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Maax

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A member registered Mar 17, 2021 · View creator page →

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I can only agree with you. In hind sight I should have just added a picture which atleast explains something. But I was so tired after working through tje night :(. Thank you for your feedback

I tried out your suggestion, but I didn't improve it. Likely its because I didn't anchor my elements in the UI. Something I will have to get used in the next Jam. Thank you for your suggestion nevertheless :D

Thanks for playing. Yeah it has a lot of underlying concepts which are never really explained. A tutorial is a requierment, but I just didnt had the time. Though hopefully I learned the lesson that I should do less complex stuff

Thank you for trying my game. You are right that its quiet complex to understand. I should have simplefied some parts of it or explained more in the description. Some audio sounds were there but they got lost in a last minute bug fix :(

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https://sirmaax.itch.io/island-walkers
Had to install OpenGNN again and then missed the deadline :(

Thank you for taking the time to write detailed feedback!
I would have loved to introduce the mechanics a level per level basis to ease the player into them, but I was unsure how to do that effectively. Therefore the one page in the menu. I'm not sure if splitting the mechanics to different sites would have helped, my guess is that would fell even more daunting then before, because you have multiply pages.
I didn't explicitly wrote in the introduction that the Souls had to be "pushed'' into the gate, that is true. I can see where this can lead to confusion.
Souls getting stuck was sadly somewhat common, I thought I had fixed it by allowing the Keeper and Dog to go a bit below the bounds of the souls, but likely I forgot that above.
Interesting bug you discovered with resetting the stages :D

Glad you enjoy the recording of myself barking :D. Will definitely have some keybindings next time

Thank you for your feedback! I did wanted to have the Units on the 1 to 3 keys, but as so often things had to be cut :D

It's incredible how many comments you left under so many games. Props to you for going the extra mile.

Great game with exceptional polish. Everything looks clean.
You got great level variety and lots of mechanics for the player to interact with.
Maybe consider not restarting the music when dying in the level, it felt disrupting to me.

The ability to sell parts would have been pretty good for additional strategy.

Great visuals and great game overall :D

The games has great visuals.
The constant wing flapping sound wanted to make me mute it though.


Interesting concept of managing different aspects of life, but right now it feels shallow and needs to be improved upon.
Maybe consider adding some interaction between People dependent on something the player did.
Furthermore it would be nice to have different options to progress were the player has to choose from.

Good Job on finishing your first Gamjam!

Great concept. The struggle between healing yourself, increasing draw, buffing generation or buffing debuffs on enemies or attacking .....
From a few mechanics through combination you achieved an amazing gameplay loop.
Great game you made there :D

Great choice of soundtrack.

Enjoyed the moment when walking to the last stage. It was a great view.

Some more verticallty in the movement would have been great and some faster movement too.

The soundtrack provides a feeling of rush, but the movement and gameplay lack behind.
Just speed the gameplay up to make it have the same feeling as the sound track.

Enjoyed playing it :D

That is true and definitely something I would improve upon if I would make it again. Thanks for your feedback :D

Really enjoyed this game you made here. I spoilerd myself a bit by reading your answer to ilPrinnis comment. This though led me to have a goal for playing it. Open the door. You obviously tell this the player too, but I believe it is easy to think that reaching full hearts it the goal here and therefore overlooking the real goal, to get healthy and back into the world again (atleast that was my goal).
I enjoyed solving the puzzle of how to wake up each morning and end the day that my character can wake up better next morning. Big steps were for example finding out that I shouldn't cut myself. I did this often because I wanted to end the day with the most happiness, but by doing this I hurt myself in the long term.
I really enjoyed finally seeing my plant starting to live and growing each day :D
The music feels perfectly integrated into the game and is a good fit for it.
Great journey, nice art and just all in all a great game.

It is a fun concept. But I feel it could be further improved upon, so that the game consists of more than the current gameplay loop, some greater goal maybe?

I had problems with the screen because I couldn't resize the Game, but this likely a fault of my wide monitor.

Thanks for playing Soulkeeper. 

What controls did you find complicated?

Controlling the arrow after it left your bow seems like a cool concept, but I wish you build more upon that concept.
I noticed some bugs which collision and getting stuck behind walls.
The colliders on enemies were to big, e.g when the player dies from contact damage but there is clearly space between the enemy and the player.

Visually the game looked good and fitted well together.

Indeed some more testing is needed on that front. Most important as you said is to give the player a tool to more effectively herd the souls in the same direction and pushing them together in one direction. Thanks a lot for you input ;D
Maybe watching some real dogs herd some sheep would help too

Great concept. Loved smashing stuff and the accompanying sound. It was sometimes buggy especially after smashing the clock, but this didn't make the experience any less fun.

