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Mari LeFabled

166
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2
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14
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A member registered Jul 31, 2021 · View creator page →

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Me and this game are going to fight lol. Liking the style and the use of theme. Has the feeling of one of those games like "Getting Over It", where you build muscle memory and expertise. Transitions are cool and liven things up, same for the tony hawk-esque trick scoring. 

One of the sickest menus that I've seen in a minute. The art style has an almost claymation feel to it, movieish. Smooth and simple, I dig it.  

Hella cute. Pixel style was perfect for this. Adorable slimes doing slime things. Enjoyed the slimes pushing stuff around on the stage. Got $315, may play again. 

This was neat. Cohesive, pleasant and easygoing. The art style fit perfectly. Nice. I got to 355 spectators btw. 

Took me a second to wrap my head around the gameplay. Kind of a cool slot machine fusion style mixed with some furious clicking. Some of the skills were pretty badass looking. A little difficult for me, but just mashing on q/w/e/r gave some fun results. 

love your style. do you do commissions? 

.This is AMAZING I can't believe you did this in only 3 days!

So are you actually participating or...

thank you! I'm not much of an artist, but I've been trying to make my style more consistent at least. really pleased you see some merit in the visuals.

mouse aiming requires a combination of speed and precision that's definitely easier to consistently hit on mobile. Really glad you enjoyed the concept though. I had a ton of fun making this one.

I'm glad you liked it! yeah, the controls are very sensitive and particular about when/how movement shots are registered.
If I had to do it again, I'd probably use different values for mouse and touch. Constructive feedback is probably my #1 favorite thing about jams.

that's what they get for gawking! 549 is decent, you weren't messing around huh?

enjoyed the heck out of the lighting and the overall vibe. took me a couple plays to get my mind around it, but once I did, it clicked. situational awareness is super helpful in this game haha. I gotta play again and get all the upgrades to unleash the full potential.

This is slick. My little guy never stopped moving. Felt good dashing right past a ghost and sending him into the river styx. clever mechanic that makes for easy controls while still providing some challenge. ended my last run by accidentally doubling back on styx water. will def come back for this one.

that means a lot, I appreciate it.

half of the dev time was spent outside on the porch working on the tablet and drinking cheap whisky haha. it was basically mobile-first from the start. thanks for your thoughts on this, Luke. you've given me some ideas on what to add once the jam is over! 

nice! I agree, definitely more fun with fingers. mouse aiming can be a little wonky.

This freaked me out. The juxtaposition between the creepy roaches and the retro gaming was a trip. This game has CRAZY amounts of atmosphere. It was actually making me uncomfortable, which is a good thing. First time i played, I didn't realize you had to kill the roaches. I thought space was just a cool way to take you back to the menu. ...then I realized. then I saw. I was hoping some of the powerups massively slowed the zombies. 

Woah. Game has more depth than I initially anticipated. It's an endless runner with some cool arpg-lite mechanics on top. I don't care if it's beneficial or not, I'm turning into the bat at every single opportunity. it's too cool haha. I got spanked, but that's my fault. Ima need a Redbull for this one haha.

getting a good rapidfire stomp session in feels good. when you see 3 bats coming after you and you have the high ground. I enjoy the forced bounce mechanic. you gotta watch your bottom AND your top. consistent art style, easy to understand, still challenging. occasionally I would misread collisions, but it wasn't a big deal. 

6382, and Kronos STILL whooped me. I didn't really understand what was happening for like the 1st minute, and that was OK. I just kept blasting and running. Why recycle plastic and paper when I can just do this haha. Interesting concept.

Dang. Looks like something you'd expect to have been already released. A lot of detail put into the aesthetics and feedback. Tons of room for strategy and tactics. I keep getting WIPED, but it's because I'm bad at the game haha. 

Smooth package. Everything felt/looked consistent. I kept falling haha. I'm picturing this place as a graveyard on the top of a mesa. Simple idea executed well with a minimalist vibe. 

I dig the simple, one-touch controls. I also like monkeys! some polish would go a long way with this one. core concept is decent. big fan of the background and vibe. 

this was SOLID. polished, responsive controls, visually engaging and simple to understand. I felt like Indiana Jones if Indiana Jones spent most of his time jumping into lava by accident haha. feels mostly complete. a pretty great base for something if you want to build on it after the jam. 

I play games more on my phone now than consoles/pc, so I've been focusing on mobile-friendly stuff. glad you enjoyed it!
Adding a little mini-tutorial or just a visual demonstration of how to play would go a LONG way.

good point. Should be a button that pops up after completing a run! 

thank you! and yeah, fine-tuning the physics definitely took up most of my time. 

Really good idea! Definitely adding those in post-jam. It will make things immediately recognizable.

Big fan of games where you draw a line that interacts with character. Last gamejam I did before this one used mechanics like that, but the target is super cool. I had a blast trying to hit bullseye. The UI is a little rough and the visuals are scattered, but I had fun playing. a cleaned up version of this would be dope.

the vibe is awesome. consistent and unique visuals gave this game a great feel. Satisfying just watching your little pidgy flip around. Again, amazing style. 

I almost grabbed my roommate and had them steer while I typed lol, but that would be cheating. fun stuff. would have been neat to incorporate more parkour elements like jumping or flipping. but this was cool. 

This was cool. One of the best uses of the parkour theme I've seen. Controls felt a little clunky at first, but I think that's by design. They became more natural the longer I spent dashing and climbing. I liked the auto-climb and auto-dash features. Made it feel more like a puzzle game than the platformer I was originally approaching it as. 

This is nice! Simple controls yet fun to play. Had a good time running from that big sentinel looking dude. Randomized levels kept things fresh and the controls were price/responsive. When I lost, it was because of me doing the wrong thing. Definitely dig the vibe and the one touch controls.

Solid core. running, rolling and jumping felt good. sticking the landing is nice. would be nice to have shadows for jump/landing and maybe a smoother camera. I like it. Family friendly too.

I jumped a lot. I got trolled by the level. impressed by some of these high scores.