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Marian Pekár

89
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6
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9
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5
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A member registered Feb 02, 2018 · View creator page →

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Did not have time to create a proper in-game tutorial, but I entangled (haha) one into itch.io page at least :)

A neat minimalistic experience. I like it! And I wonder how many and which fingers other people use to play this game. I personally approached it like ten finger touch typing exercise.

The game would deserve a bit more after-jam polish and further development, because the core idea is really solid. Good work!

A fun concept and a good idea you can definitely build on further. I'd suggest to add blocks of different shape, size and mass to be able to build more complex levels out of them. Also blocks with springs attached to them might bring interesting twists.

Wow, what an awesome entry. Incredibly well-polished and very impressive, considering all of it has been made in a just a few days by a solo developer. Great work!

An interesting idea and aesthetics, I like it. Good job!

You've captured some genuine retro vibes in this one. Good work!

A solid concept you can definitely build on. I'd be definitely interested to see this project after a couple of months, a lot of great indie games started as simple, yet solid, proof-of-concepts at game jams.

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Interesting and well implemented mechanics, demands a lot of trial and error approach for playing, but it's still fun. Good work!

A very interesting concept, and a quite challenging game. First two levels are simple, but then it really demands good timing and fast fingers. Good work!

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What an interesting, and very original mechanics and competitiveness that comes with keeping high scores is a nice addition, not often seen in a jam game. Great work!

It's fun and I like the core idea a lot, fits the theme nicely. Good work!

Vibrant visuals and elegant mechanics. I can see you've put a lot of effort into this game!

Nice and simple core mechanic, but still quite challenging.  Good work!

Very nice game, easy to pick up yet still challenging enough. Good job!

A very interesting and original idea. I've never seen a game with this type of controls.  I was able to maneuver only for a while then I started spinning and moving too fast, but I guess just capping both linear and angular velocity would solve it.

Interesting take on Conway's Game of Life which is sometimes referred to as to 0-player game. Well, you've found a way to turn it into a single player game. Good idea :-)

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Are those Schrödinger's cats? :)
It's an incredibly well-made game, I love the core mechanic and your level/puzzle design is very clever.

Hi, thank you for playing and most for the feedback, based on which I included a TL;DR version of how to play the game above the long one. I'm also pasting it here:

TL;DR

  • [SPACE] - Switch between dimensions
  • [LMB click on ground] - Move to position
  • [LMB click on a cube/small button] - Move to pick a cube/push a button
  • [RMB click on a cube] - Teleport a cube to another dimension
  • [RMB click elsewhere (when holding a cube)]  -  Gently release a cube
  • [MMB click (when holding a cube)]  -  Throw a cube
  • [Scrolls Wheel Up/Down  (when holding a cube)] - Adjust position of a grip
  • [TAB] - Open in-game menu

I see. Thank you once again.

Thank you for playing and reporting that the game can get into an unfinishable state, which is something I didn't want.

Can you please provide me some details of how you broke the portals (by that I assume you locked yourself in a room with no way to escape), so I can fix it?

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Thank you for playing and feedback. 

I'm thinking of adding some in-game text hints and also a custom cursor, that changes its appearance when points to something interactable, in some small update after the voting ends.

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Steam games need to sell, so people like me can get their paychecks. So yes, I strongly agree, marketing is important :))

The game looks nice. I like your 2D animations. I also like the mechanics and puzzles, they are indeed interesting and quite clever. I just think you shouldn't have written that in the game description, don't get me wrong, but self-praise is not cool, let others decide whether your mechanics are interesting and puzzles are clever :)

Some sounds would be nice, but there were just 10 days to make a game, and making sounds, or even searching for fitting ones is a time-demanding process and you obviously spent that time on the different parts of the game, which I think paid off.

Overall, very good game, well polished too, for a jam game. Great job!

It's fascinating, how different people can experience the same thing so differently, isn't it? If you check the other comments here, and especially the one at https://marianpekar.itch.io/you-are-dead in the comments section, you'll see what I mean. And it's completely ok, it would be a very boring world if everyone would be the same. Thank you once again for your feedback.

Thank you :). If you like the shader, feel free to use it as is or modified in your own games. 

It's this file https://github.com/marianpekar/you-are-dead/blob/09c09cfa723a9322f79073877b30ddb...

I personally like games that are challenging. 

I'm an old-school gamer and I played games in the 90s that had far more difficult puzzles than this humble adventure. And without any external help, as you can instantly get these days on YouTube, I've sometimes spent hours stuck at one point, trying to figure out what the hell should I do :). But when I cracked did, that feeling was always super rewarding. That's something I miss very much in most modern games. They often show you exactly what to do and where to go, and that's boring for me. 

However, that's my personal point of view and I completely understand and respect that not everyone shares it with me. 

Thank you for playing my game and for the feedback.

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Thank you for playing. I'm happy that now I know someone made it to the end even without hints. You are smart!

Also thank you for telling me, that the player can get the game into an unfinishable state, which is something I tried really hard to avoid. 

That's why I playtested the game many times and added for example the one extra white skull to the far right end where the stag with red antlers is, and an extra pedestal that opens the green portal next to the dragon from the other side.

I'll fix this edge case after the jam voting ends when I'll be allowed to push updates. I also plan to add a custom cursor, that changes its appearance when points to something interactable.

Thank you :)

Cool platformer. I like the idea you need to die in order to progress, I've seen it in several other submissions. It's interesting, how the theme evoked a similar idea in different projects. Your implementation of it is very good. And very good game overall. I like the music and sounds too, fit in the game nicely. Great job!

Cool visuals. I like the retro vibes. The music and sounds fit nicely. The game is short, but that's understandable considering it's a jam game that needed to be done in 10 days (mine's short too, if you know exactly what to do, just about 5 minutes). Good job on this one!

Well-balanced flappy game. I like you don't immediately die after one mistake. Good work!

That makes two of us :) Thank you.

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The game definitely has its own identity. I've just seen Spirited Away too many times. It's a lovely movie and I will eventually watch it again... and again :)

Thank you :)

Thank you :)

Thanks you :)

Thank you for playing. The book needs to be placed in the bookshelf on the right, then the Witch will interact. 

There's a visual hint, if you compare those two bookshelfs, the colors are different, but the positions and rotations of books are  same, except at one empty spot. That's the spot the missing red book needs to be placed in :)

This is such an awesome game. I love it! Clever mechanics, good writing, beautiful visuals. I saw it in the stream a few days ago and now I finally had a chance to play it by myself. Great work.

Is this inspired by the work of Hayao Miyazaki, especially by Spirited Away? It has some sort of similar vibes.

Interesting "point and click shooter" game. I like the magnet mechanics, just took me a while to figure it out. Good work!