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Morpho Monarchy

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A member registered Aug 02, 2019 · View creator page →

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That's understandable, I know there's a lot of "would'a, should'a, could'as" in game jams since we're so pressed for time. But I see potential in the concept for sure, and it's also understandable why there's a focus on managing negative emotions, since you're right that it is difficult to remember or hold onto positive things when they seem overshadowed by all the negative things. So a lot of the time when you're in that state, the question you ask is "why can't I be happy?" though it's not the right question to ask. And no problem! Thanks for the feedback on my game as well! :) 

Very interesting concept! I also love the graphic design in the game. I'm a huge fan of "paper textures" and that's always a style I've wanted to move toward in my games, either as just UI or maybe throughout other parts of the game. 

However, I could be wrong, but I didn't feel a sense of progression in the game, like there are additional challenges or things to consider as you go on. I'd say the emotions you picked reminded me of Inside-Out, so maybe there could be progression in terms of what its like to grow up and experience new emotions. So perhaps, you start with only a few emotions and then more get added later on or something like that.

I also found it odd that Joy is the only positive emotion explored, so perhaps you could add other positive emotions/states-of-consciousness such as peace, hope, fulfillment, etc. if you choose to develop this concept further.

Overall, it was a great jam entry though!

I see that makes sense if you're working on portfolio content. Just out of curiosity are you going for a level design or programming internship?

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Thank you for responding and clarifying! Thats good to know and helpful, and I'll see if other people feel similarly too. 

I think you're right about this being a problem, though I'm not sure if a dash is the right solution since the point of the game is figuring out the characters schedules and planning accordingly, especially since most characters don't move in diagonals and the player character is the only one that can move through walls (plus adding a dash could introduce other problems, like how do i prevent people from spamming dash, etc?) 

So I figured the player would eventually learn that chasing isn't the best strategy, but rather learning the routes and intercepting where characters would be. But maybe that learning process is too frustrating for new players? 

I'll keep brainstorming on it, but perhaps reducing the map size might be the solution, but I'll get some more feedback so I know what the problem is for sure. But, anyways, thanks again for your feedback and taking the time to respond!

FYI, I ran out of time to add in-game UI for all the controls, so all the rest of the game's controls can be found on the game page :)

Not bad for your first game, though too bad your vision wasn't fully realized :( Keep working at it for a couple years and you'll figure out how to be much more efficient!

To be completely honest, I had a difficult time understanding the point of the game or what you were trying to go for. It doesn't seem like there was much thought put into the mechanic that fits the theme, but rather it feels like an afterthought and something you put in the game last minute, since resetting the level every so often isn't very interesting and is more annoying than anything. But credit where credit is due, I think the stealth mechanics were decent (though I know they're from an asset pack), but next time I'd spend more time brainstorming and try to build a game around a cool idea rather than try to "find the game" in a bunch of cool tools that you found.

Yeah it looks like the links are still broken on my end :(

Thank you for your feedback! I appreciate critiques since I am trying to do determine whether this project is worth pursuing further or not. So you feel that the sprint speed is not fast enough? And just to double-check, I'm sure you were aware of this, but if you hold shift it does speed up time since I knew that moving around the map at the base speed would be a complete slog lol. But I'm just asking to clarify if it's too slow despite having a speed boost as well?

Thank you! :)

Interesting concept that reminds me of Overcooked! I also really liked the artstyle. However, it was very confusing to figure out. Some icons over the machines or in-game text telling me what's going on would've been nice. Also, maybe it's just not working on my end, but it didn't seem like the game had any audio? But overall it could be a really good game with some tutorials and polish!

Interesting concept, but it took me a bit to understand what was going on and how to actually solve puzzles. I think with some polish the concept might work well! One thing that was confusing though was that the wider rectangle on the 2nd level seems more like the one you should start with since it looks more like a platform if that makes sense? But overall, it was mildly entertaining. Great job!

Unfortunately I couldn't get it work because it looks like you submitted the .exe, but not the files that go with it? :'(

Cute little game! I like the simplicity and the fact the house doesn't have a roof lol. I think the camera view was zoomed in a bit too much, but besides that it kept me mildly entertained. Great job!

Thank you! :) I've already had a few ideas pop into my head when considering whether I want to keep pursuing this project. For example, I'd probably split the levels into different "worlds" that have different themes. So world-1 would be closer to the first level in the jam, where it's themed off of modern-suburbia and focuses more on relationships. Then another world would be more like the factory setting of level-2 where it's more about assembly lines and "the order of operations". Then I'd have another world with the RPG theme like level-3. And of course I'd have more worlds with different ideas :D

Very interesting game! I thought you did a nice job on the UI in such a short amount of time. I think it was difficult to understand the objective besides "make numbers go up", and there might be some balancing issues as well. But overall, I enjoyed the game and would like to see it expanded further!

