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Matthew Redmond

A member registered Jul 16, 2017 · View creator page →

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Thanks for your kind words! Each key is mapped to one sound but I understand it might be slightly harder to tell, Left is for an A note and Right is for a B Minor which are only a semitone apart :)

Look at that bear go! Very very fast controls but I got the hang of them in the end. The art style is great and the combat works once you realise what effects which enemy. I love how open the level design is, as a metroidvania it functions very well!

While lacking a bit in the visual and sound department, this entry more than makes up for it with a brilliant concept, wicked sense of humour and some pretty clever level design. Zipping around the map felt brilliant, as did letting the enemies have a taste of their one medicine. I felt like I was playing Superhot again, moving into a different enemies body and letting them get pelt with the bullets of their friends muhahahahaha!

With some sound effects and some cool 3d art, this could be a really fun full game! Keep working on it!

Blisteringly difficult, with a great pixel-art style, fitting sound effects and a soundtrack I'll be jamming to for the next couple of weeks for sure! I definitely had to channel my inner Spiderman 2 for this entry. My main suggestion for an improvement would button that just allows you swing on the rope (perhaps when you press both mouse buttons?). Would save from having to spam the left mouse button.

The controls are quite sensitive and it would definitely be interesting if there were enemies you had to dispatch but the physics are hilariously crazy and sound effects do well to serve what you're going for. I found myself looking behind me a lot! xD

The difficulty is high (I only managed to get 2km) but it's definitely just as fun regardless. I love the concept of you being God, desperately trying to move cars away from Bob. I started frantically moving cars that weren't anywhere near him, just in case he randomly swerved!

It's a shame you weren't happy for how this game came out. Considering this is your first jam, the fact that you managed to make something that was fun, fun-ctional and bug free is great (I certainly wasn't as lucky when I started doing game jams and I was in a TEAM). Try and see what you can improve after the jam. Practice your art and music skills. I think you'll be very surprised with what useful stuff you can pick up in a short amount of time.

Goody entry. Hope you do well :)

It's a little strange when someone takes out the main thing you love about a genre and you end up having just as much fun...

I'll admit I played this game several times after completing it just so I could see what all the different perks and skills did. Congrats on having so much variety, a consistently gorgeous art style, great music and sound effects and, most importantly, a great sense of humour, this is one hell of an entry!

Cheeky, fun, with oodles of charm.  The art style, music and cutscenes are all great but what really gives this game an edge is how it conveys how to deal with enemy. Getting them to beat each other up or get hurt by traps was so fun and easy to see because of the enemy's placement and with the boss, the moment I heard that crackle as the hammer swung, I figured out what to do. It was so clever and you should be very proud. Obviously, there's only a couple of levels but if you took this further, you'd have a game even Jackie Chan would have fun playing.

Ended with a final score of 0 (I fell into a pit with the golden ball and I guess it must have spawned me back at the start with the gold ball xD). The game is real charming and does a great job of feeling like a pinball game even tho you're not using the flippers. There's still a lack of control with the ball which is great and the physics are absolute crazy, leading to much hilarity. The art style does real well with the theme as well. A few bugs (no pun intended) here and there but otherwise a solid entry to the jam! =D

Controls are a little ropey but I like the art style and the core mechanic! I love how the level practically blinds you with it's design, forcing you to stare and memorise.

Damn I'm really sorry I have no clue why it doesn't work on your system then my friend. The version that is on the website is a 32-bit version...

Thank you very much!

I feel like the 4 colours that I got off a wikipedia page weren't right and they don't match up with the Jam page and gameboy footage I've seen (I grew up with a gameboy color so I have no idea what it's supposed to look like). Does anyone have the colour values (like in hexidecimal or something)?

Are you mac or Windows?

Last time I check it was a 32-bit version :)

Don't we all? ;)

Just to clarify (because I made it a bit too hard to find out whoops) you do get a victory to the game once you've survived for 5 minutes!

Haha, that's quite generous thank you very much, although you didn't need to tell me xD! I assume by score, you mean the ammo counter? If so, I'm impressed you made it that far but your ammo isn't linked to much your "light" can open, you're health is. Unfortunately, my main short coming in this game was not coming up with a way to notify the player that they've been hit. You can sometimes gain health back by shooting presents, thought perhaps I should've left this to enemies in general...

Thank you very much for your feedback, I hope to apply it to both future games and perhaps further iterations of this one. You can actually complete the game if you last 5 minutes! 

My friend, this far from "sucks". It actually starts up and plays which is far better than my first ever jam submission! A turn based, top-down rogue-like where moving gives you health and you have to use this to fight otherwise difficult enemies is actually a very interesting concept. This could make for a fairly simple little game if you were to develop it past the first 2 levels (look to Crypt of the Necrodancer for ideas on a simple top-down rogue-like).

Jams are a learning experience, no-one expects you to make something like Downfall in 48 hours!

I highly recommend doing more Jams because the more you do the faster you get through your games. You don't need a whole team to develop all the crazy stuff you see in these submissions, you just need the knowledge, the experience and even more importantly, the willpower. You got to the end and submitted an, admittedly short, completed game. Be proud of that achievement! Such a large percentage of people never even get that far! They shoot too high and burn out quickly.

Last point, since you're in this jam I shall assume that you're watching Mark Brown's Game Maker's Toolkit videos.  That's already a step in the right direction towards making games (though Extra Credits is good too ;) ).

Wow, I really like yourtake on this on this theme! It might be, as you said, similar to mine as in utilising darkness but I really like the way you've done it and utilised it for the tension. With some added visual elements and extra puzzles, I could see this as a fully fledged indie game!