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Mathaeuz

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A member registered Mar 25, 2020 · View creator page →

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Solid presentation,  incorporation of the theme, obstacle setup that organically   influences the next   laps.
Amazingly done.

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Fair, thank you for the feedback.
There is indeed a code to the coloring. A red trap is  to be disarmed by correct placement of the red chip, yellow, pink... and so on.

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It can be hard to make a  working card game in a Jam.
The team somehow pulled it off. The principles are simple but  does a good job portraying   a journey of space survival with the win condition of time travel and some   mishaps to keep you attentive.

Solid implementation of the inspired genre   and good adherence to the Jam theme.
Good work.

The music/beat inspired games I've seen this jam have been really interesting, and this is no exception.

This looks amazing,  and the team managed to come up with an interesting system,  although one might have to invest some time getting a handle on the sequencer. 
Great work getting all this done  in a week!

Very charming   style and music.
The difficulty ramps up fast but great stuff!

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Great execution of the theme and really good systems at place.
The energy  management aspect almost  detracts from it, but it's probably  a necessary counter balance, specially for the orange fields.
Very nice.

Good looking entry which reminded me a little of Slay the Spire in its combat.
Better clarity on the behaviour of the  cycle card would improve the experience.

Well done, getting this sort of system working in such short time.

Uncommon implementation of "Loop", and very functional.
The pirates are a bit relentless though, so you gotta rebuild rope fast.

Also: Bread.

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Pleasant visuals and sounds.
The toast's got some friction against walls which throws off some of the platforming.

Charming approach to the jam,    though!

Basic platforming challenge with constraints progressively added on top.

I struggled with understanding the malfunctions and how to circumvent them, and  the camera can be rotated but the robot 's movement is locked to the core axis, which may feel like trying to drive a car backwards.

Really cute art and simple but pleasant music.
Just another day at Otterville.

Creative liberties. 🤭

This version has been tweaked a bit since the Jam, but  thanks a lot for checking it out!  Things were made easier in no small part  thanks to the available tools.

I've corrected my gaffe and properly  credited  you here in itch.io.

Nice throwback to the  series, although I'd had more fun if   I could damage the hero by making melee contact   as  well!

Very engaging, and with surprising depth in balancing  threats and using them against one another.
Amazing entry.

Gotchu. I'm glad you liked it!

Surprising amount of pick up items for a game done in such short time.
Could use some   sounds and/or visual effects to make taking and causing damage   *pop*

Consistent style, and I got juked to hell by the AI. Very nice.

I wished there were more  stage hazards to use!

Caught me by surprise how interesting and functional this little game is.  
Had a  'Oh yeah, it's all coming together' moment.
Great work!

Presentation is a little rough with what feels like mixed assets.
That aside, the idea is funny and well done, feels good to drive and the tells of the incoming frog felt natural!

No jank in the mechanics, great tunes and  things got harder JUST at the times  I thought the challenge  over. 

Very good!

There should be something I could do to simplify that first bit of mechanic understanding. I'll mull over it this week.

Thanks for the feedback, much appreciated!

Sadly that I ended up not putting in all block puzzles I had in mind   and it came out a bit on the short end,  but I might revisit it soon enough to expand the project with more challenges and block types,  and the seamless tileset   per tile type as I originally intended.

Also, thanks for the offer!
I had a browse through your Soundcloud and found most tracks to be quite pleasing.

The core idea for traversal and combat is really  good.
There's very little leeway when it comes to applying them in certain scenarios.

ex: Some  targets get within   view few frames before your doom, and you also have to pinpoint them.
Same  goes for some   static Warp Targets in wider maps.  Makes playing in Fullscreen  a bit harder since you have to drag the mouse more.

Suggestions for tuning the challenge:
 -Wider areas that accept click   around potential targets;
-Maps where the camera is more stable   to  facilitate aiming with the mouse;
-Bullet time when selecting   a warp target;

Nice going !

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The screenshots can't sell how nice and fluid this game is, and I felt absolutely no jank in the controls. Great  small game!

Glad the html version made it!