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manlymanton

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A member registered Dec 12, 2020 · View creator page →

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I have now developed a fear of harmonicas

That was weirdly addicting! Having different starting breeds with one pro and one con or something like that would improve balance, but I'm all for this ruthless slug-fighting game :)

Fun idea! Physics are kinda jank haha but that's how 48 hour jams go

I liked it! The cracked walls were a little hard to see but otherwise really cool idea and I think you could definitely add some more cool levels with more time!

Very cute! Controls could be tighter, and yeah the clinging onto walls definitely impedes progress more than it improves. I liked the platforming though!

Cool idea! The gameplay and graphics seem polished, gonna parrot the request for more feedback but good work.

Visually the game looks phenomenal, and the controls feel really responsive! But design-wise I feel like something's missing. Attacking with the mace feels kinda like I'm just wiimote shaking my mouse around; having some requirement to swing it around and get more momentum to do like a one-hit kill, or maybe having enemies from multiple directions to force the player to really utilize the mace better would go a long way. The enemies, while unique on their own, all require the same solution as well. Maybe giving them different weak points that make you strategize how to move around the mace would help? 

Either way, great job!

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The graphics and the effects are nice! Gameplay is a bit clunky though, the bullets follow the mouse rotation rather than the mouse position itself, which makes it hard to aim depending on where your mouse is when you start up. Also there's a huuuuuge slowdown when a lot of objects pop up on screen. The game would fit the theme better if maybe there was a way to disconnect from the gun for a temporary goal, and would definitely add more tension. 

Very fun! The mechanic really makes you think through when to prioritize attacking the boss vs attacking the enemy vs dodging, all working to keep your health up and the boss's health low. Give it some instructions and info on the game's page, I almost missed what the core idea was until I saw the "how does your game fit the theme" part on this page.

Well done! The grappling to objects/Eva certainly felt polished. The gameplay definitely felt like it could use some more work to reach a good flow, maybe having supplies feel more urgent to get. For the 48 hour slot though this was really well done!

Thanks so much for the feedback! We're hoping to focus more on experience and level design moving forward.

Fun game, the survival mode is a bit too easy but the color hunt mode really adds a nice twist to it! I like that collecting more green pieces makes it more difficult to dodge the others, the natural difficulty scaling worked well. Good work!

When I saw at the end that this was a solo project, I was blown away. Phenomenal work, that was a great interactive piece of art there!

That was such a cute game! I love the idea of switching things on and off, and the art and music really felt in place and I LOVED the intro with the printer! I was seriously charmed, and I just realized you made such fun levels while only using the 2 different machines you connect to. I could see lots of more levels just by adding a few more machines to connect with, honestly fantastic job!

My brain hurts D: Great level design!

Great concept idea, and well executed! I could see a lot of more ideas you could build off of it. Great job!

It took me a good while to figure out how to play, even with the comment, I feel a tutorial level or a gif of gameplay on the page would've gone a long way.

That said, it was really really fun once I got the gist of it, the levels were well designed and it was cool to think through my options! I can definitely see more levels that use higher fusions on the cards and I'd definitely like to see more.

Also great sound and artwork, it's awesome to see a game that looks, sounds, AND feels good in a 48 hour jam :)

I like using the theme to focus on family issues, cool concept! The text can be a bit much, maybe break up some of the paragraphs/utilizing dialogue choices and buttons a bit more to make it more engaging. Good job!

As soon as I figured out the strategy, I dominated the competition! Honestly would love to see more levels of this that really scale up the difficulty, but great job!

Took me a few minutes to figure out how the two areas were linked, but after that no problem! Very cute and I liked the puzzles :)

I am also requesting a Windows build! I read the page and any SCP-related story makes me really excited to play :)

"Parody horror"

I jumped several times you MONSTER

Well done for just the 2 days! (Our game was developed in maybe 4 days and felt much more disjointed than this) I only got 3 keys before Lion boi got me, navigating a maze backwards is way harder than I thought it'd be.

One thing that would make this more doable (and would allow you to make even more complex areas with this idea) would be a map that auto-fills as you explore more of the area, so backtracking isn't as prevalent. I certainly went to the same place several times before finding a key, which made the game feel a bit sluggish. As CommieKazie also noted, movement and look speed would go a long way.

