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Mario_The_Man

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A member registered Jul 30, 2018 · View creator page →

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Wow, this is amazing! The tutorial has a lot of charm, and I love how the treasure includes percent based gains; Nothing sparks the dopamine like exponential growth, however slight!

Simple, fast, fun! I love the breakneck pace!

Thank you so much! A problem with trying to make puzzles for this concept is how free you are to win the moment you meet a certain condition, so the level design needs to be tighter than I had time for- But ideas like the Red Food and a few others I didn't have time to implement (yet) are attempts to put those constraints back in. I'll take this as a vote of confidence to keep going!

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Stress was the intended response (In a hopefully fun way)- And round 10 is the highest score I've heard, including from me! I was almost convinced round 9 was a killscreen!

Simple, fun concept, and stunning visually!

Very fun stuff! I had a purely cosmetic bug where the homing weapon was listed as purchased when it wasn't, otherwise, a simple, fun time

Simple, fun, and looks great! The joy of "Here's the thing that nukes the screen" is working its magic here

They didn't lie, that astronaut do have a gun
Very cruel how only one weapon can hurt enemies, and both share a reload timer, but it absolutely captures the feeling of propelling yourself through space with a gun!

The pressure to shoot each enemy EXACTLY enough makes for some fun gameplay, and the stun-on-hit and periodic screenwipes keep it from getting frustrating. Good stuff!

Rough around the edges, but carried by the simple joy of collecting things- And destroying drones early to make room to shoot another sooner is a small, fun addition. Makes me feel like I'm using advanced tech. Even what little is here makes me think, and that's more than I can say for a lotta games, good work!

Simple, fun- And making your health also be the amount of light you have to see with is just genius!

Very fun, and I love the music! The instant respawn is a bit jarring, especially for a game where every second out of water counts, but, the fact that's the worst I have to say is a very good thing

Took me a moment to figure out the controls, and that down arrow originally sent me offscreen to my doom, lol, but a fun little level! Jumping and slamming back down is a fun mechanic and that's all you need to make a nice collectathon

I couldn't launch the game either- Which is a shame, the screenshots have a wonderfully jarring artstyle, I wanted to see it in action

I'm not sure if it was an issue with me, or my machine, but the resolution of the screen was off such that I could only see about 3/4 of each cassette dialogue. Even then, and with it being rough around the edges, I liked the vibe, it was very zen-like!

You reached the killscreen- AKA, you accomplished the goal of surviving 30 minutes and won!

I've done a quick test of the mechanics by rolling up a pitcher and having them pitch half an inning- They sucked at every pitching stat except for violence, which they had maxed out, and proceeded to pitch a shutout that left 4 injured, reducing their morale so much that every single roll became a success by the end. This was one eighteenth of a whole game, and the character I rolled didn't even have good stats, yet it was unimaginably hype. Highly recommended. 

I really like this game in concept, but I see some issues both in mechanics and presentation.

For Mechanics-

  • Momentum feels a bit odd, specifically because you don't lose horizontal speed midair. In most games, you'd expect to slow to a stop if you let go of left and right, but in this game if you want to fall straight down, you have to hold the direction opposite of the one you're already moving in.
  • Those... uh. I'm not sure what they are but those things you touch and they turn green. They don't always activate when you touch them. That, and they're almost completely abandoned  for a while once spikes become a thing.

And presentation-

  • The part with "You're going to end up a failure" could be improved if it was more gradual. If in the first level there was just one line of text, and in the next there were two more, and then in the next the whole screen was filled, it would be less abrupt.
  • When the game starts to glitch out, it seems that it ACTUALLY glitches out, with things like the ground under the respawn area being destroyed. Both times i tried to play, the game ended in a softlock(?) when the screen went back, and I assume that's not how the game is supposed to end.

If you choose to make changes, regardless if my points are any part of it, I would love to check the game out again.

Thanks for playing! The sluggishness might be because the snake is forced to move on a grid. You're supposed to hold down the direction you want the snake to go, because if you wanted to do taps you would need to perfectly time when the head is in the middle of the invisible grid. I'll see if there's something I can do to make this more clear.

Midair momentum is kinda weird here. It's hard (if not impossible) to stop moving in a direction once you start moving, and your momentum is tied to the direction you're facing. I coudn't even get up that staircase around the wall early on.