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macleodian

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A member registered May 31, 2022 · View creator page →

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Really fun game! The audio added a lot of charm and the platforming handled really well. I also liked the variation in levels and atmospheres. I do wish there were more platforming challenges, but as is it's very well done regardless!

Yep! I'll check it out later tonight

Crap I'm sorry to hear that. Idk if it's allowed for me to do during the voting period, but afterwards I can try making a Linux build if you still want to try it out then

Dopamine Rush/10

The graphics are really simple but nice. I guess my main critique would be the color palette isn't too easy on the eyes, though it does make the puzzles easier to read and understand. I also didn't find the game to ramp up in difficulty too quickly, which can be a challenging thing to avoid during game jams for puzzles so great job on that! A really unique and simple, yet challenging puzzle game, I liked it.

I really like the combination of 2d art in a 3d room, along with the well made sprites. The audio and music were great and the gameplay was designed very well with the gradual ramping up in difficulty. I did encounter a bug on the last level where I couldn't control the player after getting hit, but that was the only issue I had. 

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Good game. Sus/10

The low resolution 3d graphics worked well with this artstyle, and the music was an excellent choice though a bit loud. Gameplay wise, the camera was a bit difficult to control and the objectives weren't too clear at first, but it's overall a fun little project.

I really liked the outline effect on the player to differentiate him from background elements. I'm not sure if adding the same outline to foreground elements would look just as good or not, but it might be interesting to try. The audio was also fantastic and I wish it went on for longer!

Excellent artstyle and sound design, and the game mechanic was quite fun to use, gave me some metroidvania vibes as I had to keep a mental note of the map and the locations to transform. The ending screen was also very cute

Oh no you didn't go overboard at all, thank you a ton for this feedback! In hindsight the spearmen were unfair in their design. I did try to put the stationary one at the beginning to help the player learn a bit about their attack and how to tell which way they're facing, but it's easy to blow through them so quickly you don't really notice anything about them. I could've also gone with better color choices to make the spear more noticeable in addition to fixing the animation. The ninjas too I'd agree were a mix of lackluster game and level design. I couldn't playtest much to get the placement right but I do agree the first two pop up too suddenly to be fair. I did consider putting a block in front of them so the player could learn about them in relative safety but I didn't think I had time to add in collision for the shuriken. But I'm glad to hear the big brutes worked well!

I did consider at one point adding in better telegraphs for all the enemies like the exclamation points from Dead Cells, and possibly even parry and dodging mechanics (all of which might've added even more to the power fantasy), but I just didn't have the experience or time to do those systems justice. Despite that I do feel much better prepared to do a much better job the next time around. And again, thank you so much for the feedback and for playing my game!

I really like the funny premise, and the mechanic of waiting for your towers to grow is a cool and fun mechanic that has potential too to be developed even further. The music and sound design also worked really well to capture the dichotomy of the day and night cycle (reminded me a lot of the Kakariko and Dark World themes from A Link to the Past).

Really neat puzzle game! You did a great job on the artstyle and I enjoyed the unique challenge. The infodump at the beginning about which 'mon goes where was a bit overwhelming, and it felt like there was a spike in difficulty in the second to last level, but this was overall well done for a jam game and I had fun!

Really cute game, you did a great job on demaking the artstyle, and on top of that putting it in a little handheld to boot! I do wish there was sound, and while the jumping was floatier than I anticipated it overall played very well and I enjoyed this little demake a lot

I had a ton of fun with this one! The gameplay and artstyle reminded me a lot of Master of Magic and it holds up really well when compared to that. I also like how you were able to communicate what each spell did without the use of any text. I also found the use of multiple colors to make the lower resolution font more readable to be quite clever (I was trying to figure out how to do the same with my game and just opted for a pixel font I found online instead lol). I do wish there was sound as that would've amplified the experience, but even without it I enjoyed my time with the game a ton!

I'm glad you enjoyed the boss fight! I was actually worried that'd be the weakest part. I definitely do need to practice tilesets and level design more. I actually did have the idea of fleshing out the combat system more and/or including an arena mode but felt like I didn't have enough time. Thank you very much for trying it out though!

I'm glad to hear you enjoyed it! I do plan on working on my platforming, that's something I've been neglecting. How were the animations, did the enemies telegraph their attacks enough? Or did you feel like there was too little time

I really liked this game. The art style and color palette make very good use of the resolution, and the sound design is solid. The platforming was also lots of fun with a good variety of challenges. My only real hiccup was how stingy and unforgiving some of the hitboxes felt, but as a precision platformer that's probably to be expected lol. Really great and fun game!

I very much enjoyed this one, made it all the way to level 18, I liked the 8-bit/NES art style and how the difficulty slowly ramped up with time. I do wish there was a bit more audio/music, though what was there worked very well. Overall a fun game and great job on putting it together!

Really fun roguelike! Took some time to understand the mechanics, but it's hard to find anything to critique beyond that

Game Title/URL: Treasures of Mictlan

Pitch/Information: Journey to the Aztec Underworld as Quetzalcoatl and retrieve the currently non-existent as it's a barebones prototype precious bones of humans past so that the Fifth Age, our current age, may be ushered in!

