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mkreitler

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A member registered Jun 11, 2017 · View creator page →

Creator of

Recent community posts

Congrats on your top 20 placement! Well deserved!

Almost forgot: the portmanteau pun cracked me up! It was the cherry on top of the sweet, sweet sundae of a game. :)

Thanks!  I appreciate you returning the favor!
If you don't want to mess with a download, I also posted a web version. There should be a link to it from the downloadable game's page. If you want to rate it, though, you'll have to return to the downloadable page.

Thanks again!

Thanks for the kind words. Agreed that it's too easy. I was so busy trying to finish the core game loop I didn't have time to balance it. I will address that after judging is over.

That said, having played your game, I am almost embarrassed by the entry. "One Day at Sea" is so original, fun, and polished that I was completely floored! Makes your feedback on Do or Die all the more appreciated!

Best game of the jam! Perfect choice of music, wonderful primary mechanic, great dialog, and impressive programming. To have a complete game with such polish and stability in this time frame, especially by a single developer, is just shy of a miracle! Great work!

Thanks for explaining, though I'm not sure I understand, yet. I will try again.

In the tutorial, it seemed like I put two leaves in the animating tile and they were consumed to produce paper. I think I just wasn't paying attention. Will give it another go!

Very interest game and mechanics. Unfortunately, I got stuck early because it seemed like my "crafting table" got bugged and I couldn't drop anything onto it? Or maybe I just misunderstood the basics of crafting. However, your tutorial seemed straightforward (and was most helpful!), so I'm no sure where I went wrong.

In any case, it's a great jam entry and shows a lot of creativity. It's a great example of what indie games should be about. Nice work!

Very interest game and mechanics. Unfortunately, I got stuck early because it seemed like my "crafting table" got bugged and I couldn't drop anything onto it? Or maybe I just misunderstood the basics of crafting. However, your tutorial seemed straightforward (and was most helpful!), so I'm no sure where I went wrong.

In any case, it's a great jam entry and shows a lot of creativity. It's a great example of what indie games should be about. Nice work!

Great music, and fun retro aesthetic! I didn't understand the controls: it seemed like something was automatically rotate me when I went around certain corners? Wasn't sure if the boxes could be destroyed, and, if so, to what end? Could have used a tutorial, but I think there was some good fun in there.

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It's great to see an historical last stand presented here! Loved the retro action-rpg feel, the chapter-by-chapter story presentation, and the throaty SFX of the rifle. Top marks -- which I had learned more history through games like these.

Great work -- well produced, fully playable, and just the right amount of cheek! Impressive work, especially considering you did everything yourself in the course of a short jam!

Can't really see how to improve on anything, here, unfortunately. I wish the plane were a bit faster and easier to control, but I don't think that's in the spirit of the RC design you were shooting for -- so it's a "me problem," not an actual issue with the game.
Stellar work!

Great job -- brutally hard! The idea of rescuing your fellow adventurer's souls was a great fit with the melancholy music. Both lent great atmosphere to the experience. I wish the controls had been a bit more crisp, as I often failed to clear pits or defeat enemies in time to avoid hits...BUT, that is part of the learning curve, and with practice, it was possible to master the game, which is what matters in the end.

Nicely done!

Great job -- brutally hard! The idea of rescuing your fellow adventurer's souls was a great fit with the melancholy music. Both lent great atmosphere to the experience. I wish the controls had been a bit more crisp, as I often failed to clear pits or defeat enemies in time to avoid hits...BUT, that is part of the learning curve, and with practice, it was possible to master the game, which is what matters in the end.

Nicely done!

Very interesting game! I haven't played a merge RTS before and found the mechanics hard to grasp at first, then compelling once I understood. I love the retro aesthetic! Sure, sound and music would have been nice, but are just extras around a core that is already solid. I hope you have a chance to flesh it out.

Great game! Hilarious premise, smooth controls, and solid mechanics. You did an excellent job of managing scope for a short timeframe so as to deliver a fully playable and fun experience. Big kudos!

The only thing I found myself wanting as the ability to cycle backwards through the colors using the right bumper. I think the directions said that was possible, but it didn't seem to work for me (user error?) -- but just the fact that I *could* play on controller is impressive.

Nice work!

Great game! Perfect scope for a jam to let you polish the look and feel. The music had a great vibe for a bowling alley, and switching the camera around to the pin's perspective was a great way to "show, rather than tell," what was going on.
Much respect for a job well done.

