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Soundy777

61
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A member registered Feb 23, 2018 · View creator page →

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I've had to pry myself away from my ungodly multiplier to express just how much I love this. You've fused together so many elements which soar above the sum of their parts. This is the kind of experience where when you get into it, its incredibly difficult to put it down & just oozes with strategy and charm! Elegant, Tactical & Vicerally Satisfying! Love it! Instant buy if it was on Steam.

Wow, exceptional work on having fined tuned the player movement. There is some serious juice in that double jump & the overall visual direction is phenomenal!

great work as always Mig. You have this incredible knack for just going for a vision. Sure, some of it is a bit raw & could have benefitted from a bit longer to cook, but, you can appreciate the direction, intentionality & your take on the theme. 

These sorts of games never get the appreciation they deserve. I look forward to making a video for my channel in the near future where I explore these part-baked hidden gems! 

Cracking micro experience though with your signature voice work! 

Great atmosphere but where the hell have you been parking to have an experience like this xDD

Great concept. I especially enjoyed the balance you've struck between the speed of travel and the slow handling of the missle - it adds just the right amount of challenge.

At first I was concerned that only level 1 was available, but then I saw someone in the comments mention a "next level" button which I'd not noticed lol. Make that button glaring next time because the game (for me at least) did not progress automatically to the next level after completion and so I had to manually each time. I'd always try, for GameJams at least, to include some sort of level selection system just in case your level management logic fails.

Really cool experience overall, I'd very much like to see something like this made into a fun mobile experience or a deployed as a web game.

I won't rate this because I couldn't explore it due to lacking a controller sadly. But, the visual style does look quite compelling and the premise too!

I enjoyed the premise but found the balance left a bit to be desired. It would have been nice to have paced this out a little bit over the couple of 3/4 levels where it begins easy and only gives you the option of two units to summon. You could then introduce the other units in subsquent levels and increace the difficulty to match whilst show chasing which units counter which enemy turrets.

Overall a cool concept that would have been elevated by a touch of visual flare.

The difficulty ramps up rapidly xD! This is a fun and compelling experience which should and could be explored further. I could well see myself losing hours to something like this on mobile during downtime. 

It would have been really cool to have seen the impacts of your previous explosions left behind after each failure to give a sense of persistance to the world. Great job on drilling down to a singular focus and executing it well.

Really enjoyable experience and a clever way to reverse out the role. I especially liked that you had a presence in the game instead of been an omnipotent antagonist, the teleporting was the icing on the cake as that is something you experience as a play when observing the "big baddie". 

The care you've given to eek out the most of the restrained visuals is especially nice.

Your take on the theme is quite compelling but I'd have liked to have seen more attention given to the scoring system as you could have leaned into the idle nature of the more so in that regard.

Overall I like the visual style you went for and minimalistic flare. I'd like to see this vision fleshed out further and could see it doing well given how near to the vampire survivors trend it leans. Unreal did bloat out the file size though given how minimalistic the experience is, 200MB for this is asking a little much but thats just nitpicking. Consider using a leaner engine next time if your vision doesn't call for the might that is Unreal - could be a fun opportunity to learn something like Godot or Unity which would have done that in <10MB & been able to deploy to web.

Very interesting spin on core concept and well suited to the theme. 

It is ashame that it wasn't fully realized but I do think it has the making of something quite special. Controlling and rotating the board like that adds quite the unique dimension to the classic title, I'd be very curious to see how this would play out if you completed it. 

Great effort & I like the love you gave to the UI.

Incredibly well executed. I adore how you've subverted expectations using so few mechanics and so little in the way of coercing those mechanics from what they usually are. This just oozes with interesting design spaces to explore - please take this further! 

The visual style and means by which you've framed the endless runner core gameplay is superb. 

I feel the rate at which the bar deplete detracts from the core vibe of the game. Endless runners typically have a slow pace to begin with which climbs over time. I think reducing the rate at which the bars deplete would give you more time to strategize, more time to enjoy the visuals and more time to read the cards.


Overall though this is great fun and a very creative take on both the theme & framing.

No need to apologies, it fouled one of several runs I did & each was more fascinating than the last.

Fascinating fundamentals, it would have been nice to have seen this framed in a more compelling context but the core premise and implementation showcase a good vision for the design space an experience like this could explore.

I played this for far too long! Love it!

The balance you've struck despite having many moving parts is incredible. I will  say though, having the inability to back out from the buy creature dialogue fouled up one of my runs where I misclicked on it. I understand its part of the strategy, but I don't think its necessary given the balance already struck across everything else. 

Really well built and very compelling. Excellent!

Quirky, fun & creative! Great experience!

The only factor I felt let this down was having too limited an ability to control your placement during the jump and been able to spam it a little bit too easily. Adding a slight cooldown and a bit more mid-air movement would have elevated this significantly. 

Great game though, really enjoyed the passion put behind the visual and audio style - gave it heaps of personality! 

Solid movement and a nice set of pressures to compel the player towards the goal.

