly simple - using primitive shapes with a material pass to do all the work - but the use of different rotating segments to make unique platforming challenges was pretty fun.

All in all, a really neat game. Nice work.

This was really well put together - I feel like the Spin-To-Win connection was a bit loose, but the rest of the story really carries that. Multiple playthroughs and endings is a cool concept too, and having the choices you make drive those endings was nice.

There were some subtle scares in there too, with the blink-and-you'll-miss-it moment after the first family talk. Subtle where it needed to be, more direct with the sudden descent in mental state that the character ended up with at points.

This was a pretty cool experience, felt very artsy in it's presentation, which fit the story pretty well! Nice work.

Sound design is pretty satisfying with this one - and the aesthetics are on point. The idea of building your own blades and piecing them together from pieces is cool. The tutorial was pretty funny, but not sure the joke would land as well outside the knowledge of a 24-hr last minute crunch.

The runs feel quite long though, and a save system would've been nice - as someone else echoed, having a way to use some upgrades at the start might make it all pop together nicely. Gameplay wise, at the start at least, it felt very much like a sit-and-watch type game - which is cool, but it felt a bit too long waiting for things to kick into gear.

Maybe having a quicker combat loop, or some kind of way to control/influence the blade mid battle would help with this? Or having a starting ability?

Either way - unfinished main menu aside - the visuals of the actual fight arena are pretty cool and give that underground illegal boxing match vibe.

Pretty cool game, could definitely show promise if refined and polished up right!

I giggled like a madman making that security guy's booth, and it's inspired by the real security office at my workplace. They literally have screens all over the place, entire wall of cameras.

The hold music annoyance is in fact lore accurate.

I'm glad you liked it!

I had the "real" name tags under the main ones purely for readability, because I was worried the corporate jargon would make it just too obscure. It might've added to the charm, but I wanted it to be understandable still, so ended up adding that as a safety feature type thing.

I'm glad you enjoyed it! I tried to balance the humour with the gameplay and I'm glad it worked well.

We recorded so many different variations of those lines, and the VA did some really funny ones at random. I think there's one that's just "Tuna Mayo Salad", one that cuts off like someone answered briefly before going "HAHA just kidding you're still __ in the queue", and one of my favourites is just "A".

This one's visual style was so good, it really felt awesome. The game world and characters are great, and the main character's design was really funky and unique. I liked the visual appeal this game had - the soundscapes really tied it all together.

My main critiques are game mechanics - the main character felt sorta slow to run around as, and I almost wish there were faster movement options. I feel this game has enough charm to carry it along - with a bit of fleshing out it really could shine.

The link to the theme is kinda weak other than the drill, and the random "good/bad" mechanic. The gameplay is simple, and I feel like it could be fleshed out somewhat to bring it up to the same standard the visuals are shining at.

Glad the Linux build worked for you! What setup did you go with, just in case others encounter issues?

I really learned into the corporate-core aesthetic with this one, and I'm glad you liked the music! I spent a while trying to nail the blend of "slightly annoying, slightly cool" vibe.

It took a lot of voice recording sessions to nail the entire Hold Music phone sequence ngl.

I thought I'd fixed that - in some lower end hardware the low rez textures don't point sample, and instead filter, making some stuff look less blurry/pixelated if a normal map is what's affected. Same with the mouse issue - not sure why that one even happens in that scene specifically.

Thank you very much for playing though! I'm glad the game wasn't too long to overstay it's welcome, and not too short that it felt like a speed bump.

Simple, direct, to the point. The sound design fits, the over-the-top posing with each catch is just outright funny, and the different characters each having their own vibe in their art is really cool.

Mechanically it's fairly simple and to the point - and I feel like that works here. Some more fine tune control of the rod and how hard you throw'd be nice, but it fits into the "Teach A Man To Fish" angle of learning how the game works, how hard to throw to cast the bait, etc. I almost wish the timer was longer on the later levels given the spike in difficulty with having to factor in zero gravity.

All in all - a really fun little game!

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This one was fun - the AI and enemy types are simple but effective, and the sound mixing is great. The controls feel snappy and reactive, and if I didn't absolutely suck at this game, I'd be playing right to the end.

The sound design is on point, and the mouse only controls make it really intuitive. There's nothing more satisfying than juking an enemy Blade, then ramming into them from behind to seal the deal.

The only thing I can think of is maybe flashier VFX for the dash could make it pop - other than that, this is one of those games where it could serve as a great foundation for any number of fleshed out titles. Maybe some sort of life system as well to be more forgiving - but the 50/50 continue/end run thing is a neat mechanic instead.

Solid work. Inherently addictive.

