Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ShadowHawkDragon

211
Posts
39
Followers
1
Following
A member registered Nov 05, 2017 · View creator page →

Creator of

Recent community posts

Charming little game, took a little time to understand that you are supposed to walk into stunned enemies but once I got it it was fun. The enemy variety also seems good for how simple it is though I never got past the circling undines (blue mermaids), the just span too fast for my brain to keep up but that's a me problem.

Anyway good game.

Brain bustingly hard, not in a bad way, I just suck at these types of puzzles, simple concept that does what it aims to do.

That's the idea for successful runs, considering not just the position of your own skills but the enemy's too. For example, making sure the enemy doesn't get off a full powered last strike.

Glad you had fun playing.

I'm sorry but can you explain what you mean? Enemies already share the same loop as you and you can place your skills in any position around theirs. I.e. if an enemy has last strike you can place any skill after it to prevent the bonus damage. Part of the game loop is building a flexible enough list of skills that you can play around each enemy to some extent.

If you mean having a preview of what the next enemies are going to be that is something I'd like to add in some way for a future update should I further continue the project.

But anyways thanks for playing.

Pretty solid puzzle platformer

Cute little game, simple but fun

A fun twist on monopoly but could have done with a little more player agency. In games like this where you don't get many actual choices those choices need to be meaningful.

But otherwise a fun quirky game.

Very fun game with an interesting blend of ideas and concepts.

A small suggestion, maybe make it so enemies cant shoot or hurt you for a short period of time after spawning.

Honestly a more addicting than I expected, I'm not even good at these sorts of games and played for a good while.

Interesting game, unfortunately took me many tries to even figure out what I was even meant to do. The help button is a bit too hidden to realise its even there.

But overall not a bad little time waster once you know how to actually play

Certainly not something I was expecting from a jam like, very creative and unique.

Honestly nothing else to say, the cow sound gave me a laugh and became the centre-piece of my 'cowboy song'

Wow, I'm happy to hear you really like the game, just make sure to get some sleep.

(1 edit)

Good concept, unfortunately as already said in a prior comment its more down to the player to actually make it challenging since unlike Ultimate Chicken Horse you're trying to also screw your opponents over.

As a suggestion, how about having traps be placed automatically (usually put in the way) and you use your turn placing blocks to help circumvent the new traps, those blocks could also have traps attached to them, things like a wall you can jump on with a spinning blade orbiting it, or a wall with spikes on 1 side.

Honestly this concept has a lot of potential and you've already got the core framework down, its certainly something you could take further after the jam.

Not a bad little game, movement would be better if the witch followed the mouse, that you you could use left/right click to draw/dash.

Honestly well done, with a little more time and polish could make for an interesting game

A unique take on the classic point and click door maze, I liked how the fake doors actually give hints so its not just blind luck if you get the right one, adds a little bit of tactics. 

Really nice little game, a few inconsistencies and odd bugs but nothing that detracts from the overall experience.

the comic book style intro is nicely done.

Really nice little game, a few inconsistencies and odd bugs but nothing that detracts from the overall experience.

the comic book style intro is nicely done.

Cute game and the voice work whilst unexpected is hilarious.

A little bit of feedback: as a general rule of thumb, hit boxes for hazards such as the spikes should always be a bit smaller than the actual sprite. It felt like I was getting hurt even when I wasn't touching the spikes.

But nit-pick aside good job on the submission

Some interesting mechanics that could really shine with more time to polish the game. Due to the emphasis on going fast it would really help to add some 'coyote time' to make the platforming a little more forgiving for quick movements.

But overall a charming little metroidvania, and considering it was made in 4 days, that's some good work.

ah, makes sense then, forgot that was even a thing since its not needed anytime before

Cute and fun puzzle game, really well done and clever puzzles.

In the end it started hurting my brain, but that's not a problem with them game.

Simple but cute, controls are a little clunky but still enjoyable. I would add that it took me several loops and deaths to even figure out I was supposed to crash into the wood panels and break them.

But otherwise good submission.

That's what I was going for, simple to learn but hard to master. Glad you enjoyed the game.

(1 edit)

Very nicely done game with a clear and quirky art-style that doesn't get lost to the overall messy nature of this type of game. While it clearly wears the inspiration from vampire survivor and brotato type games on its sleeve, it does so whilst adding in its own unique twist, or should I say loop.