Seems interesting, but I was unable to build the game since it requires the pygame module, and I'm trying to limit adding packages I don't need since my PC is already very bloated with programming stuff :')

An interesting game. I like the concept of swapping between platforming and visual novel genres, but the execution felt very disjointed. For example, I felt like the art styles clashed rather than complementing each other and I also felt the tone of the game clashed between the sections as well. Besides that, the platforming felt a bit janky but was serviceable for a game jam. Overall, I think it's a concept that might be worth pursuing if you can make the two genres feel more unified

Very unique art style and game world! I think a commercial game with a similar (though more polished) art style would work really well! Unfortunately this game plays pretty janky since the collision detection is very weird and sticky, so I felt like I was being stopped randomly, which was really frustrating during the laser section. I also noticed that it's really easy to break the level transitions, even though I liked the style of the rotating 3D cube. For example, if you walk backward during the transition, then your character stays in the last room while the camera is in the next room. It's also difficult to tell what things you can and can't interact with or collide with. But overall it's a neat adventure game!

It would be an interesting concept, but I can't really see how the concept was implemented? Or what I'm even supposed to be doing?

Very fun game! I'd say that maybe the bullet time could be increased more because I found that I was rarely using it, and most of the time I found it easier to just stay at a distance and line up my shot (or fork), but overall it was a very satisfying game and I loved the style of it!

Thank you! :

Overall not a bad concept and a pretty fun little platformer! I'm not sure if audio is borked on my end or if there's no sfx, but audio would have made it better :')

I'm not quite sure where the "loop" comes into play, but at least the game was mildly entertaining. I'm not exactly sure what you were aiming for in the concept though since the game and download page give very little info.

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It looks like this might be your first game, so congrats on completing the game jam! Overall it's not bad for a first game. I think the movement feels smooth, and combat works alright. 

In terms of visuals, I think the camera view is zoomed in a bit too much, and I'd also look into depth-sorting your entities. Also, I'm not sure if there's any audio or if just isn't working on my end, but that would be helpful to have.

In terms of your concept, I think it could be interesting if executed well, but it just seemed more confusing than anything since it felt like I was randomly teleported back for no reason. And I think there's a problem with the risk/reward of it since why would I want to risk dying or reset all the progress I made in the dungeon just for a bit of extra health? So maybe it could work if there's an extraction element where, in order to keep everything you gained in a dungeon, you have to kill a certain enemy/boss before time runs out, or something like that.

Overall, the game isn't too bad for a first game, especially since you completed in on a  hard deadline. So congrats again on completing the jam!

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Not bad if this is your first game, but, unfortunately I can't tell since the game page and your profile page links are borked :(

Overall, it's a very generic rhythm game with really no unique mechanics, the only thing that's "unique" is the setting of it being a meteor extraction company (though the visuals don't do much to drive that setting). It would be nice to at least see some kind of visual that indicates your progress in the level that also fits the theme, like maybe you can see how much material you've collected, or maybe instead of collecting a bunch of small meteorites, you're drilling to the core of one large meteor to break it up, so that way you can see the drill getting deeper as you progress through the level.

Also, the rhythm elements weren't synced to the bpm of the songs (which is kind of the most important part of a rhythm game) so it was pretty off-putting.

But, like I said, if this is your first game, congrats! It's not easy making any working game, especially in a short period time, so I give you props for that. Next time, I'd suggest brainstorming a bit longer to come up with a more unique concept since that's what's most important in a game jam.

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An interesting puzzle concept that reminds me of The Witness, though maybe not executed very well (but honestly not bad for your first game). The game seems to present itself as an exploration game with some puzzles scattered throughout (like the Witness), but as far as I could tell, there's only one terminal with puzzles? So the large level was a little overkill, especially since it's easy to get lost and there's a ton of basically empty space with nothing to do but run forward. 

I also understand narratively why the trail ends before the facility, but it would have been nice if there were some boundaries so you don't waste a bunch of time running the wrong direction. Unfortunately the audio also didn't work for me either :'( 

But the puzzles themselves were fun for a bit, but I got tired of them pretty quickly since it was annoying getting kicked out of the terminal every time you fail, let alone as a requirement to solve some of the puzzles. I think if you split puzzles across a few terminals so the gameplay/rewards are broken up and expand the puzzle concept in more interesting ways, it could make for a decent Witness clone (especially since the retro graphics would make for a cool atmospere)

There's definitely some potential with the narrative, and I think a prison-themed escape room game might work very well, but I feel like there could have been more thought put into the central time-loop mechanic (especially since you seem to abandon it in lv-2??) As well as taking the time to come up with a more interesting mechanic than a simple timer.

Nice game! The UI and art are nice and the concept works well. It would be nice if there was UI that could show what moves Nyx would take before pressing play, but other than that it's a nice little game!