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Marcus Himself

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A member registered Jun 08, 2020 · View creator page →

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Love it!

That's a very cool idea! I like the art style. Pretty good for 1 1/2 days of work. Well done!

I totally love that you can use the physics to push planet arounds and force them to merge, make it feels pretty dynamic and less static. And I love that there is not time limit or something that forces me to drop the planets as soon as they appear. It's pretty chill. I like that.

It's a bit like Tetris with planets and gravity. What's not to love about that? Great game!

Thank you! :)
I'm working on turning this game jam version into a proper game, but it will take some more time.

I updated the game to version 1.1. which includes and option to turn off the background distortion. If you want to give it another you should not get sick anymore :)

I published version 1.1 with some improvements for the character controller like the jump buffering you mentioned and also coyote time and better air control.

Sure, this would be nice. I'm just doing a couple more play throughs and then later today I will upload it :)

Thanks! :) I'm still working on my post jam update. When I'm finished I'll check out your game again. I curious to see what changed.

Thanks! :)

Thanks for playing! :) Yes, it seeems like it's too diffcult in some parts but I'm working on this for version 1.1 (should be ready soon) with some reworked puzzles, some helper features like "smart humans" and stuff like picking up single tridents and more tridents for mor fun :D

Thanks for playing! I'm working on version 1.1. right now and there will be a feature called "smart humans" that stops the humans from jumping down ledges. It's optional but I like when player can tweak games to their likings. In a proper full game I think stuff like this could be pretty nice a a type of human from a certain circle in hell, maybe sloth. They are so lazy they refuse to jump down into the lava so you have to poke them even more :D

Thanks for playing! I'm glad you like the game :) There will be a version 1.1. pretty soon.

Well, I think that all feedback is valuable, no matter if it's from a stranger from the internet (which also counts for basically everone I don't know personally :D) or a friend. As long as feedback is more than "your game is shit" I appreciate the feedback, so thanks for the feedback!

I'm done with most of my feature reworks and I am restructuring the tutorials now. When I get to the blocker level I will see if I can make it better. What I don't like right now is that the main tutorial, the human bouncing on the trident and flying into the lava is quite easy to miss, so I will improve this someone anyway.

I will keep an eye on the missing music, can't really explain how it could vanish but would not be the first bug in a game :D

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Thank you for playing, enjoying the game, and the detailed feedback!

I'm surprised that you didn't hear the music because there is some. It's not super loud but it is there.

The problem with the level design or in general with the tutorial is that I don't like written tutorials (like: "you can do this and that and if you do this you can do that with the other item"), there is nothing wrong with them, but I think "show, don't tell" is much nicer. This is what I tried in Level 3. The idea is that you enter the room and above you the first humans get catapulted into the lava which is supposed to teach you about the bouncy tridents. Then when you recall the tridents the blocker is removed and the humans falls down. The idea here was to teach the players that a trident can block and if you forget to block, they will fall down.

It's quite hard to teach such things without constructed not natural situations like this. But I try to redo the tutorials to and make the game easier to understand, maybe I will find a way that feels less punishing. In general it's better to not teach all the stuff in one room so I want to add at least another tutorial room anyway.

Right now I'm doing some experiments with people NOT falling down from cliffs but from small steps, but I'm not sure if I like that. It would make Level 4 much easier but it removes a lot of the chaos which I really like :D

You're welcome! In the end it's all about learning I think. Every game will be a bit better than the last. For your first game jam this is totally fine. It worked, it didn't crash, I didn't see bugs (weird behaviour is not a bug it's by design :D), that pretty good.

Nice game!

You asked for feedback, here we go :)

I like the general direction of the art style, the player and the enemies look nice. The trees are a bit simple and there could be more going on on the ground like bushes or rocks, stuff like that. The lighting is nice and that the fire is the brightness when it's almost out or when you refuel it is a nice touch.

The controls feel very limited. You can't move the rotate without rotating the player and you can't look up and down. With a static camera like this maybe an isometric top down view would work better. When attacking, the camera could also not be rotated anymore. This made the camera not feel really smooth and it was hard to see what is directly in front of you.

The music is good but not really fitting. It feels too epic for the game. I think your game could work really well with less music and more ambience that would elevate the danger much better.

The combat was a bit boring because you could not move when striking and there was no blocking or dodging. 

I know there was not much time and I think you did a good job, but I also think there is potential for a much better game if you can manage to make everything feel smoother and polished. I could also totally see this with more things to build like towers that could help you defend the fire.

Overall not bad. Well done!

I like the idea of the game. The crow is hilarious!

The visuals are nice, the animated background is pretty cool, and the music is great. It has a pretty nice atmosphere and you captured the dry desert feel quite well.