The audio quality isn't amazing, for the voice work, but that almost adds to the charm here. This is a really meta spin (snort) on the Game Jam theme, and it works really well. As others have said, I get strong notes of Stanley Parable here, and I feel like I'm going to have to come back and check it out again to find whatever hidden secrets lurk here.

The first playthrough was certainly something - and the fact it just abruptly ends with zero fanfare each time is really funny. I could see a joke being involved with it just cutting the narrator off midway through, in a meta fashion of sorts, before booting back to the main menu.

I'm going to have to dig deeper and find some more secrets here to unravel what the wall markings mean - this one's simplicity feels like a mask that's hiding something more within.

It's a fine line to tightrope walk and I limboed under it. I'm glad the vibe hit the mark, I spent a lot of time hand crafting the levels to get that to pop, and modelling things to fit all for that.

Thank you for playing!

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This one is delightfully clunky, but it quickly becomes too much to manage - having to spin the core, the wheels for each ammo type, firing the weapons, positioning aim - I almost feel like less might've been more. The mechanic of aiming with the wheels is nice, as is the wheel to select the ammo types - but maybe a simple bar you pull back to load a shell in and fire it would fit for the weaponry?

The scaling does feel off, but it's got merit, and the act of adjusting your aim before loosing a round feels like driving a large, heavy, clunky tank. I'd almost say more enemies with weaker defenses would work, and making the defense more rock-paper-scissors. Piercing rounds for shields, normal and light for hulls. It does feel like too many shots are needed to take out the tougher enemies, leading to a sort of slog of adjusting aiming, firing, adjusting, firing.

I think this game could shine with the rapid-stress of having to pivot to a new target every shot, as the more exhilarating moments were when I was getting pelted with rounds and had to pivot 180 to find the enemy currently lighting me up.

I think if you made this a tank simulator type experience, it would be perfect, and could definitely shine on steam as a solid combat experience.

EDIT: Just saw on the game page this was made with AI assistance. How much of that was used?

This could really shine as a nice lil puzzle game - though there ae a few rough edges, such as cubes not triggering exit buttons, or being able to be soft-locked in the second to last "elevator shaft" style chamber.

Mechanically the gameplay is simple, but for a puzzle game, that's a good fit - simple with depth is better than shallow complexity, and I feel like this game has the potential to be a fun little puzzle experience with the right refinement.

That man's retinal damage is not business related. I wanted to include more funny little secrets like that, but ended up cutting a few for time to ensure things were polished and optimized. I had some ideas for little secret exits and things you might find, but tried to cram as much interactive detail as I could into the levels.

I originally had the stronger push be even faster, but it was too unwieldy to really navigate right, so I ended up trimming it back. Its still a time saver though, and can be used to power through obstacles and physics props if needed.

Thank you for playing!

Delightfully silly. Orbital bombardment of the deer population has never been easier. The core gameplay loop is fairly cohesive and easy to learn, and the real fun comes in figuring out the best places to blast for optimum deer elimination.

I feel like the controls are very floaty - which is by design, I am sure, but the fact momentum is lost the moment you click to charge feels a bit jarring. Consistently getting a shot off felt difficult to pull off with the spinning wheel, but that could just be a skill issue on my part.

I think if there was music to tie all this together it'd be a really fun little game experience!

This was pretty charming, with that kind of chaotic flair of bouncing off walls and such, but it felt too inconsistent to control at times. Being unable to adjust your force before you push meant often flinging into the aether, bouncing around in a small office booth. I also had some issues with physics - such as clipping into books and stuff, which made me start to spin uncontrollably on the spot.

The game itself is pretty fun though, and the premise of the game and art style are all very much on point. It's rough at the edges, but it's got heart, and the right mechanical polish can really make it shine.

The visual presentation is really solid, and the little sound design quirks are really well done too!

The aesthetics of this one are great, from the squeaky shoes of the clowns that echo to the sounds of the weapon. It's  really interesting idea, and the storyboard style intro is pretty cool as well, though I wonder if that could have fit the game art style a bit better.

I unfortunately got lost though, and was unable to progress,  as I kept getting clowned on by the - uh - clowns.

I really liked what you were going for with this one, and it has good potential to be a fun little roguelike styled experience, though the difference between the bullet types took a little getting used to. Being able to double-tap an enemy with the same bullet type to remove them sort of felt that the individual rounds weren't as useful - maybe a combo system of different colours for stronger effects?

I wonder if some kind of quality of life feature to help orient the player somewhat could work as well - but all in all, this was pretty fun to play!

Even a soundtrack change/kicking in, something introspective as you drill, or zooming the camera out a little could have really made it sing.

This game feels like it could be an awesome cozy lil experience, and leaning into that would be neat.

I feel that - the last hurdle is always the worst.

I'll have to check that out with the new build!