Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Maxathon

51
Posts
1
Followers
1
Following
A member registered May 26, 2015

Creator of

Recent community posts

Thank you! We're talking about building it out some more, for sure. Was a blast to work on. Feedback very welcome if there are specific things you wanted more of!

Thanks Greg! 

Thanks so much Ian! We're talking about doing that. Love to hear any rough edges or areas you wanted to see more of...

A perfect little object. 

Creative and original. Excellent UX, very polished but minimalistic. Excellent graphic design. 

I did find the actual word combinations somewhat arbitrary, and I wonder if there's a way to make that more game-like and less prosaic (ha)... but overall impressed. Great work!

Creative and fun. I mostly want to praise you for making an actual tutorial! So rare in jams! So important!

The node idea is elegant. With some more limitations (number of nodes or dominoes to spend) and some more obstacle types or abilities, there's a lot of room to push this in various directions. Cool!

I love the music and the idea and mechanics here. I had some trouble with the UI — dominos that fell while placing them, and I couldn't figure out how to proceed to another level after beating one. But this is interesting and I'd love to see some more down this path.

Good puzzles with constant twists. Also love how this looks!

Love me some Hypnospace Outlaw! Would love to play more. I was getting broken images and I had to use the inspector to make the playable page longer... couldn't figure out where to go (possibly because of the broken images).

I appreciate the clean puzzle design. Nice work and cute theme!

Great premise, but I can't seem to do anything but wink (which doesn't progress the story)...

Good fundamental mechanics here. Feels like an even more stripped-down Into the Breach in some ways. Hope to see more monsters!

Chill. Fun theme spin on the genre. Lots of personality in the art.

Fantastic puzzle design. Squeezed every variation out of the core mechanics, and escalated complexity at exactly the right pace.

Beautiful to look at and really loved the movement mechanics. Combat was totally inscrutable for me, so I didn't get far.

A favorite this jam. I always appreciate puzzles that present enough challenge without driving me mad. 

The explanation of the pattern/rhythm mechanic could be clearer.

Love the art and the vibe. The combat isn't there yet... needs FTUX and better cues for when to dodge and attack. 

This is the second title from this jam that I've seen which uses rhythm game UI to communicate when to attack. I get the expedience of that approach — 7 day jam, no time to do Super Punch-Out level animations — but the problem is it distracts the player's eye from the place where the main action (and the best art) is located. 

Hello fellow fans of dithering. Love the story and look, and the way you accumulate friends as you go. My main notes are around variety (attacks, enemies, goals) and I see you already talk about that in your responses. Nice work!

Love the green-and-grey pixel graphics and the music. I think with a little more time to tutorialize mechanics, simplify UI, and adjust pacing this can sing.

So the music fucks, and the graphics fuck, and I love that you built a leaderboard. This is like the game a metalhead with a dirtbike would have programmed on Commodore 64 in middle school. The health bar doesn't seem to do anything, since the game ends in one hit. Really enjoyed this.

So ambitious and impressive for the time. Really wish that the controls were simpler — too many verbs for keyboard controls in an action game IMO.

I also found movement extremely confusing, if that additional data point helps you hear the feedback

A rhythm game masquerading as a boxing game could definitely work, and I like the structure you've put in place here. You built a tutorial, which people often (wrongly) skip in jams, and the timing always felt like it responded correctly to my clicks. 

Some suggestions... The music doesn't make sense for the gameplay or theme, however, and the clicks don't seem tied to the music. I'd tackle that first. Second, the location of the rhythm interface makes no sense — you're using the bulk of your screen real estate for flavor rather than gameplay, and it's a waste. A central layout more like Guitar Hero would both work better and let you do more to vary up gameplay (punch left, punch right).

Overall had fun, nice work.

Love the music and the art, but 1) I don't know what beat to keep and 2) I don't want to sit through that intro again.

Enjoyed this. Didn't understand that the timer in the top right was also health, and also replenished with hitting enemies, so either some FTUX or some text on the page explaining that would help... Also not sure if the level-up bonuses cost anything and/or stack. Great music and art!

Great puzzle design! Wasn't immediately obvious to me which objects were pushable — kept trying to kick the button thinking it was a ball — but great once I got over that hump.

Tempest 2000 vibes (I'm old)

Nice work!

appreciate the feedback!

lucky to have a great team of three on this one

Tons of personality and a nice take on a Choose Your Own Adventure. Going to give it another shot now that I know the secret to song one.

Enjoyed it and would play more. Liked the way you interpreted the theme. Had some minor issues with pixel-hunting — bigger click zones around interactive objects (or highlights when mouse-looking) would help.

Enjoyed playing! Not sure where "beat" fits in but a text adventure is always welcome, and I dug the setting and the use of achievements.

Solid core premise well-executed! Agree with what others have already pointed out — the process of waiting for the flow/fast to equalize wasn't a ton of fun, and a tweak that rewards faster play might be worth trying. The music not syncing with the switch mechanic... you already know. Good work!

RC Pro Am meets The Legend of Zelda. Super fun; enjoyed seeing you post your progress on Bluesky.

Cute and fun and simple enough that I quickly figured it out. Endgame seems to have a logical state where no actions but "deploy" are available, and you can't place units.

Very effective eerie, bordering on creepy tone. Really like the art style and simple interactions — reminds me of old Hypercard games. 

Have you ever seen the movies Begotten or Mad God? You might enjoy them, similar themes.

We read "you can only use any 2 colors at a time" as saying that you could switch that up mid-game. Hopefully we didn't break any rules!

Love the art and the pat-your-belly / rub-your-head gameplay. Trying to track the different dudes with their powers was a little too much cognitive load for me. Music slaps!

Genius.