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Serious Table

A member registered Mar 12, 2016 · View creator page →

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This is a neat idea! It was satisfying being able to blow foes backwards, especially into obstacles!

For some feedback, the following things stood out to me:

  • The player movement isn't satisfying, in my opinion. The speeds of movement, be it horizontal or vertical, is very ponderous and doesn't make it fun to move.
  • The vortex for pushing things is fun to use, but with the way the animation looks, it communicates to the player that they should be aiming it down to keep themselves in the air, despite that not being necessary.
  • I think the addition of the wall-grapple was odd for where it came in. It was relevant to the game for about 20 seconds and one challenge, and I think a more unique use or twist of the main vortex mechanic would have been better, such as a more interesting platforming section, etc
  • Communicating to the player that touching the grey ground is bad isn't
    well communicated. There's a ramp on the side and the use of double jump seems to suggest that touching the "moat" would be just fine, but it wasn't actually.

All in all, I think it's a neat concept, but has some issues with communicating with the player.

Thanks so much for playing, Etra! I deeply appreciate the feedback!

Thanks, Archmagus, and thanks for playing!

Thanks so much for the feedback, Kenney! I'd love to give this a bit of an expansion into something more full-fledged. Thanks for hosting the jam that created this idea!

Thanks so much for the feedback, Jaselito! I definitely agree with everything you've posted, especially the difficulty of figuring out how things start. It's accessibility isn't where I wanted it to be, but ran out of time for optimizations.

Thanks for playing!

I got down to about 4:03 on my second go around!

This was really neat! Played really smooth, and all the sounds tied in really well with the theme.

Just want to add after having gone through a couple of laps, this is really fun! I enjoy the time controls, and some of the surprises on the track were really exciting!

This is actually really good! However, I'm having some major issues with controls while off the course, to the point that it was difficult to get back onto the course. I understand the idea of constricting the player while outside to keep players on track, but perhaps reducing their top speed while still allowing them their ability to steer would be a better route to go.

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This is a REALLY neat idea, but a few things I might change.

  • The camera angle makes it really difficult to know exactly where you're
    placing bombs. Up higher, and possibly isometric, might help.
  • There isn't much of an incentive to slow the rockets because they still pursue the convey and impact. Perhaps putting a max life on them so they detonate after a certain time would better incentivize slowing rockets rather than the turret.

Otherwise, this is well done!

Created for Game Maker's Toolkit Jam, DO(N'T) DIE is a game with simple mechanics and a simple goal: dash through enemies and earn the highest score possible. But careful manipulation of your MULTI bar and when you die will be the key to success!

The game was created in 48 hours, with the premise of everything having multiple purposes. I especially wanted to make sure the Title Screen and Death played multiple roles, as well.

Download and play it for free, here!