The controls and the game itself could be a little bit more forgiving. It's super easy to die, but maybe this is the whole idea like in Flappy Birds.

Overall a nice little game. Good job!

The general atmosphere, especially the music, is pretty nice and I like the concept of the game.

The controls could need some improvement. The jump is too fast, it needs more airtime and control. The movement is a bit to slow. I wasn't even aware that you can run. I tried it with the controller and the button layout was a bit weird. Totally playable but jumping with B is rather unusual.

The energy system or heat system was fine. It's nice to have some sort of limitation to your abilities but if you run out energy you can just move the previous room and pick up the energy orbs that respawn. Balancing such system and "puzzles" is hard but in the case you can just basically grind your way back to full energy to continue.

For your first platformer this is totally fine. Making a platformer feel really good is hard work. I think with some minor improvements would improve your game a lot.

Overall a  nice entry. Good job!

Nice game idea and beautiful art style! I love the hand drawn artwork a lot!

I'm not so sure about the gameplay. I went to the furnace and powered it fully and won. I saw the spiders but they just stayed away from the furnace. I don't know if they attacked the pylons or not.

With some more polishing and making it clearer what is going on, this could be a nice little game.

For your first completed game you did a great job! Can't wait to see what you will do in other game jams with your hand drawn art!

Well done!

Nice art style, music, and controls.

It's rather short and the interactions are quite limited, but you wrote you had to turn it in early. Too bad, it would have been great to see the full vision for this game.

Nonetheless, good work!

Phew, that was intense!

I love the art style and the implementation, feels very good to play. The sound effects and music are also quite fitting, and the idea is cute. Sacrificing chicken is exactly what these feathered devils deserve! :D

My only tiny complaint would be the difficulty, it got hard petty fast, and in the Main Menu some button feedback would be nice like highlighting the font when the mouse hovers over the button.

Overall a really well made and fun game! Great job!

Nice game!

The game boy visuals and audio work really well and the gameplay is also fine. You totally captured the feel old Game Boy games!

Not much to complain here. It took me a moment to figure out that I need z to talk. The collisions could be better. It was a bit weird to collide with the tree top. And often it seems like the knife vanished immediately after hitting an enemy.

Overall a pretty nice game I enjoyed to play. Great job!

Cool game that reminds me of adventures in the 90s. Nothing made sense in these games but they were fun to play and only beatable by reading a walkthrough, which was quite hard without the Internet.

The visuals are nice. The writing and humour were great. I love the small details like using a thermostat as volume bar for sound and music, and did I spot THE internet in the cabinet?

The solutions could be a bit more logical for my taste and as someone mentioned in another comment, it would be nice if the solutions to different problems could be solved independently without doing an unrelated step before, but for the short time given in the jam this is a really nice and enjoyable entry.

Great work!

Thanks for playing and the feedback! :)

Yes, level 4 is a bit on the hard side, because when they fall down you have to bring them up again the whole level again. I wanted to add a puzzle that also requires some timing but recovering from failing in this case is not very good. I'm already working on version 1.1 to address many of these issues. I have to see if I can do something about the jump buffering though, but I will add it to my to do list!

Thank you very much! :) I'm glad you enjoyed the game.

Thank you for playing and enjoying the game! :)

Pretty difficult but fun game.

The controls and the general feel of using the flame thrower to move trough the levels are good. The visuals are also nice, the levels could us a bit variety though.

I had a really hard time even reaching the second checkpoint. It would be great if the first level or sections would have been easier to get used to it.

What I really like is that you don't reset everything when the player dies. If ice was melted it stays melted. I also really love the little animation you added to the flame thrower when using it. Nice little detail.

Even though I could not beat the game I enjoyed playing it. Good job!

You might not have enough time finish add to the game you wanted but what I played was pretty good.

I totally love the idea of running around as ravioli with butt cheeks in a super huge kitchen. The visuals are very pleasing and the use of the object like the toaster button are pretty nice. Did I even spot some dark humour on the post it attached to the toaster? Poor mother!

The controls of the character were a bit to floaty for my taste and not responsive enough like when I push something and let go of the buttons the pushing should stop.

But overall a really nice entry that just needs a bit more polishing and sound/music to really shine.

Great work!

Do you know the website deepl.com? It's a pretty good translator. It might help fixing the grammar next time. I use it all the time to be sure :)

Score: 41/42 

That was a pretty cool game with a unique and interesting concept! The character design and sprites are very nice. I enjoyed your game a lot.

What could need some improvements are the UI. Everything is rather big and having to switch pages in the hot words windows was a bit annoying. What I think would work much better would having the hot words box open all the time and all words on an page and underneath it there could be the three actions: move, ask, and link. If you now want to move somewhere or ask something just grab the word in the hot words box and drag an drop it onto the action. Just an idea :)

Overall a very enjoyable game and of course I did not burn Luna. She deserves better!