Tape selection seems rather limited with the same options popping up all the time for me but for being made in 4 days the game is a masterpiece.

This would be a great game to see being taken beyond the jam.

Overall fun game but the controls lead to it being a little on the frustrating side. It seems there's a large delay before you can jump again.

Still very enjoyable.

Very nice game, beautiful graphics and scenic music, the controls are simple but a bit awkward on keyboard due to the isometric angles. 

Also got stuck on the level with the elevator with a button you are meant to drop on but doing so stops the elevator. There's nowhere else to go and there's no way I'm balancing on a that thin wall with keyboard. Maybe I missed something.

Either way, nit-picks aside good game

So close to the record of 18, good job, hope you had fun playing

Glad you figured it out and had a good time creating different builds. Yes whilst the game is fairly simple the lack of a proper tutorial is a known problem.

interesting take on a tower defence where you have to balance building a sustainable economy vs defences.

Manged to get to the 4th level which felt impossible.

The trick I found was to hyper invest in wood production until food is a problem then build farms and fishers, building house as needed until stable.

Interesting idea, unfortunately a bit buggy. 

If you drag the mouse out of the game window then release, it doesn't register the click which happens often if you do quick drag n drop motions.

But even so good job on the game.

interesting idea, the puzzles seem like they get quite complex unfortunately encountered a bug where if you try to place any cube in the red cube already on the grid it permanently deletes the cube you tried to place. I ended up with 0 cubes.

Whilst not a complaint for future reference I'd recommend having the cubes we can place appear at a side of the screen where we can drag them onto the grid with the mouse. Having to remember which number key corresponds to which cube is additional mind tax for an already taxing game.

But otherwise nice submission, the visual really fit the game and give it a unique stylistic feel

The true joke of this jam, when being too polished becomes a negative. 

Overall I was simply having too much fun messing around with the idea that by the time I realised it, I'd already spent most of the day on the game.

Though if I am to be honest, a lot of the game's polish was yoinked straight from a previous jam game. Including: menus, sounds, music, background effects, particles and even the rocking effects on enemies and items.

Thanks for the feedback, every nitpick helps with improving the game and my design processes.

There is definitely some work to be done on the game balance to smooth out that difficulty curve. Enemy health does scale into later rounds but it is perhaps currently a bit too front loaded.

And yes, thinking back, splitting volume controls would be ideal.

Thanks for the feedback, I can't argue with you there. It's something I'll keep in mind.

Thank you for the feedback, yes I had originally intended to add 'boss/special' encounters every 5 rounds (halfway point and finale).

However for the jam I chose to prioritise refining the overall game experience over adding them in.

Thank you for playing Magical Maple, I hope you and everyone who tuned in had a fun stream.

I have uploaded a new version which fixes the crash from explosions hitting Leaf Blowers.

Overall having a strong build is also a double-edged sword as your leaves will get thrown along the edges of the arena making them harder to get back.

However, I have discovered that under certain situations leaves could go out of bounds which should now be fixed.

Anyway, thanks for the feedback and for providing footage of your playthrough.

Thanks for the feedback, there is certainly some room for balancing.

Thanks for the feedback, sorry the game is too repetitive for you but I appreciate you taking the time to play and review. 

Outside of endless mode (for obvious reasons) there's 10 rounds before reaching the end of a run.

Certainly an interesting game with a lot of charm, I got very far even if I didn't have a clue what I was doing.

Main flaw is it mostly like you're just guessing majority of the time, even with a dodge of 100 it never seemed to work.  

In terms of vibes and feelings the game has it down perfectly, and I'm sure the mechanics have a lot of depth just takes a bit of commitment to learn.

So overall good job, its a nice submission and well worth a play or two.

Yes, the game is more heavy biased towards using the spin attack (right click), this is especially so when the spin speed is near max as it spins very quickly.

I do agree that some rebalancing is in order, cheaper left click and maybe no spin cost at all on the right click.

But regardless, it really helps to get opinions from people who haven't been playing it from start to finish to get a feel for things that may have been missed or overlooked. For example, I really need to make that shackle hit box bigger.

I'm also thinking that maybe an optional 'auto-aim' mode that always deflects in the direction of the boss could go a long way.

Anyway thanks for the detailed feedback.