Skip to main content

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

MaximKolesnikov

135
Posts
73
Followers
77
Following
A member registered Dec 11, 2023 · View creator page →

Creator of

Recent community posts

Nice game!

All the elements provide good feedback, everything is tactile and creates a good gamefeel. It’s immediately clear what to do, the goal is clear.

A challenge was a bit lacking. Although perhaps it’s not needed in an incremental game. But then you could add a slightly more frantic growth of resources and numbers. Or maybe some additional tasks to make it less boring.

The art is very stylish. Together with the sounds, it makes for a solid, good project.

A great, solid game!

Excellent telegraphy, everything is super clear, quite tactile/responsive, etc.

Clear goals and progression

Archers are imbalanced) Overall, it’s a pleasure to take down, but maybe if their shot only dealt 0.5 HP, it would be more challenging.

The chess vibe is palpable, but I’d maybe add a few extra touches to make it more distinct and feel fresh. Although, I don’t know, maybe that’s what you wanted. Well, the archer is actually pretty cool in that way.

A good, full-fledged project by all accounts, with a good level of polish. I think it could be turned into a mobile game.

A great, solid game!

Excellent telegraphy, everything is super clear, quite tactile/responsive, etc.

Clear goals and progression

Archers are imbalanced) Overall, it’s a pleasure to take down, but maybe if their shot only dealt 0.5 HP, it would be more challenging.

The chess vibe is palpable, but I’d maybe add a few extra touches to make it more distinct and feel fresh. Although, I don’t know, maybe that’s what you wanted. Well, the archer is actually pretty cool in that way.

A good, full-fledged project by all accounts, with a good level of polish. I think it could be turned into a mobile game.

Thank you so much! The idea was precisely to make it seem very confusing at first. I wanted the player’s main task to be to isolate information related to specific puzzles using clear associations. And after analyzing the information, everything became quite simple. I’m glad you got that impression.

Thank you for noticing the similarity with the arrows and shapes. It was a coincidence.

Thank you! You’re right, the interactivity of some elements wasn’t obvious. That wasn’t my intention, and it wasn’t meant to be a catch. I think they should have been more clearly identified, not just by their orange color similarity to the other interactive elements.

Thanks! It’s funny you noticed the similarity, as I have another recent game that directly references “Please, Don’t Touch Anything” (but much simpler, as I don’t really enjoy overly complex and sometimes boring encryption puzzles) - https://maximkolesnikov.itch.io/please-dont-touch-my-collection

Thanks a lot!

Ertneqvat gur fvk gheaf, vg’f na nppvqrag gung V qvqa’g unir gvzr gb pbeerpg. Gunaxf sbe cbvagvat vg bhg.

Super cute! Those are the real villains, really!

The gameplay is a bit simple. The timer doesn’t seem particularly necessary. Of course, a cozy game might not need pressure. And it’s really good that there are goals and a clear progression. A simple and understandable game is better than a complicated and incomprehensible one.

Perhaps simpler puzzles could improve the gameplay a bit. Maybe you could perform several actions to achieve a single goal. For example, move a chair to reach a flower, or after turning on the TV, find another remote to turn it on, etc. I recommend checking out this super cute and fun game - https://teambeanloop.itch.io/six-cats-under

Awesome detail about the cat looking out the window and the TV.

Overall, great work! A good, well-rounded game. Art, gameplay, sounds—everything is spot on.

Super cute! Those are the real villains, really!

The gameplay is a bit simple. The timer doesn’t seem particularly necessary. Of course, a cozy game might not need pressure. And it’s really good that there are goals and a clear progression. A simple and understandable game is better than a complicated and incomprehensible one.

Perhaps simpler puzzles could improve the gameplay a bit. Maybe you could perform several actions to achieve a single goal. For example, move a chair to reach a flower, or after turning on the TV, find another remote to turn it on, etc. I recommend checking out this super cute and fun game - https://teambeanloop.itch.io/six-cats-under

Awesome detail about the cat looking out the window and the TV.