Great work!

I tried the level again and when I finish it there is a 0 on the clock :D But I finally managed to escape the building. In think level 4 worked the best for me, the one with the 3 fires. There it felt like I really decide how I want to approach it. Do it take more time but jump less high and risk of getting burned or do I jump higher and be safe but need to hurry. I liked that.

The concept of your game is nice. Spending to increase different stats that help you solve puzzle rooms is a nice idea, but I'm not sure if the points really make a difference or even give me a choice.

The first time you have to smash a crate I didn't know I HAVE to spend a point in strength, but ok, I invested it and could break it. Later I reached this room:


I really struggled. First I spend 1 point for strength, because I need to break the crate. The I though 10 seconds are really not a  lot so I spend 2 point in time and hit Start. I couldn't even jump up the first edge. Then I found the correct distribution of stats, 1 in each category and even then I hat a split second left before I finished the level. Even the tiniest mistake would have led to a failed level.

I think the idea is really great. You give the player tools to get across the room and if the level design would utilize this and offer the player multiple ways (like do I take the easy path and increase my time or do I take the risky path that needs some high jumps so I spend points in jump height instead of time) it could be really great. Of course doing awesome level design in this short amount of time is super difficult.

The visual and the music are nice. The minimalistic art style works pretty well and makes the level super easy to read.

Good job!

I like the premise of your game, it's quite unique.

Unfortunately I really could not figure out how this games works. I totally get the idea behind it and how the steps are to create the whiskey are supposed to work but even after watching you tutorial video I could not make a single barrel of regular whiskey. Not sure if those are bug or I just don't get it.

I think the game could be really interesting if it would be clearer how it works. I could totally see this either an Overcooked like game, with a character to run around an carry the barrels and turn wheels and stuff, or as some sort of simulation where you can spend the money you make to buy more equipment to get oven more stuff.

If you release an update at some point I would totally check your game out again. Daddy needs his whiskey :D

Nevertheless good work!

Thanks a lot! :) Did you have trouble solving the puzzle at the end at all or was it just not so easy to find the solution? The humans should of course not be able to move through the blocks but it's physics bases, so how know if somehow they can squeeze through under certain conditions. I will keep an eye on the issue and see if I can reproduce it.

Thanks for playing! :) I'm glad everything worked so well together in the end.

Right now I'm working on a post game jam update that will fix and improve some issues and will also bring back the controller support and probably custom keys so everyone can set up the controls they way they like. 

Actually I thinking about maybe turning this into a full release. We'll see. When I can come up with enough stuff that the player can do, why not :D

Thank you for playing and the nice comment! :)

Pretty cool idea! Reminds me a bit of Micro Machines too.

The visuals are great. I love the animation of the bun, it's so doughy :) The parallax effect is also nice. The broccoli is super cute and killing them by boiling them is exactly what they deserve!

The gameplay was fine, could have used maybe another kind of "puzzle" but overall a nice little game I enjoyed. Good job!

Cool game! I really like the idea of mixing and brewing potions.

The art style and sprites are awesome, the sound is nice, and the gameplay idea is also fine, although there are some annoyance that if fixed would make this a wonderful little game.

It took me 3 or 4 tries to understand how the game works not because I could not figure out how the controls work. I knew what I had to mix and how but not how to do it. Then I found out that the fire has to be under the station to even drop an incredient in AND when you drop the incredient you have to click it in the inventory on the left side, hold the mouse button and move the incredient on top of the station sprite. What I tried was letting it drop from above the station but this did not work at all. 

After that it went pretty smooth until I tried to brew my third potion, I think it was red + blue, but I added the stuff first and then the red which led to a wrong ? potion and not point. This makes no sense, the order should really not be important at this point.

Wonderful entry nonetheless. Great work!

I did not finish the game because after many tries of getting up a huge building I gave up, so I don't know what would happen after this sequence in terms of platforming or enemies.

What I played, minus the frustration, I liked. The art style is pretty cool, I'm a big fan of these low poly voxel styles that are enhances by light and shadow and neon colors. It was a bit dark in some area but overall it looked pretty good.

The controls and shooting were also fine, it could feel a bit better to hit enemies but I liked your particle effects, especially when the gun was fully charged and you blast this charge to jump.

The level design was a bit unforgiving for the platformer parts. You had to be rather precise. If the blast jump would have been a bit stronger or the platforms a bit closer together it would have felt better.

The staircase, it was also mentioned in a comment, was tricky but I think it's a nice to have variety in the levels. Coming from the street, entering a house, running to the top of the building and jumping out of a windows is cool. Maybe something like this would work better:


I enjoyed playing it and will give it another try. Well done!