Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

mapedorr

80
Posts
3
Topics
27
Followers
98
Following
A member registered Jan 07, 2015 · View creator page →

Creator of

Recent community posts

The concept of the game seems interesting, but I couldn't enjoy it. Most of the times I feel the game ignores my actions. Having to press enter to release a piece and take another one is self-defeating, a drag and drop approach could work much better. It is pitiful that the game feels broken and that it has that control scheme (I agree with most of the other comments, they're not intuitive). Despite that, I like the aesthetic of the game.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

I like the way this game depicts the jam's theme. By excluding a direction from the controls, and making the spacebar fulfill three mechanics (shooting, healing and turning right), you made an innovative shooter. I liked the visual style and particle effects. The slow-motion effect gives you time to plan, and it makes you feel skillful.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

This game is an excellent representation of the jam's theme. I've seen other games that remove the direct control mechanic, but this one has something that caught me: you have to bear in mind the distance between the PC and some targets to kill enemies and make the NPC jump. Maybe I'm wrong, but for some reason, every time you remove something from a platformer, it acquires puzzle-like features (and this game is not the exception). I liked the visual style but not the music.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

Nice concept and a good representation of the theme. More enemies and hazards could help the game to feel more shoot-em-up-like. I liked that you can jump from your bike and use it also as a weapon (crashing it against enemies). At the aesthetic level, this game is almost excellent, a pleasant color palette, but I couldn't hear any background music neither sound effects, it is a shame.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

I liked the core mechanic, but I'm not sure what makes this a stealth game, because you're not like infiltrating somewhere, and the enemies are more like monsters that are trying to catch you but aren't protecting anything. Or maybe they're trying to stop you from getting into the building that appears at the end of the game?

Apart from that, I enjoyed playing the game and solving its puzzles, the way you guys made use of the light for both surviving and progressing is smart.
At the aesthetic level, the game has a good atmosphere, supported by its graphics and sound effects. The music on the main menu cast my mind back to Beneath A Steel Sky. I hope to see more levels, puzzles, and mechanics in a post-jam release.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

I liked the concept of the game, a good representation of the jam's theme. Not being allowed to shoot at will adds a strategic layer to the genre, and is interesting that it forces you to use all your guns. As a suggestion, ammunition scarcity could make the game more entertaining and challenging, and I would add more weapons that depend on bullet bouncing. I liked the introduction animation. Visually, I think the tiles on the floor are noisy, and the character design could be better. Sound effects and music helped to set the hilarious mood of the game. The music remembers me of the movie Soul Kitchen.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

Wow! I'm very impressed by what you've done. Removing the clearing line mechanic of Tetris and transforming the game into a relaxing, contemplation experience was neat. At the aesthetic level, the game is pleasant, and I liked the animated background (looks like Fez).

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

Thanks, we're glad you liked it.

Thank! Yeah, we too. We added that to the post-jam version. :´D

A horror game where you use your sense of touch to find the exit and save your life is a neat accomplishment of the jam's theme. We wandered around this genre in our team for a couple of hours but at last, we decided to change it.

Visually is well done (good choice on the color palette), and I liked the introduction animation. Other sound effects and background music will make the experience even better, so keep working on it. ;)

You've already played our game Slow Ride, so thanks for that. ヽ(^◇^*)/

Thanks for your comment, we're glad you enjoyed our game. We'll keep working on it, sure. There are plans on adding some tracks and power-ups' feedback.

Interesting concept and puzzle design. You made a great representation of the jam's theme. I missed the background music and sound effects.

You've already played our game Slow Ride, so thanks for that. ヽ(^◇^*)/

(1 edit)

Great concept and execution of the jam's theme. Collision detection should be improved, and I didn't make use of the jump mechanic. I hope to see more levels and mechanics in a post-jam version. I liked the graphics but missed the sound effects and music. I'm glad to see you used Godot to make the game.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

I like the concept of the game but is hard to know, exactly, what is the correct answer to an attack. That applies to the mood system too. I don't know if a character's mood determines the effectiveness of a response, or if that depends only on the used remark. Good graphics, and right background music. I'm glad to see you used Godot to make the game.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

The concept is interesting, but I'm not sure if it is a valid execution of the jam's theme because blind spots are not a mechanic of First-person shooters, for me that is more like a feature or a constraint or something related to how the camera works. While playing, I was constantly switching from one view to another, and that's where I see the potential of this game. Graphics and visual effects are astonishing. Good work!

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

I think this is closer to removing, or switching, something in the concept of the genre rather than a mechanic in itself (so, I agree with WojWorks). However, it is an attractive concept. Graphics are good. Background music could help to support the mood you're trying to give.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

Excellent concept and representation of the game jam's theme. Metroidvania was one of the "genres" we talked about in our team but couldn't get to conceptualize. What you did is marvelous. The aesthetic is pleasant. One of my favorites so far.

_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.

Nice concept and a good representation of the jam's theme. I miss that there are no other types of enemies. I didn't make much use of the slowdown mechanic. At the aesthetic level, the game does pretty well. I loved the music.

_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.

Thanks for your comment. In the post-jam version of the game, we'll add visual feedback when a power-up is picked and automatically used. That version will also include a win screen with a couple of buttons.

Thanks! It is good to know you liked the game. We're going to add more tracks in the post-jam version for sure.