Overall, great work! A good, well-rounded game. Art, gameplay, sounds—everything is spot on.

(1 edit)

ахах, ну да) я подумал об этом сначала, но потом как-то на автомате с переводчиком писал) подписался на телегу, у меня кстати тоже есть тг, про пазлы - https://t.me/WhatAboutPuzzles

Thank you! That’s exactly the impression I wanted to create.

Thanks a lot! I design puzzles and try to make them not too difficult, but still engaging, and I’m glad you liked them!

I think I spent too much time on the art. Now I realize I should have trimmed it down a bit to add the sounds.

(2 edits)

Thanks a lot! I’m glad you appreciated the movement. I made it smooth so it felt seamless, as point-and-clicks often cause the frames to jump sharply and you get lost in space, especially if the camera rotates

How cruel and villainous. That was fun!

I had a bit of a hard time quickly spotting the clock in the grass and crowd of dogs. Perhaps making it a little more visible could improve the gaming experience.

I also remembered a wonderful old game with a similar concept and feel. The obstacles there only moved when you moved the mouse—what a twist. Incidentally, the developers of Super Hot were inspired by it, as far as I know —https://www.kongregate.com/games/Megadev/time4cat

I also think they could have used the LMB to repel dogs, making it possible to play with one hand.

It’s a nice idea, and overall it turned out to be a pretty sweet game!

How cruel and villainous. That was fun!

I had a bit of a hard time quickly spotting the clock in the grass and crowd of dogs. Perhaps making it a little more visible could improve the gaming experience.

I also remembered a wonderful old game with a similar concept and feel. The obstacles there only moved when you moved the mouse—what a twist. Incidentally, the developers of Super Hot were inspired by it, as far as I know —https://www.kongregate.com/games/Megadev/time4cat

I also think they could have used the LMB to repel dogs, making it possible to play with one hand.

It’s a nice idea, and overall it turned out to be a pretty sweet game!

Dare you beat my high score?

I admit, I hacked the system a bit, which certainly added to my enjoyment. It turns out that if you stretch the game horizontally in windowed mode, you can build almost as much as you want.

The game itself is fun and enjoyable, with a few visual flaws that are understandable within the context of a game jam. And an excellent choice of genre; people seem to always love idle games.

In terms of gameplay, you’ve done a fair amount of work. I think a few things could be improved:

  • The construction limit isn’t entirely clear to me. I think it’s better to let the player build as much as they want. A typical solution to keep the game from being too easy is to increase the price for each subsequent building of the corresponding type. Then the game will be naturally limited.
  • I don’t think demolishing buildings is a good idea. It’s always unpleasant to throw away what you’ve worked so hard to create. Instead, it’s better to use the space above and below the current ground level. These could be caves or mountains, etc. Check out Cookie Clicker, you can build hundreds of structures there.
  • It might be a good idea to add more specific numbers for how much Intimidation increases your yield.

The research and obelisk mechanics complement the game well, and special thanks for the detailed tutorial.

(1 edit)

Dare you beat my high score?

I admit, I hacked the system a bit, which certainly added to my enjoyment. It turns out that if you stretch the game horizontally in windowed mode, you can build almost as much as you want.

The game itself is fun and enjoyable, with a few visual flaws that are understandable within the context of a game jam. And an excellent choice of genre; people seem to always love idle games.

In terms of gameplay, you’ve done a fair amount of work. I think a few things could be improved:

  • The construction limit isn’t entirely clear to me. I think it’s better to let the player build as much as they want. A typical solution to keep the game from being too easy is to increase the price for each subsequent building of the corresponding type. Then the game will be naturally limited.
  • I don’t think demolishing buildings is a good idea. It’s always unpleasant to throw away what you’ve worked so hard to create. Instead, it’s better to use the space above and below the current ground level. These could be caves or mountains, etc. Check out Cookie Clicker, you can build hundreds of structures there.
  • It might be a good idea to add more specific numbers for how much Intimidation increases your yield.

