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MAD_qxXp

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A member registered Oct 27, 2023 · View creator page →

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Really cool little game with a lot of potential. I had the feeling that the enemy always hits you, and you take damage every time their aggression is triggered. It would be great if bullets could also miss — that would make movement much more relevant and could turn this into a really nice FPS trainer / mini arena shooter.

The sound design is simple but totally sufficient. The weapon sounds feel punchy, and shooting feels really good. The very minimalistic art style doesn’t bother me at all here, since the rest of the game feels really solid. It could probably be expanded quite easily to make it more visually appealing.

Really cool little game. I’d love to see this evolve into a small FPS trainer — fast reactions, maybe some randomly generated levels, and I could easily spend an entire evening with it :)

Sounds, music, and animations work together really well, and everything feels cohesive and consistent. The art style is clean and well maintained — it’s great that there’s no visual inconsistency.

The shooting feels very good, gameplay is smooth and fast. The hit feedback of the weapon is nicely done — even a simple hit animation often makes everything feel much more polished.

Very cool game and, in my opinion, one of the entries that stays closest to the original ;) I had a lot of fun. I barely managed to take down the soldiers though and mostly ended up running away from them.

On my first run, I got stuck in a wooden room and couldn’t get out of the hut anymore. But overall, everything feels complete. A really successful jam entry!

Cute little game, the game window is a bit small. A bit short as well, but I had fun :)

Great game! The art style is consistently well executed, and the baby raccoons are really cute :D
Can you find more than two raccoons? I’m currently at raccoon number 3, but the bar at the bottom only shows two that can be found.

The enemies are well designed, and I like that they seem to lose interest after a certain time/distance. The secrets are also nicely hidden — it really feels like you’ve discovered something without them being too obvious.

The audio and sound design are also very well done and fit seamlessly into the game. Great game and definitely a top 5 candidate in my opinion!

Thanks for the kind words — it’s always great to hear positive feedback after putting in so much work. I’m really glad you enjoyed it!

What a cool concept. Super hard, but really awesome. Very creative and kept me well entertained ;)

I found 2 spheres :D I’m still trying to understand what exactly is going on — with j, k, l, i I seem to be stretching and distorting the level, which in turn makes things (like spheres) appear or disappear. It looks really cool, but I can’t quite wrap my head around it yet :D

The concept is definitely unique though, and I think the idea is really cool. What kind of level were you planning with this? More in the direction of a puzzle game? I think it has a lot of potential!

I made it ;) It feels complete and does a lot of things right. The animations and weapons are all well done. It’s a bit of a shame that the weapons feel mostly the same aside from their fire rate.

Nice to see that you adjusted the environment along the way — that definitely added some variety. I personally found the server rooms a bit too maze-like. I spent around 10 minutes there just trying to find the keycard. Maybe with more textures or visual landmarks — like a greater variety of sprites/textures — it would have been easier to navigate.

I definitely had fun with it!

Very awesome game :) I had a lot of fun with it. There’s really nothing to complain about. The sound, animations, and atmosphere fit together very well. One of my favorites!

thank you :) really appreciate your feedback :) 

Really great game — I read in the comments that it was developed in just 10 days, which is quite impressive. Even though it’s fairly short, I can definitely say that the movement feels really good. I don’t even need to mention the art style — I love it! A solid 10/10 in terms of aesthetics for me. The menu is nicely designed, the sound design is on point, the mechanics are well thought out, and the enemy design is excellent.

That said, I’d still like to include a bit of criticism / personal opinion. The weapon recoil feels a bit too strong for my taste — in this case, I think less would have been more. I felt like I had to readjust my aim after every shot, which took away a bit of the fun for me. But that’s just my personal opinion — others might find it perfectly fine.

Aside from that, there’s not much to criticize. A beautiful, playable, cryptic fever dream.

