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Megabot2

25
Posts
A member registered Nov 26, 2023 · View creator page →

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I really liked the core concept of this game! Using audio cues to find the orbs is a great mechanic, although the first encounter was quite a shock due to the volume and brightness. The way the environment evolves—like when the robot starts chasing you—kept me on edge. The ending area with the crowd of robots was a fantastic and creepy climax.

The only downside was the initial confusion; I spent some time wandering before finding the first orb. Providing a small objective marker or a text clue at the start would improve the flow. However, the lighting effects inside the fractal gaps were beautiful and created a very eerie atmosphere. Great job!

This was such a hypnotic experience! The 90s CGI aesthetic and the low-res ocean texture created a wonderful sense of nostalgia. The combination of strange animated shapes and relaxing music really put me in a trance-like state—it’s the perfect 'no-thoughts' kind of game where you can just drift through the environment.

My only real issue was the lack of checkpoints. Falling into the water and having to restart the whole journey broke the meditative flow a bit. Adding a few save points would make the experience much smoother. Overall, a very unique and 'dream-like' entry!

I’m really impressed with the movement in this game! The controls feel incredibly snappy and fluid—the dash and double jump are very well-tuned, and the movement is very polished, and the audio design for jumping and dashing adds a nice layer of feedback.

However, I felt there was a slight disconnect between the player's agility and the main objective. The movement is so good that it feels like it's meant for something more intense than carrying furniture. Adding some dynamic obstacles would really put that great handling to use! The ending was also a bit easy to guess, but overall, the game feels very professional to play. Keep it up!

Wow, this was incredibly immersive! The Zero-G movement feels as smooth as in Prey, and the 'living planet' concept is terrifyingly beautiful. I was particularly blown away by the sound design—the muffled vacuum effect, where sounds feel like they are vibrating through the suit rather than air, added a massive layer of realism. The tactile reload mechanic for the rifle also felt very satisfying.

My only real critique is the intro text: it moves a bit too fast to read comfortably. I’d suggest allowing the player to advance the text manually with a keypress. Aside from that, the transition from the ship to the organic 'fleshy' interior of the planet was a masterclass in atmospheric horror. Great job!

The atmosphere in this game is incredible. The combination of the fog, the eerie audio, and the low-fi aesthetic creates a very thick sense of dread. I really enjoyed the interactive elements like using the ladder for the vents and fixing the laptop—it kept the exploration engaging.

A few things to note: the capsule enemy felt a bit unpolished compared to the rest of the game, as the teleportation mechanic felt more like a setback than a scary encounter. Also, I got stuck at 8/10 tablets and couldn't find the last two! Overall, a very atmospheric and memorable entry!

After Lisa kills 5 enemies, a gray screen appears, is this the end of the game?

Really impressive atmosphere! The sound design is top-notch—having unique sounds for footsteps, the flashlight, and interactions adds a lot to the immersion. The female AI voice and the scanning mechanic made me feel like I was in a high-quality sci-fi thriller.

One area for improvement is the player guidance. I had trouble figuring out how to analyze the residue after finding it. Improving the interaction prompts or adding a bit more dialogue from the AI to explain 'how' to do things would help a lot. Overall, a very moody and well-built game!

The game tells me to press E to start the engine, but no matter where I press the button, nothing happens.

How do I interact with that red button?

If you’re looking for a hardcore challenge, this is it! It’s definitely a 'rage game' style that tests your patience.

However, I struggled to see how it fits the 'Strange Places' theme beyond the visual aesthetics. Still, the gameplay loop is well-executed and bug-free!

Very creative concept! The drunkness mechanic adding sway to the platforming is a funny and challenging twist. The gravity transitions between planets worked surprisingly well!

However, I found the beginning a bit confusing—the house with the 'vortex' effect looks like an entrance, so it's weird that you can't go inside. For the asteroid hopping, some paths felt like 'dead ends' which led to a lot of waiting time. Adding some background music and maybe shortening the travel time between planets would make the gameplay much tighter. Great job on such an original idea!

Solid implementation of the survivor-like genre! I really liked the twist with mouse-controlled projectiles—it gives the player more agency compared to the typical auto-aiming systems. The minimalist geometric style is very clean and easy on the eyes.

To make it even better, I'd suggest adding some background music to enhance the atmosphere, as it feels a bit quiet right now. Also, the difficulty curve is quite flat; making the boss or the enemies stronger in each new loop would keep the challenge alive. Great job on getting the core mechanics working so smoothly

A neat minimalist puzzle-platformer! The flashlight mechanic is a great touch.

My main feedback would be about the challenge: the levels felt a bit too easy and ended very quickly. I would love to see more complex puzzles that force the player to use the light and the color-switch simultaneously in tricky ways. Also, locking levels behind progression usually feels more rewarding for the player.

This is easily one of the most cinematic entries I’ve played in this jam! The Silent Hill-inspired background music is spot on, and the environmental design creates a genuinely creepy atmosphere. I was especially impressed by the friend's animations—you don't often see that level of detail in a jam project.

However, I got a bit stuck after finding the key in the basement. When I returned upstairs and found my friend gone, I wasn't sure how to proceed (the boarded door outside didn't seem to react). Whether it's a bug or just a very cryptic puzzle, it broke the flow a little. Still, the potential here is huge—the vibe is incredible!

I really enjoyed the atmosphere here! You captured the Kane Pixels' Backrooms vibe perfectly. Exploring the office and completing tasks like printing and making coffee felt very immersive

I’d recommend adding some camera sway (head bob) and a longer loop for the ambient sounds would help with immersion. Solid entry for the jam, keep it up!

When I destroyed last tumor in 3 level, the game closed. Did I win or did the game crash?

The game has good sound and visuals, it conveys the boy's pain well.

Hi! I finished your game. The "Strange Places" theme is perfectly realized—that scene with a crowd of monsters in the dark looks truly creepy and surreal.

As for improvements, the game clearly needs some polish. If you plan to develop the game after the jam, I'd recommend paying more attention to the lighting and enemy logic.

Hi, thanks for the feedback! The axe should be used in the restroom.

This game idea is not bad. 

The game allows you to spend money on a turret when you already have one, but the second turret does not spawn, it is frustrating.

Good music, didn't understand how to win, got 20 successful deliveries, but didn't see that I was getting anywhere

at some point the enemies stopped spawning but the game didn't say what happened, did i win?

Stylish and funny game, but too difficult, I prefer checkpoints

good gameplay, but levels make it too easy to fall and restart again, I couldnt finish 2 level

I got stuck in walls and died

Game with good sound effects and animation, unfortunately I couldn't finish it. I thought that enemies should spawn less in case the player searches for a long time for a more suitable random effect.