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Mjb

65
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3
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A member registered Jul 19, 2023 · View creator page →

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I really enjoyed your voice acting!  It's not often that a game jam game includes something like that!

It would be nice to not need to scroll through the controls, but there is a lot of menu to show, and the way that you organized it did make it easier for me to understand how the game works.

The music and the post processing effect(?) helped set a nice mood that felt very fitting for a game about scientific discovery.

Nice job on this unique idea!

This is a very neat and unique game!  After a certain point, the performance dropped a lot, and I felt like I could no longer lose, with the upgrades that I had.  But I enjoyed getting to that point!

I like how the invulnerable walls led to a sort of Star Wars Death Star trench run feeling as I aimed shots into the gaps between them.  I agree that the destruction was the real run, but it was also cool to see the stations grow close enough to each other to start fighting!

The art is really charming and I really enjoyed how the web seemed to fill out in a way that felt natural, as I filled in gaps where the bugs were getting through.  I do think that the bug hitboxes felt a bit small/unforgiving, but the game is very polished and well presented!

This is a really neat and unique game!  There is an impressive amount of polish and I really like that you give out enough gold to allow me to really experiment with the different block types!  It would be helpful to be able to select and move a group of blocks at once and to be able to rotate blocks with the mouse scroll wheel.

My preferred strategy was a long chain of splitters sending a flood of marbles into a bowl shape of damage, which was both effective and allowed me to fully experience the satisfying bounce of the marbles!

Ah, haha, that makes a lot more sense!

Lovely art style and the way that you show the opponent "thinking" is really cool!  I think I encountered a bug, because the opponent went from 81 to 813 biscuits in one round and I lost quite suddenly.  But that didn't stop me from having a good time!

Very cool concept, with a great presentation of the idea!  After two bosses, no more seemed to spawn, and some of the UI didn't seem to update properly.  But that didn't stop this from being quite an addicting game.

Really cool visuals and a neat idea!  It would be nice if the effects lasted longer, but there were less of them, since it was disruptive to keep stopping to read the effects.

The upgrades felt very impactful, which is nice to see in an incremental game!  Some extra "juice" would help it feel more satisfying, but overall, it was well done.

Oh, when I clicked View Collection, it showed me the cards, but would not let me click on any of the other tabs.  Maybe it was just an issue on my end, because what you are talking about is exactly what I was hoping for from the View Collection button!

Your art is very adorable!  It would be cool to have some more ways of interacting with the rooms, but building up the camp was nice!

Really cool art and an interesting game idea!  It would be helpful to have more explanation on how to play and what some of the terms like "Ace of Stars" mean, but I was able to figure out enough to have fun.

I found this to be quite satisfying to play, and the sound effects were great!

Neat game!  It feels unique and the presentation is well done.  It would be nice to be able to continue playing after finding all of the cards.  I was curious about some of the upgrades that I didn't get to see like the "donation goals", but I got locked out of doing anything other than viewing the cards.

This is a very creative game and I really love the art style!  It would be nice if the spells had a reduced effect if you make a mistake, since "all or nothing" felt pretty punishing.  But it didn't take much away from the fun I had, and I suppose that's part of the risk of attempting the difficult spells!

Thanks for the feedback!

The ingredients are selected from the pantry at random, to add "risk".  The shop, and the effects of the ingredients are intended to give you some more control over what ends up being selected.

We let players see the ingredients in the pantry, so that you can decide whether it's worth the risk to draw another one from the pantry (sort of like a deck builder game showing you the cards in your deck).  But, it sounds like we could have conveyed that better.

I thought that the ball would be total chaos, but once I got the hang of it, I was surprised just how much control I had.  It is very satisfying to play!  The music is nice, though repetitive, especially as I spent a while playing.  My high score for the timed challenge is 12, which I encourage anyone to try and beat!

This is a neat and very charming game, and I really enjoy the music!  The store and inventory were quite overwhelming at first, but didn't get in the way of me having a fun time.

Do you mean that setting the project's stretch mode to canvas_items did not give you the results that you wanted?  If that is the case, you could look into using stretch scale.  Or if it is just the font size that you want to adjust, you could use the size available to the Label to determine what size to make the font.

I'm not sure if any of that is helpful to you or if I fully understand the issue that you encountered, but if there is some way I can help, feel free to reach out to me here or on Discord (my username is Mjb117).  I'd be happy to discuss any of this further.

The art is very unique and adorable, and the game is very satisfying!

Your focus on even the subtle details, like the texturing on the dialogue boxes, make this feel incredibly well-polished!  And your art style is very charming!  The UI elements are quite small for me on a 4k monitor, though the text is still readable.

This is very cozy!  The way the objects move in the water is a great touch that really makes the game feel satisfying to spend time sailing around in!

Very charming presentation and neat idea!  It would be helpful to have the reset button available at all times, instead of just when a crash happens, as I also encountered the bug where the car got rotated 90° and I couldn't move or restart.  But I had fun nonetheless!

That's very kind, I really appreciate your feedback!

Thank you!

Wow, that's an incredible time for pyramid!  You certainly smashed my time for that level!  I'm glad that you enjoyed the game!

Hello!  If you press 'P' to open the pause menu, you can choose between the grappling hook and the sticky jumper (the sticky jumper is the default option).  Then, you can left click and hold while pointing at a part of the terrain to use it.  The reticle will turn green when you are aiming at a valid target within range.


As for the camera, it sounds like your mouse isn't captured by the itch.io game window.  Try pressing 'P' to open the pause menu and then 'P' again to close it, and it should fix the issue that you're describing.  Then, you can look around freely with the camera.

I also agree with the points recommending more of a tutorial to ease players into the rules.  But I like your presentation/visuals.

The way that you color coded the different effects and greyed out the irrelevant ones made for a very visually satisfying ui!

The recovery mechanic is very nice and feels quite unique for a game of this genre.  And the art is very charming!

Incredible job getting all this done in such a short time!  I wish you had a bit more time to polish out some of the minor bugs, but I had a lot of fun!

The charming art style becoming more horror themed made for a catchy style.  I quite like the feedback on both the correct and incorrect mouse movement 'cuts'.

Excellent game 'juice'!  The visual feedback and pulse sound helped make this very satisfying to play and I really enjoyed the neon styling!

I'm using Google Chrome.

Haha, the SFX were very fun and I really like the art style!

The game seems to consistently freeze for me at the end of the level where you get a second summoning portal, but I wish that I could play the rest of the game!

Love the artstyle and presentation of the game!  It feels very polished!

The style is lovely and helps make it a very satisfying game to play.  Including all of the matchups on the side of the screen was very helpful, since it becomes quite a lot to keep track of!

Sorry to hear that.  We worked hard to try and keep the performance stable.  Thanks for letting us know!

Thank you, we appreciate the feedback!

It sounds like you might be talking about the 'spacebar' button to cancel build.  Maybe calling it Unselect Card would have been clearer.