The gameplay and movement feel really good. I love the visibility range and the fast movement — it captures the feeling of an arena shooter or classic Doom extremely well and is a lot of fun. The game doesn’t feel unfair, which I really appreciate. As long as you keep moving and manage your ammo, you can get through just fine — even though I feel the bullet damage is a bit on the high side ;)

The sound design fits really well. The laughter, the background music, and the overall aesthetic work great together, even though the art style is quite simple. The animations are really cool. I think it would have been nice if the bullets were sprites as well — that would have rounded off the art style and fit a bit better.

Out of all the games I’ve played so far, I think this one has some of the best movement. Speed, precision, and overall feel are very well balanced and just feel satisfying. The player responds instantly to input, which is very important to me in a shooter.

The theme is also very well done, and I really like the circus-like music as mentioned before ;) It kept me thoroughly entertained — thanks for this game. Definitely a top 5 candidate for me!

After 7–8 attempts, I finally made it :D Unfortunately, it turned out to be a very, very short game. I followed some of the development progress on Discord — especially the weapon design and such — so I’ll try to describe my impressions as constructively as possible, from my initial expectations to what I experienced in the last ~15 minutes of gameplay :)

At first, I was really impressed by the weapon design and the early environment screenshots. I thought this had the potential to turn out really great. I was especially impressed that you modeled the weapon yourself. I have to admit, I’ve never modeled weapons in Blender myself, and I always appreciate when someone expands their skill set to improve!

As for the game itself, I feel like it’s struggling a bit with its identity, if that makes sense. The menu is appealing and fits the game well. The title image / cover art initially suggests a cool shooter in an interesting environment with a variety of assets. In the end, though, it was mostly the same wall texture repeated, along with enemies popping in. I’m always a fan of when the cover art truly reflects the actual game and sets accurate expectations — but that’s just my personal opinion and not a major issue.

Regarding gameplay: the enemies are slow, but the damage you take from hits is way too high. Since enemies sometimes spawn very close to you, it can be impossible to escape — especially because they have colliders that can trap you in corners and essentially lock you in place.

I also noticed that the weapon constantly drifts downwards to the right… all the time… not sure why.

There’s also a score system in the game. I’m wondering why I’m collecting points when the main goal is to progress through the level and find keys. That can work if the level design supports it, but here the level doesn’t really offer enough to motivate a high-score chase. Personally, I think it would have been better to fully commit to one direction: either make it an arena shooter in the style of Quake/Unreal with a Wolfenstein-like aesthetic, or expand the level design and exploration elements to keep the player engaged.

One very important aspect is action–reaction. Whenever I, as a player, do something — whether it’s movement, pressing a button, or triggering an event — I need a response. If I shoot, why not add weapon recoil? The more senses you engage — visually (recoil), audibly (gunshot sounds), and even haptically (controller vibration) — the more polished the experience feels.

When an enemy dies, play a sound and let it disappear with even a simple animation. That alone makes a huge difference and can significantly enhance the overall feel of a game. Action and reaction — at least visually and audiovisually — go a long way. If you keep that in mind, it’s hard to go too wrong ;)

That said, I still had fun during those 15 minutes, and the sound design is totally fine. I enjoyed trying to make my way through — that’s something that often motivates me.

Please don’t take any of this personally. I’m just trying to give constructive feedback. It has always helped me improve over the years, and I’d like to pass that on to others.

Best regards,
Marco

Thanks for the hint ;) I’ll check it out again. And yeah, something similar has happened to me before… quick fix here, tweak this and that… upload it and boom — everything ends up worse than before :( happens to the best of us. Still, the game works really, really well overall ;)

Cool little game. Nice sound design and funny enemies. I kept finding arrows all the time :D but I guess I missed the bow. Still managed to get through pretty well up to that point — I’ll probably give it another try (the bow has to be somewhere :D).

If I could suggest one improvement…

  • The movement feels a bit too floaty to me. I think the original was somewhat floaty as well, but I would have preferred more direct movement that reacts instantly to input. The character’s acceleration feels quite slow, while the top speed is a bit too high in comparison. That’s just a small suggestion though, and I think it could be improved fairly quickly ;)

Other than that, I had fun — well done!

Thanks for your feedback, I completely agree with you. The wall run definitely has room for improvement, and it doesn’t yet include everything I originally planned. I initially wanted to make the camera freely movable, but limit mouse rotation to 45° on the X-axis and 180° on the Y-axis, and make it less aggressive.

