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mapedorr

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A member registered Jan 07, 2015 · View creator page →

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Thanks!

You're right. We can adjust that in the following days. Thanks for your comment.

Thanks for your comment. We're glad that you liked it. A lot of changes are coming in terms of gameplay, stay in touch to know about them.

Thanks. We're glad you liked it. You're the first one who compares the game with Orwell, and that's pretty good.

"Made by professional developers"... thanks for that. We're glad you liked it. And regarding the GDC 2019 submission, we were accepted: https://gdconf.com/news/play-these-20-unique-games-gdc-2019s-altctrlgdc-showcase

I liked this game a lot. The interpretation of the theme is excellent, and the mechanics feel pretty good and well balanced. It has a pleasant visual style and background music. With a little bit of juiciness, the game will feel great.

If you could comment and rate our game, we would appreciate it.

The interpretation of the theme in this game is great, a pretty smart approach. It could fit well with a rhythm mechanic. I imagine that playing online requires a lot of planning and a quick reaction at the same time because you have to know which unit to move as you take into account your opponent's units position and attack range. I'll try to play it with a friend later.

I also liked the visual style. The UI needs improvements, like the font size for the timer, and I it is a shame it doesn't have music neither sound effects.

To sum up, you made a great work, and I expect to see updates on it.

If you could comment and rate our game, we would appreciate it.

I liked the concept of the game because it has cohesion between its story and its mechanics. What I mean is that it makes complete sense that a turtle will have time to plan its actions due to its slow movement. However, the game is quite unfair. Sometimes it is impossible to survive the attacks of the other turtles despite you try to roll. With some improvements in the mechanics could be an exciting game.

If you could comment and rate our game, we would appreciate it.

Pretty funny and great interpretation of the theme. The preparation phase should give more feedback about the queued attacks. I'm not saying it should show what each player did, just something that let them know how many have they used so far. I see this game in the same category of games like Gang Beasts and Human Fall Flat. It has the potential as a couch-party game.

I liked the visual style, the quality in the 3D models and their animations, the background music and sound effects.

If you could comment and rate our game, we would appreciate it.

The idea is interesting, but by its name, I was expecting it has a mechanic related to the rhythm. I think that if you're going to give the player time before the attack starts, the game should show spawn positions of soldiers so she can plan how to play. Another good thing could be something in the UI that let the player know the path a monster will take. I see the potential for this game as a card game, maybe because of the variety of demons. And having a rhythm mechanic would be great.

Some animations were pretty good.

If you could comment and rate our game, we would appreciate it.

I liked it. I played it on Windows, and the shooting mechanic felt well. It looks good, and the music sets a pleasant atmosphere. Having enemies that stop you is good for allowing the player to change her mindset for a while, I think that's good for relaxing a little bit. I would like it to have a story.

If you could comment and rate our game, we would appreciate it.

Good start for a platformer with a turn-based combat system. I liked the walking animation and the music. Keep working on it.

If you could comment and rate our game, we would appreciate it.

I liked the idea of the game and its shift to the classic Tetris, but I didn't see any of the mechanics of Breakout in it. Maybe I'm thinking in the wrong Breakout? I loved the animation that runs when you die and the reference to GTA V. I think the game has a lot of potentials, and with extra mechanics could be an interesting puzzle or casual game.

If you could comment and rate our game, we would appreciate it.

The idea is interesting. It is like Overcooked but with an extra layer of complexity in the cooking mechanics. I liked the visual style, but the color palette makes hard to set up the game in the second page, a description for each flavor could help, and you don't tell the player that she has to press Space to select each one.

Nevertheless, I think the interpretation of the theme is weak.

If you could comment and rate our game, we would appreciate it.

If you try to run the game from the itch app, it won't. Go to the folder where it was unzipped and run the EXE manually.

I didn't like the game. The idea looks interesting, but it feels like another shooter. It made me think in One Punch Man I don't know why. The graphics are good.

If you could comment and rate our game, we would appreciate it.

The story seems interesting, but I couldn't play more than three rooms. For example, when I try to go forward after listening to the conversation and getting one Infoscript, the message Not coded yet shows.

If you could comment and rate our game, we would appreciate it.

The concept is interesting, and with more work could transform into a pretty good game. I liked that the player has to make the tree grow to get the key. Keep working on it.

If you could comment and rate our game, we would appreciate it.

I loved the mix of genres in this game. I think it is a smart interpretation of the theme. Sometimes it feels frustrating because of the physics behavior: boxes that keep moving, small jumps of the armadillo after it hits the ground, and weird launches. Restarting the level after dying should be instantaneous. I liked its level design, the tileset, and the background music.

Awesome work!

If you could comment and rate our game, we would appreciate it.

The representation of the theme is quite interesting and has a lot of potentials. I liked that sometimes the player has to choose between picking a power-up or a speed buster depending on the situation of each vehicle. I've thought that both vehicles were linked (maybe past and future, or two parallel dimensions), which could be an intriguing story.

The visual style and sound effects could be better, at the moment are kind of funny, especially the speed buster.

On my first two tries I didn't understand how the acceleration worked, maybe it should be explicit in the game's description.

If you could comment and rate our game, we would appreciate it.

This game has the best interpretation of the theme I've seen. I love how it encourages the player to use her head to experience the pecking. Could fit well in GDC's AltCtrl. Just one complaint, sometimes the chicken starts screaming without having touched any obstacle. I don't know if it is because of the controller or something in the collision detection, but is frustrating not to know what's wrong.