The research and obelisk mechanics complement the game well, and special thanks for the detailed tutorial.

Cool art and a fun game!

I don’t think they should have made it completely random. It feels too unfair. While it might be fun in some moments, the punishment is too harsh. My calculations put the chance at 1 in 36. That means you’d have to play a lot.

Even if the correct wires were the same every time you launch, you’d still have to figure out which ones they were and play the game 5-7 times. That already sounds like a challenge. You also have to remember things. As a player, I want to feel at least some control. And if I forget which wire was which, that’s my fault, not the game’s.

Cool art and a fun game!

I don’t think they should have made it completely random. It feels too unfair. While it might be fun in some moments, the punishment is too harsh. My calculations put the chance at 1 in 36. That means you’d have to play a lot.

Even if the correct wires were the same every time you launch, you’d still have to figure out which ones they were and play the game 5-7 times. That already sounds like a challenge. You also have to remember things. As a player, I want to feel at least some control. And if I forget which wire was which, that’s my fault, not the game’s.

Great atmosphere and a clear goal!

The timer could have been a little longer. And the equipment breakdowns, too, should have been a little more frequent at first, then piled on more towards the end, once the player has gotten used to them, to create a greater sense of challenge and tension. It’s pretty easy to complete now.

Even without any detail, the simple shapes, lighting, and sounds create a great atmosphere!

Great atmosphere and a clear goal!

The timer could have been a little longer. And the equipment breakdowns, too, should have been a little more frequent at first, then piled on more towards the end, once the player has gotten used to them, to create a greater sense of challenge and tension. It’s pretty easy to complete now.

Even without any detail, the simple shapes, lighting, and sounds create a great atmosphere!

I felt challenged! I could get hooked. Good job!

You could add some variations to smooth out the immersion and increase the difficulty. For example, varying the number of figures, decreasing their size, two shots to knock down a figure, something like that.

The idea with the time cost per shot is great; it forces you to play carefully.

I felt challenged! I could get hooked. Good job!

You could add some variations to smooth out the immersion and increase the difficulty. For example, varying the number of figures, decreasing their size, two shots to knock down a figure, something like that.

The idea with the time cost per shot is great; it forces you to play carefully.

Phew, that wasn’t that easy!

A fun game with a maze that requires exploration and memorization. It was interesting to figure out.

The monotony and single-color nature of all the walls is a bit confusing. I think adding simple textures would make it a little easier to feel the movement.

You could also use different colors in the zones so that you could remember their relative positions.

I think small things that help create a mental map of the maze inside the player’s head could improve the gaming experience.

For example, adding some pillars, corridors, maybe some simple sculptures. So that the player could think, “Hey, that’s that room with the pyramid sculpture on the column. I think I know where I am and there was a computer nearby,” something like that.

To complete the game, I only needed to remember a part of the maze and the locations of three computers. Perhaps there would be some gameplay incentive to encourage the player to explore the entire maze.

Overall, I liked it.

Phew, that wasn’t that easy!

A fun game with a maze that requires exploration and memorization. It was interesting to figure out.

The monotony and single-color nature of all the walls is a bit confusing. I think adding simple textures would make it a little easier to feel the movement.

You could also use different colors in the zones so that you could remember their relative positions.

I think small things that help create a mental map of the maze inside the player’s head could improve the gaming experience.

For example, adding some pillars, corridors, maybe some simple sculptures. So that the player could think, “Hey, that’s that room with the pyramid sculpture on the column. I think I know where I am and there was a computer nearby,” something like that.

To complete the game, I only needed to remember a part of the maze and the locations of three computers. Perhaps there would be some gameplay incentive to encourage the player to explore the entire maze.

Overall, I liked it.

Good start! I think you could make a pretty decent quest using the same mechanics. For example, with association puzzles, or a cozy, cute game.