I actually had that implemented already, but in the end I decided to remove it because after jumping off the wall, the camera wouldn’t properly lerp back to its original position for some reason (I haven’t figured out why yet).

But I’m seriously considering expanding the concept further and maybe releasing the game on Steam someday — of course with proper animations and more polish ;) Thank you for your honest feedback! That helps me alot!

What the hell did I just play :D I’m both disturbed and entertained at the same time :D definitely didn’t expect that, and the sounds and animations really made me smile :D it kept me entertained for the three levels — a bit short, but I don’t think that’s a big issue. It made me laugh, and that’s what really matters ;)

Really cool art style and a nice theme twist :) I didn’t expect to see an underwater Wolfenstein with shooting fish and pufferfish — great concept!

I didn’t run into any issues while playing; it feels smooth and well put together. If I had to point out one thing — though this is definitely nitpicking — it would be that the door animations, or those vine animations, feel a bit too long. But that’s just a minor detail and I figured out that the background sound isn't looping and after a while it stops.

It’s a shame the game is so short. You can cheese the enemy AI a bit by just standing right around a corner :) that way you don’t take any damage and can get through the level with full health ;)

I think it would have been cool to include weapon impact sounds and make the background music a bit more subtle in comparison. A bit more sprite variety could also have added some visual diversity. On the other hand, the Wolfenstein 3D vibe comes across really well!

Great jam entry overall ;) just a pity that it’s so short.

Thank you very much! :) I’m happy to return the compliment — I really enjoyed your game as well. I’ll give it another try later this evening ;)

Any suggestions for improvement? Feedback is always welcome!

It’s definitely not a disaster — even if the run button at the start says so :D Quite the opposite: the gameplay is smooth, the weapons are nicely animated, and the enemies are chameleon-like spider horses! I’ve never seen anything like that before :D The secrets are well hidden, and both the level design and art style are great. The only thing I might have wished for is some background music in the sound design. Still, I had a lot of fun with it!

First of all: great jam entry! Very polished, runs smoothly, and I had a lot of fun playing it. I played on the highest difficulty up to floor 2 and then died for the first time ;) but I’ll definitely come back to it because I want to reach the end.

My initial conclusion after about 15–20 minutes of playtime:

Pros:

  • Secrets are great!
  • The weapon selection is cool, and I really like the bombs
  • Runs smoothly
  • Sound design is present
  • Nice touch that the character makes sounds
  • The level design is excellent! Not too confusing, but still intricate enough that you have to think a bit to keep your orientation — I really like that :) more of this, please!

…now to my suggestions for improvement (this is purely my subjective opinion):

  • A bit more variety in textures would have been nice. Floor 1 is quite long, and I would have liked a different environment in the second section — maybe a bio lab, a dungeon, or something else. That would have added more visual variety and sparked player curiosity :)
  • The default weapon is quite hard to read when it comes to aiming. A crosshair might have helped. Since the weapon doesn’t point straight into the center of the screen like in Doom, but is slightly offset, it’s hard to determine the exact center. You do get used to it over time though, and I managed fine in the end.
  • Some variation in the sound design for the second level would also have been nice. The music is good, and I like the detective-style track, but I feel it fits more with a stealth-type gameplay. That’s just my personal taste :)

Conclusion after about 20 minutes and one or two deaths on high difficulty:
Great game, smooth and enjoyable gameplay with two or three suggested improvements that only slightly affect the overall fun. For me, it’s a bit of a hidden gem here :)

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Thanks! I looking forward to hear what you think about mine and I’m definitely looking forward to constructive feedback as well!

Oh yes, I did read most of it — including the part about needing to collect 200 cubes to finish the game. I just got a bit too greedy at some point 😄

It’s hard for me to rate this game. On the one hand, I’d really like to enjoy it. On the other hand, when I look at when it was published (shortly after the jam started) and how many jams it has been submitted to, it leaves a bit of a bitter aftertaste.

