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MrMacNova

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A member registered May 16, 2019 · View creator page →

Creator of

Recent community posts

Thank you for giving our game a try, really loved playing yours and watching Doki play it on stream!

Thank you, really happy to hear that!

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Lmao yeah that last bit was supposed to be a wrench thrown in the mix, but I'm glad you figured it out!

I think I saw a YouTube video of another dev have the same issue with their Godot game. Their solution was to have a black screen that said "Compiling shaders", but what was actually happening in the background was all the vfx were just going off until they were cached. I think this was before Godot introduced shader compilation though. Not sure if they've added an official solution since then, but it's just an idea hahah

Was able to pet D.A.D 20 times and finish the story! But for some reason my game lagged very hard at the beginning, I think there may need to be some kind of shader compilation. Also the difficulty was kinda insane, I was worried I wouldn't beat the story lmao. But overall was a good game, well done!

I really liked how the rogue-like aspect was incorporated. The chain reaction theme was also used in a lot of ways, so that's another plus! 

Something felt off about the way the game speeds up then slows down when you get hit. I think instead of slowing down the player, you should keep the same speed while increasing speed a lot slower, until you're at a set max speed. Solid game from the jam though, I had fun playing!

There was a lot of attention to detail put into the way the game feels, cause all those hits felt really damn good. Every time an enemy died it felt great! The art was also really cool. I always like the simpler graphics in games with mechanics down.

I was a bit confused why some enemies were squishier than others, but was able to mostly get through them. I did experience a weird bug a few times where I'd go into slow motion and couldn't complete a level because the ball would never reset. I'm sure it'll be an easy fix when you find it though. Regardless great job!

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I can tell this was super ambitious with the cutscenes and amount of maps. It reminded me a TON of the Resident Evil 4 style shooting ranges. I think with a few changes this could be even better!

Obviously the jam doesn't give us a lot of time, but some sound fx or even color for the cutscenes would've been dope, but they were still really cool regardless. Comic book style was really well done.
For some reason my hand wasn't moving (if it's supposed to),  but might have to do with me being on ultrawide!
Also the levels felt too long at times. Maybe shorten them, and have a counter that tells you how much is left like "20/30".
Would've also liked to see more use of shooting the environment. I was shooting windows and doors hoping to find something hahah

Overall well done!

Thanks for the feedback! We're working on fixing some issues with the final stage, so stay tuned for an update. But I'm glad you got as far as you did!

Loved a lot of things about this game! The art was super cute, the vibes were chill, the references were there. I think your whole team did a great job putting this together. Not much feedback to give honestly, just be proud of what you made in such a short time!

I love MGS so I think the references here were pretty hilarious! They were more so Mint references than Doki, but still enjoyed what was created nonetheless. I think the gameplay can be a bit confusing. I wasn't sure if I was solving the puzzles by gaming the system or because I was doing them properly. A bit more visual guidance would've helped, but overall enjoyed the ambience of the whole thing! Was  also nice to see another game focused on stealth aside from ours XD

Platforming was a bit hard. Could probably use some cayote time! I also think the camera could either be zoomed out a bit more or have some kind of look ahead. But was still a fun little platformer, great job!

I actually really liked the idea behind this game! The chains being which target you decide to go to next is a great touch. A way to speed up the bullet would have been nice, as it can get a bit repetitive after a while (especially the animation for dragoons exploding). But the gameplay was still fun, and the  ambience was very chill! 

I like the idea that you have to shoot the enemies to arm them before smacking them with a melee. The melee doesn't feel as good since you have to tap the direction you want to swing instead of aim with the mouse. But was fun to play nonetheless!

Reminds me of the Binding of Isaac! But I accidentally kept grabbing the wrong power-up in each room. Would have loved for them to be vertical instead of horizontal to avoid that issue. Movement was also a bit weird when you collided with the walls. Overall fun little shooter!

Definitely see the Wario styled mini games inspiration. I think some more sound fx or music would have helped push the "time is running out" feeling that those games usually have. Also some mini games were hard to understand. Maybe better hints either from the text or button prompts would help. Overall really good attempt on this type of gameplay!

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Probably the most creative game I've tried so far! The loading of the game on the web page is amazing. I love all things retro and absolutely loved this style! The gameplay was so much fun. Reminded me of stuff like Resident Evil, Zombies Ate My Neighbors, and Smash TV. 
For feedback: 

1. The page doesn't seem to render properly, and I can only see it on my end when I make my web browser window smaller.
2. The health system seemed to bug out in the middle and I couldn't see how much I had left.
3. I think the voice clips of Doki laughing were unnecessary and got old real quick after every kill. It took me out of the ambience a bit.
4. There was also a bit too much story for me, but that's more so a personal taste so it's probably no issue!
5. Would also have liked a bit more guidance on what to do at the beginning, as it wasn't clear that I had to shoot the turrets to open the door. I thought maybe there was more to explore outside the facility.

Sorry that was a lot, but it's because I loved the game so much that I had a lot to say! Would love to buy a more complete game like this! Otherwise I may want to make one myself hahah

Thank you for playing, happy you were able to get to the end! We know the final level is a bit hard at the moment hahah

Appreciate the feedback on the final level. But I'm glad you had fun playing!