Something worth noting is just how important numbers going up are. This is a fundamental part of the human experience and something ubiquitously compelling to every single person. Your game is generic (which is not necessarily a bad thing) but an incremental score is powerful enough to elevate just about any concept to addictive levels (see Vampire Survivors for a pique example of this - though it uses many incremental facets and variable rates for each to retain engagment). What would have elevated your entry would have been to fixate on that aspect more so than the gameplay - which is counter intuitive but something which you could have leveraged to achieve a more compelling experience with little more than some psychology rather than raw development.

Overall though I had fun, I'm looking forward to your future work! Keep on devvin!

Wow! You achieved a lot in the time alloted. This is great, I really appreciate the time taken to balance the movement to almost utter perfection. Its challenging but fair. 

The alternative camera move provided feels much more natural.

The use of "QUIT" in the pause menu's options menu threw me off lol. Also, 9 slice your button backgrounds because that kinda stretching is easily fixed. Honestly though, I'm nitpicking, this is insane given the time especially with the inclusion of multiplayer.

Nicely done, turn this into a full experience and you could easily cash in the I Am Bread, Untitled Goose Game, Goat Simulator vibe. Nice work!

Great concept to play around with. This creature's lifecycle would be percieved as boring under a normal circumstance but your creative approach to this game ensure you're not just sitting around waiting. 

Having the turns pass automatically might have been a touch too far though, I appreciate that, that too is an inversion and attempt to adhear to the theme but it takes away from the opportunity to plan and enjoy the game at a pace where you can enact strategy. I understand this may have been done to enable you to remain stationary and still progress but that could have been achieved by binding a "pass turn" button to the space bar. Its possible that this feature could work if reframed as something other than "turns". Automating turns is a dissonance which I can't personally reconcile, but if you reframed it then I could be onboard with that notion.

Visually the game is coherent but some elements baffled me. For example, I don't know what the various floor tiles do when collecting them. 

Overall I enjoyed the fact that you explored an easily overlooked creature and a difficult one to design around. I would enjoy to see this concept taken further.

I enjoyed the clever ways in which a singular enemy type was reused to create various different challenges to overcome. 

The core platforming mechanics were in need of some tuning though, the camera failed to look ahead in the direction of travel to give some much needed telegraphing to what was upcoming especially when falling. The Jumping is floaty which might be intentional due to the dress flaring up but it broken as you can rapidly tap it when on the ground to jump 3/4x the normal jump height - this did save some backtracking when falling through the level though.

The level design was interesting but undone by the jumping bug. I appreciated that falling down in certain sections would result in a loss of progress rather than out right death but this was a source of tedium later into the level. A simple checkpoint system might have provided some relief from the frustration.

Overall though, this was a good platforming experience build in a very short time. It had some interesting moments of pacing given the restrained use of only a few core mechanics and some creative obstacle design. I would have appreciated the theme been applied in a more tangible way other than via a superficial framing device.

Afraid you seem to have uploaded the wrong file. You've uploaded only the executable found within a build. You should have zipped up the entire build folder and uploaded that as it contains the resources necessary to run the game.

Don't be discouraged though, just having entered, built something and uploaded it is more than most. Come back fighting next time & be sure to download the uploaded build to test it once you've submitted. Submitting early and testing your build allows you to catch issues like this & you can upload as many builds as you like until the deadline expires.

Bang! & the evidence of murder is gone!

Sure did man. That money is going towards developing forgecraft further in the hopes of getting it in line for a steam release. I'm happy to chat more about this over discord to help iron out any doubts or further questions - come join the MetaFab discord or add me directly:: Soundy777#9833

Congrats on winning third place! \o/

LFG

Dayum! This is a wealth of information for which I'm very grateful! Thats a great suggestion to add some sort of carrying slot or cart system & I'll look into adding in this. You're very right about the lack of tutorialization and that was something I just had to sideline due to time but did want to address more. I'm really glad you dropped in the time to try out so much of it & the metafab integration comes in the form of a currency reward for completing orders which can be spent to unlock the additional area of the mines. I'll be taking all of this onboard going forward & want to thank you again for such well articulated feedback! :)

Appreciate your kind words and detailed feedback! Balancing & UX was something that got sidelined and was in dire need of some iteration. I'm taking this project forward and will take note of your input, thanks again for taking the time to detail out your experience :)

Thanks, back at ya!

Still a fascinating concept you had in mind, could have wound up turning into something on the order of Universal Paperclips! & Thanks <3

Equip the axe and harvest wood from the trees or Equip the pickaxe to harvest ore from the rocks in the mines. Pressing the numbers 1,2 & 3 allows you to equip different tools. \o/

Great UI minimalist look, not too sure on how the crafting works though.

Giving this a solid moonwalk/10!

That lighting is on point!!! & damn fine selection of pixel art to boot. Cracking game, v.fun! 

I SAVED HIM & HE STILL CHARGES ME FULL PRICE! xD 

Cool experience & interesting idea. Art style was a low poly treat for the senses :)!

Awesome UI work & I love the fact its buttery smooth even with dozens of enemies on screen! LFG

Juicy AF!! I crafted so hard my monitor blew! LFG!

Clever use of what would normally be undesirable behaviour xD!