I'd like feedback on: I'm open for any kind of critique or feedback! Specifically, I'd like feedback on the artstyle and what improvements I could make on it, the music, and any tips on how to improve the animation. I'd also love to hear any ideas about what else you think could/should be included into it.

Really fun game, I was a bit worried that I wouldn't be able to tell when the music would shift and would run into an enemy right as I became vulnerable, but you did a very good job of building up to both the aggressive and passive phases of the music. Some issues I did have were the controls felt a little slippery, though that could arguably just be part of the challenge and as intended, and there was a lack of feedback when I took damage so it could be easy to miss if I wasn't paying enough attention. 

Overall I still had a good amount of fun and really enjoyed this, also congratulations on your submission! I hope you finish many more fun games :)

Enjoyed this game a ton, wish there was more of it to be honest! I did hit escape to pause the game at one point and it sadly sent me back to the main menu, but other than that little hiccup it's an absolute blast and I can see so much potential for this idea in the future.

My favorite parts were the graphics, I love the cute roughness almost as if they were drawn by the cat itself. The gameplay was also pretty fun, though sadly shortlived (quite like my cat). I did have an issue with the audio mixing, the beeps were a bit too loud in comparison to the background music (or vice versa that the music was too quiet). There's also a bit of a cheesy bug in that you can just run off the screen indefinitely and basically never lose.

In all, there were some minor problems, but I overall very much enjoyed my time with the game!

Cute and fun game! The controls were a bit weird and it felt like I was playing against them rather than with them almost. I did like the mechanic where you could stack a block on top of another block (don't know if that was a bug or intentional though lol) and would've liked to see the level design utilize that. Overall I really enjoyed my time with it!

Thank you so much, I'm glad you had fun! I'll need to make sure you can't just spam the keys next time though lol

The controls definitely need tweaking, and I'm realizing now the button placements are fairly confusing, and I do agree there is a lack of feedback. Glad you enjoyed it though!

Thank you! I do need to look up how to match the notes with the tempo better next time, didn't realize how difficult or tedious it'd be to make a rhythm game. Hope you had fun!

I did come up short on implementing keybindings, but in hindsight the arrows were definitely a poor choice I agree lol, but thank you for the feedback and I'm glad you enjoyed it!

Thank you for the feedback! I was definitely worried about the difficulty and will try to include an easy or tutorial mode next time. Hope you enjoyed it!

Incredibly clever idea and design! I very much enjoyed my time playing through to the end to see the different ways it would be expanded upon. Aside from what others have said that levels 4 and 5 should probably be switched, my only real comment is I want more levels, with how intricate the solutions became by level 6 I could only imagine how crazy they would get if you had different die designs (that either match to specific blocks, or that build on top of other die designs towards a target image similar to woodblock printing)

Amazing game!

I adore the art style and really like the concept! I could easily see it becoming hectic and chaotic over time. My main critique would have to be the gameplay feels slow, it takes a while for the sun to change behavior (at the beginning at least). The motion blur also made the menu difficult to read while moving. I do think this is a very good foundation though

Really fun concept and I enjoyed getting scared when the massive enemies started spawning in! I do wish the sound was more balanced and that there was music though.

Also 2 bugs that I found during gameplay:

- when I picked up an orb I was unable to continue firing (this only happened once and I don't know what exactly caused it)

- when the die rotated the player contacted an enemy's hitbox and died

Really enjoyed this one! While there is a lack of music and I would've liked a wider variety of enemies, it was fun nevertheless, I also liked the addition of a preview for which face you'll roll onto

I couldn't stop smiling the whole time I was playing, I absolutely love this mechanic. I especially liked the massive spike in difficulty after winning in sort of a new game + fashion, nothing like spawning in and having 10+ towers aiming at you

I do wish there was music, and the laser seems to be missing sfx (might just be too quite with everything going on also) but that's really it in terms of critiques from me. Great game!

Incredible game, the music and art were just top notch, and the gameplay was well done and fun with a really cool risk v reward mechanic! I wish there were some powerups to make each run more varied, but that's just me being nitpicky. Amazing job!

I really enjoyed the risk vs reward concept for building up damage, and the graphics offer a really unique look. I also enjoyed the various animations and the cute jump.

My main critique is the lack of sfx, it's a bit difficult to know for certain when you get hit without them and the spells don't have as much oomph as they otherwise would with sfx.

Overall I had lots of fun, especially with blasting monsters using overcharged fire spells!

Really cool and fun game!

I do wish there was a bit more visual UI/feedback to make it easier to keep track of health and ammo (ex. the dicehead changing to reflect health, bullet sprites either floating by the character or in the corner of the screen for ammo, an animation to indicate you shot your last bullet etc.)

Overall though I had tons of fun rolling around and the art is exquisite

Had lots of fun with this one! There were a couple of lulls early on when just one enemy at a time attacked, but it did pick back up. The animation and music were incredibly well done too and added a lot to the fun!

Really solid as a mobile game, and an incredibly fun way to pass the time. I do wish there was a bit more variety in the gameplay but given the time constraints it's a job well done.  Would honestly like to see it expanded into a full game

Some minor bugs I encountered are:

- the player can land at odd angles that don't register a hit, which isn't a major issue

- In the pause menu, when I clicked on Settings the first menu didn't clear away

Now if you'll excuse me I've got some high scores to beat!