Really liked the cute and chill ambience of the game! The lasso could bug out a few times, but when it worked it was very satisfying to throw things around. I think the enemies were a bit spongy and could use a bit more feedback when you get a chain reaction or kill, but overall it was really fun to play!

Also the cutscene at the beginning was hilarious.

Game reminds me of Sonic and the Secret Rings, which is a game I love. So the gameplay was entertaining. The jank also had a charm to it. Would have loved some sound effects and music!

I really enjoyed the horror aspect, and the art was super well done! Hope to give this another try after some bug fixes. I experienced some heavy sliding at one point and couldn't move around.

I think some feedback on when you interact with an item (like a sound effect) would also help me understand when I've done something right. Aside from that, really enjoyed the direction. I think point and click games are really neat!

Thank you so much for checking it out! Funny enough I just posted a new build, so if you'd like to give that a try and see if it feels better. Although I think some of the patrol patterns still need to be fixed. Appreciate the feedback nonetheless!

Appreciate the feedback, good stuff to keep in mind! Will definitely need to make things more obvious.

That's hilarious! Will keep this in mind for later projects, thanks for the feedback :)

Hi, I'll post a build that doesn't require Steam. Thanks for commenting! :)

This game is on the border of being very satisfying, but it's a little hard to tell what's happening. It is indeed very chaotic, but there doesn't seem to be an obvious goal to work towards (besides trying to spawn in as many blue guys as possible). It almost feels like a survival of the fittest type of game. Protect the blue guys from the green guys (mutations?). But what about the other colors?

I think you have a lot going for this game, and with a few more mechanics I'd definitely play this kind of game more! I like being able to drag the blue guys around. Trying to protect them was my first instinct, and I think you should work with that a little. Maybe give the bad enemies mean looking faces? Other colors could be good genes that power you up. That's my opinion at least. Overall, nice job doing this all from scratch!

This game was really fun! With a little more balancing (maybe some power ups) I'd be hooked to this. One issue I find with the exploding red blocks is that if you use them to get up a platform but miss your chance to land, they should respawn. A few times I landed on one and missed the next platform, so I just landed back down on the previous one. If I had the opportunity to hit the red block again it would feel great because I'd feel like I cheated death. I also think the level design should be a bit easier to navigate, and then ramp up over time. This would help new players learn the mechanics and feel of the game (which feel very good). Overall I like this game a lot!

I think the sound and art design were really nice (especially the forest). I think that some of the effects like motion blur and post processing were a little over done. I also think some more context clues would have helped guide the player where to go. Choose your adventure level design can be tough. If you want players to have choices on where to explore, just be a little more clear what can be traversed. Overall good job!

I like that instead of taking damage, the enemies actually need to push you off. Not sure if this was intentional, but I was able to bounce over the enemies once in a while before falling off the edge. Regardless, I think it's a great feature and adds to the fun! Be careful when letting players infinitely fall to their deaths to avoid memory leaks. To avoid this, you can put a kill box and a reset button that appears on death to reset the scene. I also think the projectiles should be a bit larger. Overall, well done working together to make this!

I think these type of games are always fun to play. A little bit too chaotic, leading to the game being a bit too difficult at times. I think what would really help the balance is to only have the enemies shoot you when you're in their line of sights.  Overall good job doing this all from scratch!

This was a strange experience. I think it added to the theme well. If you were going for a fever dream type of game, I'd say you've succeeded.

Fun chaotic shooter! Great job doing it all from scratch as well. But the in-game music/sounds jump scared me a bit hahah. My ears almost blew out (not really), you might wanna lower them a bit. My opinion on the AI, you should try to limit how much they're in your face. Give the player just a bit more breathing room. Graphics were nice too, a little over the top but still nice!

As soon as I hit a car and the music started blasting I laughed out loud! Great signs of a great game! I also love all the random messages that get typed out on the phone. This game is pure gold.

Great graphics and audio! The game feels a bit too hard, not because of the controls though, it plays really well. I expected the refuel areas to be checkpoints. Possibly add a separate mode for casual players? Besides that well done!

Thank you everyone for the positive feedback! It really means a lot to me that many of you enjoyed my game! :)

Who knew trying to lose on purpose could be so hard. Way to go against the norm and make the player have to lose. Not gonna lie, I instantly wanted to try winning before I realized I was doing it all wrong! Fun minigames, would love to see this concept explored a bit more! (Maybe more story?)

Things definitely started getting chaotic at the end. I think if you had some invincibility frames it'd feel a little more balanced. Besides that, a solid runner!

Very simple, but very solid. The game mechanics feel super smooth! I can see this being pushed into something bigger. Different levels, maybe hazards trying to knock you off, etc. I like the smaller aspect ratio for this game, nice change of pace. Glad Brackeys was able to help you make this! :)

Reminded me a lot of goat simulator! I think if you add some more AI (both hazards and people), you'd have a fun little bad dog simulator. Maybe some upgrades to add more chaos. Well done!