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Maxime Caux

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A member registered May 03, 2023 · View creator page →

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I really enjoyed this! Props for making it using C++ and SDL2, always happy to see people use lower-level libraries for game development. As an improvement I would’ve made the balls loop (or go in reverse again) when their playbacks end, so the level never comes to standstill!

I dig the art, it’s really cute! The gameplay is for the most part intuitive in its simplicity. I’ll say it may have been better to select a crate to control instead of de-selecting the one you don’t want to, it’s more intuitive that way!

Very cool! I really vibe with the style and art. Am I wrong in thinking the track for level two is very inspired by a song from Lena Raine’s Celeste soundtrack? It’s very nice either way!

This game is incredibly good! The assets are amazing, the gameplay is really smooth and solid and it’s just fun. It deserves more ratings!

I do love the dash move, it’s fun to spam :) And awesome you used Bevy! We need more Rust game development…

This is such an awesome concept. I love these kinds of “variety” games where the gameplay radically changes every level!

I really liked some of the art assets you created! A suggestion is to have enemies telegraph attacks, to give the player a small warning before they do damage (this mostly applies to the enemy that rolls & charges at you).

This is very cute, the slimes are very squish-able which makes it feel nice and satisfying :)

Translating player keybinds to commands is a cool idea, and the fact that you have to either press or hold the button makes it even better! The gameplay can get quite challenging but it’s a good execution. The graphics/UI are also very cool!

I think this is my favorite game that I’ve seen so far! The gameplay is engaging, and the cards feel very well balanced between the three statistics that you’re trying to maintain. It took me a few tries to get a win, which felt like the perfect difficulty curve.

I also really appreciate the UI design, and the general smoothness of interactions :)

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This is cool! The puzzle mechanics are interesting and have potential outside of the jam. I love how the characters emit love hearts when they bump into each other :) In terms of puzzle design I think the puzzle elements could visually be a little more clear - but of course under 48h time pressure that’s hard to achieve!

This game has a unique aesthetic compared to most others here, it’s very eye-catching! I feel the game would benefit a lot from small game-feel additions like hit sound effects and small particles - which are decently easy to implement, but can make a world of difference imo. The gameplay loop is definitely interesting! Having to maintain a steady supply of paint while not being overwhelmed is a fun challenge.

This is so cute! The character’s colors are very saturated but well chosen, and the squiggly black pen lines are just delightful. I like the point-and-click gameplay, though one retroactive suggestion in that vein is to make it possible to cancel your current move in favor of a new one! That is, setting a new destination once you’re already moving. (Since you’re using Unity, I suggest Coroutines for that kind of thing :))

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Hah, I love the concept of Sisyphus’ rock having consciousness, and its sole purpose being to roll away from him. Jokes aside, this is a solid implementation - it’s good that the rock wraps around from side to side if you go out of bounds! I’d have either limited the maximum speed of the rock a little, or made Sisyphus faster - because once you get the ball rolling (literally), it’s very hard for him to catch up and pose a threat.

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Man, this is an absolute fever dream. The vibes, the spaced out music, the humans flying by. Fantastic.

This is fantastic and deserves more ratings! Not only playing as the “bad guys” but switching between the two parties is really cool. The art is really well done and polished, and there’s a substantial amount of game feel! I’m impressed you had the time to fit in an upgrade system as a solo dev, seeing the jam’s tight deadline! In a more advanced version of the game, it would be nice to see the bandit mode made more challenging - the player is very easy to kite in a circle, because they do not lead their shots. Perhaps by leading the shots, or adding other powers, they could become more challenging.

This is really really cool! There’s a lot of clever ideas here, like the reversed coins, bullets and life counter. It’s a great touch that the music itself is in reverse as well.

I did encounter some frustrations with the unforgiving coin paradox mechanic, which while I think is conceptually very cool, does punish the player quite harshly for a small mistake. Jaco van Hemert suggested a paradox meter, and I agree with that solution!

“To my horror, I saw the victim alive and well” I LOVE this game! It’s so full of charm and style. There’s some wonderful bits of dialogue, and it has a whimsy and playful mood. The little details, like pulling the chain to make the train hoot, the fact you can look at the terrain outside, and the ending animation really pull it together. As for gameplay, I did find myself a little overwhelmed by the information each character gave. Perhaps it could be focused down a little more - especially since the combinations of photographs and possible characters grow very fast!

Didn’t know I needed existentially horrified player-worshipping goblins in my life… While I wouldn’t describe the gameplay as too engaging, the mood and tone of the dialogue was very morbid & funny! I’d have slightly increased the talking speed of the goblins, as their lines can take a bit too long.

This is a really cute game! I experienced some awkwardness with the controls (it took me a second to find the brush, and the trash can surprised me by eating one of my gobbos alive!) but I really like the concept - it’s very funny when 7 cards suddenly appear and clog up all of your screen space!

I actually found myself playing this for way longer than I was planning to - summoning minions and charging up nuke attacks while tracking enemies with lightning was engaging and fun! I agree with OKNO that it'd have been good if the (7) ability was a free ability.

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I like this inverse space-invaders take! It's nice how time pauses when you place aliens, so you have some room to breathe. Once I got a few waves in the player started spawning infinite bullets though (the interval of time between shots approached zero) so I would have put a limit on their fire rate!