Anyways please make more spooky things!

It's unfair how much fun this was! The art and animation was stunning, and the worldbuilding in such a small setting (and without explicit info-dumping) was impressive! It was fun to get all the endings just to see what the narrator would say at the end. I'll have to look into the dialogue system you all used!

Gosh the lighting effects and the art and the pacing are great! I remember you mentioning that the story for this was a continuation of another story you wrote, which explains why it was tough to understand. I definitely liked the way you paced the narrator with the player's progress, as it made for a satisfying reveal at the end!

This was a fun little ride! I need to know what happens on the date! Great writing and humor for sure. I felt like the unreliable narrator was a bit thrown in rather than being part of the central narrative. But man, this game is unfroggetable!

I loved all the aspects of this (art, music, level design, etc.) but the writing was so so so enjoyable! Best $1245.50 I ever spent.

Really though, it was impressive how simple mechanics and still assets could be used so effectively to tell such an entertaining story. Great job y'all!

Such a cute game! I laughed quite a bit and enjoyed the tone you all set with the combination of the writing and dialogue :)

Loved the story! Very eerie and had quite a few unexpected returns. I think the use of theme was really well executed, at some point I wasn't sure if I could trust any of the characters. The narrative twisting back on itself and resetting threw me for a loop! And I loved the way you used simple background changes and musical cues to completely change the atmosphere for different settings.

Very cool idea for a mechanic, not being able to see where I was moving as I was moving definitely gave me the feeling of being lost and unsure of where I was going or why I kept pushing. There were definitely points where it was too difficult, and having to switch between looking at the map and getting back to where I was felt a bit clunky. I liked the way the narration presented itself the further into the right path you went, though!

Thanks so much for all the feedback! We definitely started development a bit late into the jam that made writing a bit more rushed, which is why the memorable bits (the pizza box and the lunchbox) felt out of context. However, we hope to update the game with more characterization like you mentioned. I really like the "pizza monster" line suggestion! 

With more time toward the end, we were going to try to make a narrative of Leaf helping Shelly to sail her ship off, with Shelly being a bit more "unreliable" by asking the player to go off into the deeper, creepier parts of the forest and retrieve some of her "ancient treasure" after the ship sets sail. With the time constraints, we settled on a less creepy, more immediately wholesome vibe going on. I'm hoping I can convince the team to go back to writing some more of the unsettling parts.

Using the rest of the yard as sort of a scavenger hunt is a great idea! We used this jam to test out building an inventory system, but unfortunately we only had time to hide one very missable item around the yard to pick up. I agree that a better introduction to items via actually having to pick them up would be more effective, so we're hopefully going to be able to put that in going forward.

Thanks again for the feedback, and I'm glad you liked the bits that are there! Our artist (fishchiesa) did an incredible job of making the atmosphere feel as charming as it did, and I hope we'll be able to really cement that feeling into the narrative moving forward :)

We were hoping to make Shelly more of a creepy, untrustworthy-seeming character at the beginning (only to subvert it at the reveal). Unfortunately the writing and the development kinda clashed with each other, so we didn't have much time to play it up the way we wanted :/ glad you liked it though!

PST!

PST!

PST!

4pm PST! Thanks for the time zone inquiries, very important detail I left out

PST, thanks for asking!

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Thanks for the feedback! Given the last minute extension I think we might have fixed the bug you mentioned. I appreciate you pointing it out, or we might have missed it!

Edit: Okay maybe not, it seems to be an issue with the order in which you inspect things. Total oversight on our part haha

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https://twitch.tv/manlymanton I'll be streaming around 4pm PST. Will update if the time changes, feel free to come in! I love being able to explore devs' work with them so if you pop in feel free to let me know which game is yours and we can go through it together :)

Mechanics feel so polished, the physics makes playing game always feel fun, slight difficulty spike on world 3, but I love the art, animation, music, gameplay, everything about it is phenomenal!

I absolutely loved the concept of dragging stuff out of bags and containers, it was weirdly exciting! Music was really nice and thematic, art was INCREDIBLE especially given the time constraints, and the dialogue was used sparingly but it was such a treat