I wouldn't know how to balance the hammer in any way, but I guess it doesn't need to be balanced in any way :D

For a platformer the controls have to be on point. This was for the most time the case, the only change I'd like to see is the interaction with the grappling birds. Right now you are pulled toward the bird and make a jump when reaching him. How about instead of losing all horizontal momentum you can stop pressing space earlier and you keep all your speed and momentum and even gain a bit from being pulled in that direction. When holding space the current interaction with the jump is then used. What do you think about this change?

The atmosphere war great too, and I enjoyed the writing of the interactions between D and the NPCs. The end dialog came a bit to sudden for me. The NPCs talked about completing my goal but I never really knew what that was except to get to the top, a bit more information would have been nice on that part.

The upgrades didn't really worked for me, but maybe that was my error.

Great entry to the Jam

I enjoyed our concept reminded me somewhat of Magicka.
Props to you for including Settings menu with a lot of settings.
Maybe you could introduce some limitation on the casting of the spell so that spam spell casting isn't so powerful anymore and the emphasize is more on clever choosing of the combination of spells.

All in all I enjoyed this short experience, good job :D

The controls are weird to get into, but after a bit of trying around it was fun to beat the levels. Still a different player control would have helped. Maybe a small adjustment to the player jump height could have already made it better in my opinion.

The transition from one level to the next level was a great idea and looks clean

Good job

Clean base gameloop. Challenges ramps up nicely.

It would have been nice to see some extra features to the baseloop. Cause right now it's get boring pretty fast, because nothing is really changing and no real thinking is needed from the player. For example maybe a powerup that increases the movement speed, or maybe some bad apples that take time of you instead of giving you some.

I feel the same way.  I wish I had tested my mechanics out more, that I would have seen how frustrating and rage inducing it can be :D

Thank you for playing and leaving feedback on my game

Thank you for you detailed feedback. 
I like the concept too, but it feels flawed how I build it. Units push the Souls away in a circel around them, therefore it is hard to bring multiple Souls in the same direction. What do you think?

Souls gettimg stuck is indeed bad and poor visuals at the bottom should be improved too. In a perfect gane I could imagine clouds going opague when souls are under them

Thank you for playing :D

Thank you for your feedback, glad you enjoyed it. 

How did you find the duration of the levels?

If this game had a slow and step by step introduction to all of it's concept and features it would be great. Right now I feel like not understanding enough of it, to really play it.

Interesting idea. 
I feel if you had the ability to Pause and Rewind the Video to take a closer look at certain parts, it wouldn't feel so random as it does now.

Story wise I enjoyed the setting of the game.

Did you use AI to generate the first background pictures and others?

I enjoyed game too. A small introduction where to get the stuff would have helped, I imagine it can be frustrating to have the enemies weakend and not knowing what to do next. Great loop.

Really enjoyed the animation of the big angel, when it threw the captured enemies in the corner :D

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Really enjoyable game! It's visually polished and is just fun.
I the arrow keys are should have been different keys in my opinion (it looks great when the arrows come down but pressing the real physical arrow keys on my keyboard is rather uncomfortable, instead d, f and j keys would have been great a choice)

Levels/Stages would have been great.
The first 3 People are easy to do flawlessly. But afterwards the difficulty ramps up mercilessly. With the option to jump to a later point in the game you have less repetition which leads to more time enjoying the game.

Pressing all keys at once seems to work, you should fix this bug.

Real good game guys!

Interesting concept, but it felled unimportant most of the time, because nothing changed for a long time.
I am surprised you managed to find all these assets which fit together quite nicely.
Nevertheless I enjoyed this short game.

Small but enjoyable gameplay loop.
Sounds were a bit all over the place, some more cohesion would've been great.
That the demons behaved somewhat buggy with their speed gave the game some nice change.
I would love to see a bit more change of the environment. Moving clouds, different enemies so the player has to change their playstyle.
Right now I sit my ass in the best spot and spam my gun in one direction, which gets boring quite fast.

Artstyle and the animation are bloody gorgeus.
Controls feels similar to Celeste, which means they are mostly good.

The mechanic of different characters having different effects when dying were great. Sadly I was often left guessing which color meant what, maybe you find a different way to symbolize their mechanic (maybe that's just me).


Stuff I didn't like:
After messing up the first person I just want to restart the level quick and easy, without pressing shift through all the other people left. Give me a button to restart it instantly.

With the controls it was hard to make small movements which were in later level required, which made it frustrating to play these.

All in all an expressive entry to the Jam.

Animations and art is peak :D
Level design was great and challenging.

Controls on the other hand were really bad, and not responsive. This often got me killed.
With tight and responsive controls this can be a great game.