Excellent work! As a developer of EDU games, I can appreciate the mechanics you have used to help students understand prime factorization. The game aesthetics are highly polished, the controls are smooth, and the concepts easy to grasp but hard to master given the time pressure (I got killed in my first game by a '30' because I didn't factorize 6 into 2 * 3 ... and I have a degree in math, lol).
Impressive work on such a short time frame!

Nice work, especially as a solo dev! I liked the mechanic of getting knocked away from the thing you were supposed to protect -- I felt like you didn't even need lives at that point: just have the aliens knock you away and then demolish the Earth. That said, I'm glad you didn't do that, because the knockback effect, coupled with the lower thrust on the player ship, made navigating back to Earth brutally hard. :P

A fun game that evokes arcade classics. Wish you had had more time as I think you are on to something fun!

Great game! It's hard to make a complete game in the time frame of a jam, and you did it. It's brutal, for sure, but that fits the theme. The music reinforced the nature of the game play, and the mechanics were easy to understand but not simplistic.
Well done!

What an ambitious project! I loved the music and the underlying aesthetic. I wasn't able to figure out how to use my weapon or interact with the NPCs, so I didn't get very far. That's unfortunate, because I feel like there is a lot to explore in this game.

Good work -- I look forward to seeing where you go from here.

That fixed it!

I enjoyed that game. It delivers classic arcade-style shooting fun. It definitely ramps up! It's got a good pace of increasing difficulty, and games get challenging before they feel too long. Nice work!

Got sucked in by your title page and it did not disappoint! At first, I was confused by having to type "start" to launch the game, but then it all made sense...

Well done -- that's easily the most stressful typing game I have ever played. Very cheeky!

Tried to run this on my PC, but received an error about a missing pck file.

This game delivered exactly what it promised: gut-twisting, zombie-killing mayhem! Fits the theme exceptionally well. I wish the gun had felt more "weighty," but it's probably better for the sense of desperation that it didn't. The enemies were suitably horrifying, and I loved the hellish red glow of your destination.
I'm not a shooter guy, nor am I horror guy, so this was not up my alley, but I can recognize good work when I see it. Well done!

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Solid mechanics and clean UI. Everything worked smoothly, as far as I could  tell. It's not an easy thing to get a game working that solidly in such a short time -- good work!
EDIT: just read your reply to the first comment -- this is your first game? Then "great work!" -- not just good work. Keep it up!

Great game! Controls well, smart use of themes and mechanics. I especially like the "memory" aspect of having to remember the face of the virus.
Great work!

Great to hear! Good luck with your big project!

Thanks for reviewing it! Gotta track down some major bugs, though. I wish it was as stable as your game. :

Even more impressive that it was your first time working with vehicles AND projectiles. I use Unreal in my day job so I appreciate that it's not straightforward to learn something new in the engine. Keep up the good work!

Impressive work for a single developer!
Controls were pretty rough, but that's understandable. The mechanics are clean, the concept is solid. Wish you had had more time to smooth it over as I think there is a lot of fun in there.

Would have given it more 5/5s but had a weird experience with the cards (wasn't ever acknowledged that I solved them, wasn't given an ingredient, yet I was cured with only 2 of 3 ingredients in my inventory).
Excellent work, overall, and outstanding aesthetics!

Would have given it more 5/5s but had a weird experience with the cards (wasn't ever acknowledged that I solved them, wasn't given an ingredient, yet I was cured with only 2 of 3 ingredients in my inventory).
Excellent work, overall, and outstanding aesthetics!

Great aesthetics and clean puzzle design.

About the cards: I never succeeded with them nor was given a reward, but was cured anyway showing 2/3 ingredients in my inventory.

Bug?

Great job! Completing a fully-playable game in this time frame is a huge accomplishment. I hope you'll keep polishing your craft!

Filled out the submission form, but wasn't sure if I needed to press the "submit" button, or the button to create a new project. I chose the latter, and it took long enough that the submissions were closed by the time I finished (at exactly 3:00 PM MST).

I don't see my project in the submissions list, but I also don't know how much lag time there is between submitting it and seeing it.

How can I confirm my submission, and if I didn't submit, can I please get a "do over" -- you can check the time stamp on my "Do or Die" project to confirm it was created before submissions closed.