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mapedorr

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

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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

I liked the concept of the game, but I would have liked meaningful choices instead of that lie to people, so they calm down while you kill em' all until the next speech, mechanic. Maybe you can say something that makes Zombies/Vampires stop their attack while you manage to do another thing: like convincing them that war is not the only option, or that they should give you something because you're killing their enemy (yes, you get points, but you can't do anything with them to win). In a video game with such interesting critique more options should be given to the player.

I would like to see more about this game. And thanks for your comment on ours.

Thanks! You're game has an interesting concept.

Nice game but too hard, or could be that I played it in a laptop. It is hard to know when you can pick a gun, and drones are too small in comparison to the helicopter's size and the shooting ratio. The sound effects for shooting and getting hit should be different for improving player feedback.

The idea is interesting but the controls didn't feel well. I think it is the time it takes the ship to change its direction. I didn't like the music but the visual style was fine. The main menu reminded me of Metal Gear Solid 3: Snake Eater.

Why Pac Man don't kill the ghosts by eating them like in the real Pacman? At the moment, Pac Man feels more like a bomb that follows the ship and increases its impact ratio over time. It would be interesting if the player had to build a path for Pac Man to eat the ghosts.

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The idea of a tower defense platformer is quite interesting, but the game is really hard. I think the jumping  and the UI needs improvements (it is hard to know when you're gonna lose). I loved the aesthetics: the pixel art and the animations, the sound effects and the music (which reminded me of Fez)).

I would have liked that the platformer component of the game was used not only to get crystals, but as part of the tower defense in itself. What if the player had to build turrets in the ground and carry them to the top.

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(^◇^*)/

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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.

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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.

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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.

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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(^◇^*)/