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MASCH//ERA

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A member registered Aug 20, 2025 · View creator page →

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Mmmmm mechanically this is a very solid entry as it reminds me of my days as a kid solving Pokémon gym leader gym puzzles specifically, Tate & Liza in generation three, and to a lesser extent Candice in generation four. Games don't have to be overtly flashy or grandiose to be fun and I think this example serves as a good reminder in regards to that truth. I can appreciate the attention to detail, especially considering the time constraints, that really speaks to how passionate the group was.

With that being said, if I had to critique/provide feedback I would just say that it would have been nice to have some visual language that represented a "door" or the tile to advance as currently I felt it to be a bit ambiguous. (A tile with some simple strokes indicating the path to progress) It's not that detrimental since most gaps are only a few tiles wide, but at first I did find myself just expecting any gap to work. Additionally, and, this is just personal bias but I felt some puzzles feel slightly redundant in terms of progression, and I would've preferred to see that time indexed into potentially a new "variable" or towards some more complex puzzles (less overall puzzles but more challenging to feel more satisfied). Nonetheless it was a stellar project, and you know that's true when your player is just asking for more of it. Good stuff 

Rigid content by nature won't manufacture mass appeal... Even if its just a few that do take this risk plunging into the unknown those few mean a lot more to us than being popular so thanks for checking out the project! Heading over to yours now!

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Overall, I think this entry deserves full marks for its cozy winter atmosphere. Beyond the aesthetic, I was especially impressed by the level’s flow and environmental pathing. The use of leading lines particularly with the fence, snow mounds, and footprints all of these elements subtly guide the player in a way that feels both intentional and especially natural which is something I can appreciate. Nothing feels artificially placed purely for gameplay convenience and that immersion goes a long way in strengthening the overall experience. It's difficult to describe but the scene being almost entirely viewable from one frame is reminiscent Akira Kurosawa's cinematography techniques and from this angle the movement and backdrop of the cars makes it feel lively. Good work

The attention to detail was what really struck me throughout my playthrough... in particular I was fond of the sound effects, environment variation (immersive), and particle systems. Additionally, I appreciated the intuitive control scheme where the keys 1,2,3 coincided with my ammo options.  If I were to critique I would say that the design of player pathing could be improved. The icons go a long way in regards to seeking out objectives, but if seen at a slanted angle they are challenging to discern in the dark environment. Perhaps the contrast of the fire particle system could be used more effectively to direct the player. Although, I'm already aware that several replenishing stations exist throughout the map (with a fire) I feel that at varying altitudes by nature of the erroneous terrain they too can be difficult to locate from the first person perspective. The bear model was cute. Great stuff