I think the game should allow the player to remap the input. And maybe you guys should think of making the game more accessible. In my case, my wrists hurt a bit after playing a couple of times. This video could be helpful:

Regarding the aesthetics, I liked the music (it made me remember Earth Worm Jim 3D, I don't know why), and the visual style could be improved. The experience was great.

If you could comment and rate our game, we would appreciate it.

Thanks!

It is an interpretation of the theme quite interesting. I like how it forces the player to wait and not solely shoot. But I didn't feel that I was saving the planet, maybe because its appearance didn't change after killing Voxella. Planting seeds could evolve into an innovative mechanic, and maybe Topsoil could help as a reference.

I liked its visual style and music. The UI could be better.

If you could comment and rate our game, we would appreciate it.

The idea is interesting, but it is hard to do both tasks at the same time: moving the paddle and trying to understand what the cards do. Maybe you could add a mechanic that puts the game in slow-motion lapse so the player has time to plan which card to use.

I liked the visual style in the cards, and it is a shame that the game doesn't have sound effects and music.

If you could comment and rate our game, we would appreciate it.

Thanks. We're happy to know you liked the mechanics and the theme.

Thanks. We're glad you think it is original and that liked the aesthetics.

Thanks for you comment. We're glad you liked it and what you think of the art style.

I loved the atmosphere set by the visual style and the music, although most of it is thanks to its similarities with Inside, by Playdead. I'm not saying that's bad.

The idea is interesting, but I think it is no approached to its maximum potential, fundamentally because the only difference between the human and the lifeless shell is its speed and jump height. What if the lifeless shell doesn't collide with the environment? What if the lifeless shell can interact with certain elements?. I think this idea has a lot of potentials, and you guys should try something different, something risky.

The jumping mechanic feels weird, and because the puzzles depend so much on the jump, sometimes the game feels frustrating and unfair.

Despite the long bad comments, I liked the game, and I hope to see how it unfolds.

Thanks for your comment, Jake the dog. We're glad you liked it.

Someone in the team (could be me, who knows) will play your game later, I promise.

The idea of having a game of two genres is clever, but it was impossible for me to finish the first level. The problem was that I didn't have the time to plan where the turrets should go, and then I couldn't get enough fishes to build more. Maybe for the first level, all fishes should appear in a fixed spot while you learn about the weapons you have and other mechanics.

I liked the visual style and the music, and the color palette sets a peaceful atmosphere despite you're getting attacked. I hope to see updates in this project. I love fishing in games.

If you could comment and rate our game, we would appreciate it.

Like most casual games, this one was entertaining, but the leaderboard wasn't working. The art and music were fine, but nothing to stand out.

The idea of deforming the ball is quite interesting, but I don't understand its relationship to the word hybrid. It would be nice if the movement of the ball changed each time it deforms, or if the ball modified its shape completely after hitting certain poles.

If you could comment and rate our game, we would appreciate it.

Thanks. We're glad you liked it.

It made me remember my days playing Age of Empires. I liked the idea, the sound effects, and artwork. It has a lot of potentials.

The movement through the map is a bit tedious and confusing, a minimap could be helpful. Sometimes it is hard to select units, mostly when you want to choose them in groups.  I think better UI feedback for units movement is a need. It was especially hard to send them upwards. Having enemies guarding resources at the beginning of a level slows down the progress, maybe if you give more resources to the player removing the need for fighting could lead to epic battles near the end of the level.

I loved the visual style of the game and the freedom in the level selector. The collisions detection was a bit frustrating, and it was hard to understand the teleportation mechanic, I think it needs another visual feedback.  It is interesting to know you developed the game with your daughter.

Thanks for your comment in our game.

I had a great experience playing this game. It held me until I found the boss and it killed me. I loved the reload mechanic (especially using the rifle) because it allows you to plan your actions and pick the right weapon, and the variety of guns contributes a lot to the gameplay. The movement feels weird due to the lack of diagonals and some collisions detection. I think more heal tanks are a need, and also a couple of illustrations in the intro.

Finally, I loved the visual style, sound effects, and music. Overall, the game feels juicy and well balanced. Great job!

Nice mix and use of the theme, I'll comment based on my experience with version 1.0 (since I don't know if version 1.1 is a post-jam release, which could be due to the tutorial addition, and the improvements on the UI and the jumping mechanic). But excuse me if I'm wrong.

It was hard to understand what I was doing at the beginning because of the teleportation machine. I liked to have lives because it allowed me to take risks to learn the rules of the game. I saw one can jump on the numbers, but I couldn't use that to get to the top of the cubes, which would have been useful to mark 4s and 3s. I liked the visual style of the game, more than all the main menu, and I missed it didn't have background music.

Although the idea is interesting, I asked myself why you didn't use the third plane of the 3D view to re-design minesweeper, that could produce some exceptional rules to develop. Even so, I had a good experience playing it, and I hope you can reach the goal on your Kickstarter campaign.

Finally, thanks four your comment in our game.

Thanks for your words. We're glad you liked the visuals.

We're working on improving the puzzle design, a lot of players complaint about it. It was hard to get to the current puzzle mechanic, and that explains why it has loose ends (we didn't have the time to test it before release).

Updates will keep coming until we're ready to launch on stores with much more content and gameplay mechanics.

Thanks for the long comment. We're glad you liked both the aesthetics and mechanics of the game. We want to keep the game as mechanical as possible, and that's why we decided to leave the cartridge switching in that way.

Other players are commenting about the words, so we're are improving its design. It is good to know that the game has a Papers, Please atmosphere because that game inspired a couple of things while we were throwing ideas.

We wanted to give players freedom about which path to take, so it is good to know you think it was a brilliant decision.

Thanks. Our artists are jumping thanks to your comment. :D