Skip to main content

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

merlang7

35
Posts
2
Topics
11
Followers
9
Following
A member registered Mar 04, 2020 · View creator page →

Creator of

Recent community posts

8/10
I love games where the difficulty curve contributes to the story; this game really nails the fun of getting good at a job, even if the job isn't something people would immediately consider "fun."

getting to the point where you don't have to check the addresses during delivery is super satisfying. same goes for getting into a flowstate with the sorting game. it would've been cool  if the special delivery event had some unique gameplay, but thats the only aspect that feels underdeveloped.

hell yeah, thats a good mindset to have

if you want specifics, the main thing holding this game back for me is that the premise isn't really developed to the point of emotional investment. obviously the game is gonna be a bit rough around the edges, but I don't think that'd negatively impact my experience if I cared about what was happening beyond just wanting to see the sex scene.

it doesn't have to be super deep or philosophical, but actually exploring what sexuality means to someone who's undead would make the sex scene feel a lot more interesting and "earned," I guess. maybe Ai doesn't believe that you're actually attracted to her bc she's a zombie, and so you initiate sex by bein' like "well then, lemme prove it to you" or something. it doesn't even have to be serious, having a lot more jokes about the situation would also make the game's concept feel more developed. like, if she tried to hide the fact that she's a zombie (despite being bright fucking green), and she's somehow shocked that A) you knew and B) you're ok with it. 

your art style isn't the best for raw sex appeal, but it has a lot of potential for characters that're endearing through charm, so I think developing Ai's character or sense of humor would make her more attractive in the long run. basically, a bit of comedy (or maybe a bit of pathos) could add a lot of texture to a game thats otherwise kinda flat till the end, and create a deeper attachment to the character we're supposed to be invested in seeing naked.

also her nipples should be green. can't explain why, it just feels right to me

5/10
i can't decide if this is a masterclass in absurdist comedy or just bad porn so im gonna split the difference

(1 edit)

7/10
lesbians!!!!!!!!!

yeah I adored this for what it was. some of the dialogue is a bit clunky, and I think there maybe could've been a bit more art for some scenes (more specifically, when you open the package, and when you get the memories in the forest), but the overall experience of finding all the endings is too fun for that minor stuff to really bring the experience down. the only other issue I have is that the music is a bit overdramatic for the silly scenes, but I'd rather have that than the opposite, where the music is too silly for the serious scenes. 

I got 5 different endings, and I haven't really decided what my favorite is. obviously the True Ending is yuri and therefore peak, but the mixture of conviction and tragedy in A World with Just Me tickles my brain in a very specific way (basically you made 2 banger endings, which is something to take pride in).

5/10
it's a real shame about the vehicle physics issues, because this game has a really nice vibe! the controls offer an interesting learning curve, and I did start to get into a groove by the end, but the awkward collisions and random stops prevent a true flow state.

I definitely think you should work on this a bit more and fix those bugs if you're up for it, because there's a lot of potential for arcadey fun. Maybe you could even reintroduce more elements of the zombie apocalypse that I assume got cut due to time constraints.

8/10
played for about 40 mins, got to day 3. I suck at games like this, but I really liked what I saw! art and character designs are very pretty (Prepper is transition goals, and my carnal desire for Scout defies description), the menus are very satisfying to to navigate, writing is fun, and there's a lot of interesting strategy with combinations of units. its a very comfy feeing game, while still being engaging mechanically.

I do think the gacha mechanics feel very shoehorned in. considering how much of the game's charm comes from the characters, I would've much preferred a system based on character interaction, where you upgrade your units by spending time with them between battles, rather than by getting duplicate pulls; that'd make more ludonarrative sense, play to the strengths of the game's structure, and introduce a greater element of choice. 

but, thats my only real complaint. this is a fun idea, executed with lots of care and polish!

7/10
of the jam games I've played thus far, this is the one I've connected the most to emotionally. the visuals are gripping, the story is interesting, and the gameplay is varied. I do think that some mechanics are a bit too surface level (particularly the FPS section), but I enjoyed the atypical controls of the hoverboard. I think the gameplay with the robots could've been developed further, but I know that the dedication to bespoke environments would've made that difficult. 

the sound design is definitely minimalistic, but I think it works well enough for the atmosphere of the game. wasn't a huge fan of the very visible shadow acne, but that's the only gripe I have with the visuals; the composition and texture work was great.

I liked that you have to walk around  in cramped environments to hear your own thoughts; I can definitely relate to that as someone who's constantly pacing. no idea if that's intentional, but I thought it was neat

6/10
the core gameplay is simple, but pretty fun. the option to negotiate vs fight didn't tie into the storytelling that much, but it was nice for the gameplay variety, and a good way to encourage multiple playthroughs. the presentation was basic but effective; I think the game could've used a more atmospheric background rather than just a solid color, but the character art was very charming!