Thanks for your comment. We're glad you liked the concept, the music, and the pixel art. We didn't have time to put the win screen in this version of the game, but in the post-jam version will be there. We'll put a link to that version later today.

(1 edit)

Excellent concept and representation of the jam's theme. During the first levels it feels more like a puzzle game, but once spikes appear, the reaction skill required by platformers starts to emerge, and I think that's what makes this game so great.

The sound effects of inserting and removing disks feel pretty well. Background music is pleasant, and give the game a great atmosphere. I liked the graphics too. 

It was a great experience both at the mechanics and aesthetic levels. And the way you present the game during the first scenes is wonderful.

_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.

Terrific game!

The representation of the theme you guys made is astonishing. You need to have good aim and reflex to finish the game, and that's the main idea behind shooters. Giving that experience without shooting enemies is a great achievement.

On the aesthetic level, the game is superb. The particle effects, camera shaking, sound effects and music give this game a pleasant mood.

_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.

(1 edit)

The game has an interesting mechanic, and it is an excellent representation of the jam's theme. I see the potential for a mobile game. Music wasn't bad, sound effects and graphics can be improved. What I disliked the most was the collision detection, it needs to be polished.

On my first play, I got stuck because a key disappeared after I died.

_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.

(1 edit)

The concept of the game is interesting. Shooting rockets and then switching to the flame-thrower was my way to reach the tallest building, that was challenging. The goal of the game isn't clear. If the game won't have enemies, maybe adding giving players certain places to reach on each level will make the game very engaging.

You've already played our game Slow Ride, so thanks for that. ヽ(^◇^*)/

I like the concept of the game, but I can't say it fits the theme of the jam because I've never played a deck-building game. The sound effects feel good, but art could be better.  Most of the gameplay relies on luck, and I don't think that's good, because that makes hard to get to master it.

You've already played our game Slow Ride, so thanks for that. ヽ(^◇^*)/

Slow Ride is a racing game where you can't use the brakes or accelerate, and you have to be the racer in the last position to win. This is our submission for GMTK game jam 2018. The theme for the jam was: GENRE, but you can't MECHANIC.

Look for the link to play it here: https://mapedorr.itch.io/slow-ride

[ note ] We had a problem while the ZIP with the latest version of the game was uploading, so, after asking Mark Brown, the game jam organizer, we decided to paste a link to the playable version of the game in its page's description.

Made by team Sapoperro!

Watch a gameplay video here: 

(1 edit)

The representation of the theme you guys made is terrific. One of the best platformers I've played, like ever. I loved the art and sound effects, and what I like the most is that this feels like a puzzle-platformer. Amazing.

_φ( °-°)/ We'll appreciate if you rate or game: Slow Ride.

I like a lot the concept of the game, and its description made me laugh. I'm hesitant about if it is a good representation of the jam's theme, because, yes, it is multiplayer for a solo player, but that's more like a feature of a game, not a mechanic. But maybe I'm wrong.

_φ( °-°)/ We'll appreciate if you rate or game: Slow Ride.

(1 edit)

I like the concept and love its music. It is frustrating but funny at the same time (like life). So, I think the idea was to make a platformer where the controls are constantly changing, and because of that, I'm not sure if that fits the theme of the game jam, because controls are a core mechanic of a lot of genres, not for a specific one. But maybe I'm wrong.

_φ( °-°)/ We'll appreciate if you rate or game: Slow Ride.

Thanks! It is good to know you liked the concept.

Thanks for your comment. We didn't have time to put the full feedback for the power-ups. And it is good to know you liked the concept of the game. We're going to keep working on it, and in newer versions player will know when a power-up is activated and what it does.

Thanks for playing it, we're glad you liked it. We'll try to improve the AI in a later (post jam) version.

Interesting mechanics, and pretty good art and characters design. I loved the snorting animation. You should add music and sound effects for a post-jam version. Level design is also good.

You already played our game: Blind Bird, so we can't do anything but thank you. 」( ̄▽ ̄」)

Great puzzle-level design. A good set of abilities. I liked the graphics, animations, sound effects and music. I love you can play with just one hand. You made a great work!

_φ( °-°)/ We'll appreciate any comment or rating you can give to our game: Blind Bird.

Simple and interesting. It was a good experience. I liked the graphics and music. The jump feels a bit weird at the beginning, but you get accustomed to it. It was smart what you did to inform the player about the charged attack.

_φ( °-°)/ - We'll appreciate any comment or rating you can give to our game: Blind Bird.

Amazing game. I like the dash+jump mechanic, it feels really good once you get to master it. Great graphics, music and visual and audio feedback. You made a terrific work.

_φ( °-°)/ We'll appreciate any comment or rating you can give to our game: Blind Bird.

Terrific game. Sometimes is hard to understand the scenario. I had to stop playing after getting the boost, but I'll finish it after rating other games from the jam.

_φ( °-°)/ We'll appreciate any comment or rating you can give to our game: Blind Bird.

An enjoyable experience with hard puzzles (at least for me). Remembers me the game: Pipe Mania. I liked the graphics and the music. The theme played after winning feels a bit disconnected from the rest of the elements. 

You already played our game: Blind Bird, so we can't do anything but thank you. 」( ̄▽ ̄」)

Thanks for your extensive analysis and suggestions. We'll keep working on the game for a couple of days, so your feedback will help us improve players' experience.