Unfortunately, it’s noticeable that the game doesn’t really fit the theme. It feels more cozy and, in my opinion, doesn’t connect to the jam’s theme in any meaningful way. I can understand that some people might use jams to bring attention to their work — but at the end of the day, a jam has rules and a specific theme, and for me personally, this entry just doesn’t meet that.

As I said, I’d like to enjoy it, because I do like the visuals and think the idea itself is nice — it just doesn’t fit this particular jam at all.

I honestly felt a bit overwhelmed by the constantly switching inputs. The game looks really cool, though — I like the atmosphere and the idea behind it. Integrating the “constant chaos” theme is definitely not easy.

Personally, I would have preferred keeping the controls more standard and creating the chaos through the scenario itself — for example, something like a volcanic eruption in the background shooting falling rocks to reinforce that chaotic mood. Along with that, a precise combat system (even just one attack button plus a dodge) and maybe a parry to deflect particles or projectiles could have kept the chaos feeling intense but still controlled.

Maybe even a rolling lava wave in the background to subtly integrate the “against the time” theme — even if it’s optional and doesn’t affect the rating here.

That said, it’s a very well-made jam entry. I had fun with it 🙂

Thank you so much — and thanks again for the kind words 🙂

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And with this amount of polish I see a bright future ;)

What an adorable game 😄 I really didn’t expect to find such a gem! So simple, yet so good. I had a lot of fun with it — the animations, the gameplay, everything feels top-notch.

The only thing I noticed is that the bats seem to spawn a bit too frequently. You get overwhelmed pretty quickly and end up constantly repairing, to the point where shoveling coal almost becomes impossible — at least that’s how it felt to me.

Still, I definitely see this ranking high in the jam!

Cool little game! I did run into a bug, though — after the first or second round, I couldn’t use the fire wall/explosion anymore. Reloading the game fixed it, and everything worked fine again.

Still, it’s a nice little time killer. I had fun with it, and somehow it even felt calming to me. I think the sound design plays a big part in that — even though the game is chaotic, it still manages to create a surprisingly relaxing atmosphere.

Cool game! I think the animations are very well done. The wall jump feels a bit strange at first, but you get used to it fairly quickly and then it flows nicely.

The flip mechanic is cool, but when the effect triggered for the first time, I felt a bit overwhelmed and couldn’t react in time — so I immediately fell to my death 😄 Maybe a subtle warning beforehand would help, so the player can mentally prepare for it. Though I’m not entirely sure what that would look like either.

All in all, a good, nicely made game and a solid jam entry.

Thanks for the feedback — I’ll definitely take a look at it later 🙂 And thanks for testing it!

Cool little game, and the demotivating voice lines are awesome 😄

The controls take a bit of getting used to, but after 4–5 tries you get the hang of it. It’s still a pretty challenging game — even the more beginner-friendly levels at the start aren’t exactly easy.

Despite that, it really motivated me and I had a lot of fun with it. Some background music would have been a nice addition. Aside from that, the sound design — especially the voice lines — is very well done 😉 Nothing standing in the way of a voice acting career there!

Finally someone who actually says something about it. This jam spamming is really disgusting. 😅

I read that you ran out of time to fully finish the game or bring it into a more polished state. What I can definitely say, though, is that the gameplay is very good — the dash, the attacks, everything feels well executed and fun to use.

In my opinion, the knockback enemies cause when they hit you is a bit too strong, but it’s still very playable overall. I had a lot of fun and really hope you get a good rating — you deserve it.

One small thing I noticed: when dashing, it seems like a collider might be getting disabled, because in some spots you can dash through parts of the environment. Just a minor bug I came across.

Other than that, I’m excited to see where this project goes in the future 😉

Phew, this game is tough to rate… the chaos is definitely there. I found the sudden camera flips and the character’s size changes a bit difficult to handle. The theme is definitely nailed, but the playability suffers a little because of it. In my opinion, slightly less extreme changes might have worked better here.

What really stands out in a positive way, though, are the visuals! The assets look great, the environment is well done, and somehow I still had fun — probably because I’ve never seen anything quite like it before 😄