Well, it’s not that they’re dead, but I think it’s really hard to make something cool because the quality bar is so high. It’s as if everyone’s seen it all and is a bit oversaturated.

But I could be wrong, of course. There’s an interesting counterexample. Sokobans never cease to amaze, and almost every year there are really interesting examples of the genre, even though the genre is 40 years old and it seemed like everything had been done and tried long ago.

I did it, but it took a really long time!

The idea is great, the mechanics are clear and interesting. I think there’s potential.

There are many things that could significantly improve the game, but they’re not that hard to implement:

  • The game is currently very simple. We need a difficulty balance to make it feel challenging.
  • The game is sorely lacking in responsiveness and clarity. For example, highlighting elements before placing them on the board, visualizing construction timers, visualizing hero pushes, etc. That is, adding tactile feedback through animations, effects, and sounds.
  • I think if the heroes moved more smoothly, it would also add clarity to the game, meaning they would just move slowly and gradually.
  • The timer is definitely too long. I think 3 minutes would be enough.

The construction elements, their effects, and the construction time are generally good. They provide good risk/reward.

I also didn’t quite understand what sacrifices do. I sacrificed about 3-4 minions and I think I got one teleport.

I also remember Do Not Feed the Monkeys. I think I could check out how they implemented time-pressing in the part where you have to complete tasks on time to survive.

Overall, I really liked the concept and gameplay mechanics. It could make a good time management game with tactics.

I think I did it.

At first, I thought the attacks were random, but when I realized they had three speed options, I immediately liked the game because I had more control and now everything depended on me, not randomness.

A fun little project with a simple, solid foundation and a clear challenge.

I think I did it.

At first, I thought the attacks were random, but when I realized they had three speed options, I immediately liked the game because I had more control and now everything depended on me, not randomness.

A fun little project with a simple, solid foundation and a clear challenge.

Wow, I did it!

Controlling with this camera is certainly a bit difficult, but maybe that’s the way it was intended for the challenge, especially when throwing rocks.

The gameplay was a bit lacking. Maybe it would have been great to add some additional targets to catch.

The goal of deaths isn’t entirely clear. As far as I understand, it works more like a timer, and you don’t really influence them, just wait and dodge. If that’s the case, I’d leave only one of these two targets.

Overall, it feels quite dynamic and fun!

Wow, I did it!

Controlling with this camera is certainly a bit difficult, but maybe that’s the way it was intended for the challenge, especially when throwing rocks.

The gameplay was a bit lacking. Maybe it would have been great to add some additional targets to catch.

The goal of deaths isn’t entirely clear. As far as I understand, it works more like a timer, and you don’t really influence them, just wait and dodge. If that’s the case, I’d leave only one of these two targets.

Overall, it feels quite dynamic and fun!

This is beyond my capabilities. Double rings are hell, and the developer took the “you’re the villain” theme too literally to mock me like that :D

Puzzles are always difficult, I understand that very well. Especially when the deadline is tight.

Thank you! I’ll definitely check out your game!

Thank you! You can never have too much Unity :DD

(1 edit)

Oh, it turns out I played your game, super fun! I adore cats and of course, CRASH :DD

(1 edit)

I would appreciate any feedback!

https://itch.io/jam/solodevelopment-10-new-year-jam/rate/4170147

(1 edit)

I also appreciated your game, it was fun! I think I collected all the rockets.

A few little things I noticed:

  • It’s good that the game gives a clear goal and challenge; it’s immediately clear what to do.
  • The numbers in this font weren’t very clear to me.
  • It’s best to turn off the fullscreen button in the Itch settings for Unity projects, since there’s a native Unity button in the default WebGL template (and the Itch button doesn’t seem to work).

Overall, it’s a fun little project! It would be great with sounds and a leaderboard

(1 edit)

Any honest criticism would be appreciated!

https://itch.io/jam/solodevelopment-10-new-year-jam/rate/4170147