I went back to play your other Magical Oblivion games after getting the 3 endings in this one, and I can definitely appreciate the unique approach this one takes, though my personal favorite is either MO2 or MO3.

8/10
very cute game with lots of polish! it feels like its the perfect length to showcase all the mechanics on display. I'm not normally a huge fan of slower 2D platformers, but the movement speed is well tuned to the level design, and the balance between action platforming and puzzles feels perfect, especially for such a focused package.

I do wish the boss fight was a bit longer, and maybe a bit more difficult. plus, I think it would've been cool if there were more opportunities for Ophelia to get her hands dirty; as it stands, Agnes does most of the work (which does fit the narrative), but it'd be cool if there were moments requiring Ophelia's magic, in the same way some sections requires Agnes' invulnerability. if this does get expanded into a full game, that'd be something to focus on.

I also preferred the painterly look of the cutscene images to the crisper, digital look of the gameplay assets. I think the visuals could benefit from that added texture, but that's largely a matter of preference.

the short length and well-utilized mechanics lend make this game quite fun, even on repeat playthroughs. all in all, its a good time.

dev update 1: I'm currently working on the next demo release, which I'm planning to have out by the end of February. After that, releases will probably slow down as I focus less on implementing core features and more an making content that'll be in the full game

this is like the ending of Assassin's Creed 2 except like 8 times and also theres Dom.

not only is the moment-to-moment gameplay super clever and fun, but the game as a whole is really well paced. and the way everything comes together in the end is awesome.

this is just like a horrible nightmare i once had. however this game made me feel emotions, so its higher on my Sonic tierlist than Colors. good job

this was a blast! the turn-based combat stuff was kinda meh, although the feeling of saving up a ton of treats and spamming them on the final boss was pretty fun. but all in all, anything that wasn't great got out of the way quickly, and the game really shined in moments where you could use wall jumps and the jump-buffer to go zoom. I'll def replay this at some point (thx for the text skipper, btw), the movement made a pretty small space feel really fun to explore. 

the visuals were also a treat, I love the energetic wiggle on the lineart, and the fact that you made that work with the edge detection too makes it feel very cohesive. the dithering was a bit much at times, but never to the point of it being an issue.

I actually played the itch.io version w/ the giraffe bug first, so I had to go back and play the github version afterwards. the inclusion of the speedrun timer made the replay WAY less frustrating, since it felt like going back to challenge myself. 

tldr: good vibeo game i like it 👍

NOTE: there's a bug in the final scene that softlocks you if you don't talk to Luma. so uh. talk to him pls

Enjoy! :)

oof.

So good. Same energy as GT, only it doesn't melt my computer's GPU, haha. Seriously though, this is amazing.

Doesn't mac support the app store? Because if so u can get the mobile version.

Got the mobile version, and I suck at (lol). But it's a great game, and your YouTube channel is interesting as well. Keep up the good work!

I mixed that with the below comment. Thank you!

That's what I ended up doing. Thanks!

So,  programmed the basics of the game I engine I would use to make my entry in Scratch, but there's one issue: I want the rewind to be smooth, but that would mean either have a list that updated every frame (which will probably be laggy and will have no limit.) or like 100 variables that are updated every frame (mega laggy), but can delete data that's unnecessary. I could also just mess around with save points, but that's sort of a last resort, since it's not exactly rewinding. So, any ideas?

So,  programmed the basics of the game I engine I would use to make my entry in Scratch, but there's one issue: I want the rewind to be smooth, but that would mean either have a list that updated every frame (which will probably be laggy and will have no limit.) or like 100 variables that are updated every frame (mega laggy), but can delete data that's unnecessary. I could also just mess around with save points, but that's sort of a last resort, since it's not exactly rewinding. So, any ideas?

It's 7 AM for me. still tired though.

I suggest working on gameplay 1st, since that's the most important part. then do levels/map, then finally the art and music and whatnot.

There are instructions on the game page. You can also play it online at https://scratch.mit.edu/projects/385604556/

you have to sprint

Hope you all enjoy!

I could use a musician! you can talk to me at https://scratch.mit.edu/users/merlang7/

I feel you. Scratch is already hard enough to do big projects, and porting must be even MORE difficult.

After that its great!

I was met by a black screen, followed by a white square. the game look promising, but the loader is just... not working 

also the controls become inverted when you start a race, on both keyboard and controller

controls are a bit janky, but otherwise its a good game!