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Matthew Lawrence

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A member registered Oct 30, 2015 · View creator page →

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As long as everything goes well I expect to be able to coordinate a GOG release when the game is complete (meaning out of Early Access). I still have not decided whether I will want to have the game available here on itch during all of Early Access, but at the very least when it goes out of Early Access, yes it will be up to date with what’s on Steam.

Thanks! and yes it most likely will be on Itch.io for full release. Not sure yet for Early Access though

thank you!

Thank you it means a lot!

yes

https://mattlawr.itch.io/harvesterado

Thank you!

Really great entry, the art is so clean! I like how button mashing through the enemies is just barely going to get you to lose by the end so I was forced to be more careful to beat the whole thing.

I like the single boss structure, the diversity of moves coming out of the one enemy was super cool. I will admit it was a bit difficult for me to progress in so I might not have even seen later stages of the fight. I really commend the use of the boss to teach the dashing at the beginning as well. Nice work.

Pretty fun asteroid-like! I really like the voices and the atmosphere of the game. It was also interesting how careful I had to be because of the limited view around the ship and the instant death asteroids. Only suggestion I have is to make shooting more interesting, since I felt the most optimal thing to do was spam the shoot button and spin constantly. Nice work overall!

Really impressive mechanic, nice work. Felt pretty good to be able to push a cube through the door and watch it all work seamlessly. I thought the parkour at the end (ceiling wall jump?) might cause most people to get stuck. Though the puzzle-solving of trying to get up to that point was pretty fun (also having to figure out what the goal was)! Overall really cool entry. Got the ending in 12:24.

now this is podracing

Thank you for the feedback it really means a lot! It’s always great to read what people think about the game. I completely agree with your suggestion, I think it may have been an oversight that I didn’t add in some kind of unique name system for different checkpoints at the very least.

I understand feeling like that, I hope to make the game a bit more accessible in the full release using everyone’s feedback. That and I will eventually add some difficulty options!

The current version partially supports Xbox controllers (you’ll have to use keyboard/mouse to navigate menus and such).

There is full controller support being worked on for future content, stay tuned!

lol 950 ammo out here

Great video, thanks for playing!

Nice finds! Both are easter eggs to things I’ve made in the past

If all goes well we could make it slightly less free but much better

Thanks for the comments! It’s really cool that you enjoyed the exploration bits even if there is still room for improvement. The other side of the chasm is (in a way) optional content to beat the demo depending on how many key pieces you find in the crypt area. This is why the path to it is a bit unclear. It’s not your fault for missing it, in fact it’s even cooler that you went back and explored it anyways (that’s what the full game will feature more of).

​Played this yesterday but wanted to say this was great fun! I really enjoyed the variations in enemies and weapons. The art style is very pleasing and consistent too. Awesome work on all fronts.

I think my high score was wave 15!

Glad you enjoyed! I was the one on our team that designed the “office chair” demon lol. I wanted to make it fit with our setting and felt like a chair was a perfect original idea (it did get me out of having to animate legs). Never really worked on a horror game before this so I’m happy you like it!

You might be experiencing lag that is causing the mouse input to jump around. We have experienced lag in Chrome with the browser version if we didn’t have hardware acceleration turned on, so try changing those settings. Otherwise, the standalone download is always more stable.

Pretty solid gameplay and amazing visual style. The walking back and forth was tiring after a while but it was still interesting by having me think about safe places to run to. Great work.

Thanks! We used a render texture with a script that downscales the camera viewport at runtime, also with lots of fog and post processing.

Hey thanks! Demo is coming out very very soon so you’ll be able to try it out then.

Awesome, thanks! Back and ready to release stuff soon

To be clear, the demo will be 100% free when it releases this October. Itch Page

Thanks, means a lot! Glad to finally show the new page.

I am going to release a demo, currently working on a trailer for it.

There will be brightness and gamma options in the upcoming demo. Sorry for the long wait, stay tuned for an announcement this month.

Thanks!

Thank you!

Thanks! I really wanted to let each detail slowly reveal itself.

Thanks!

Thank you!

Super clever concept, was pleasantly surprised the first time the entire board smoothly shifted in response to my move. Lots of fun planning moves in advance.

This had me, so simple yet so intense. Great sound design and dynamic gameplay. And I could not put it down without beating it!

Once I saw the screenshots, I knew this would be an interesting entry. I love the wacky concept and gameplay pace. It feels quite good to move around, with just enough sound effects. Level generation was smooth too! Only thing I can say to improve on is that I wasn’t sure what impact thieves were making when they hit me. It might have helped to have a popup $$ number appear above the player instead of at the bottom because I would rarely look away from the center of the screen.

I got $150K as my score! Kept going for the gold items and the time bonuses. Great work, I’m sure it was a bunch of fun to make.

Interesting art direction, really like the consistent look! I kept naturally wanting to hold LMB and keep moving towards the mouse… but I had to keep clicking instead. A simple improvement would be to check mouse holds rather than mouse presses.

But pushing further, the mouse controls might not have been the best fit for the run and gun level design. It’s hard to make dodging projectiles enjoyable when you cannot move around and shoot at the same time. Besides that, great looking entry with pleasant colors!