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The Magical Ma

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A member registered Aug 17, 2023 · View creator page →

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LAST MINUTE REVIEW:

Really silly, I love and hate those dust bunnies so much. The hand hovering over the object you are interacting with to carry it was also very funny to me. Runs pretty smoothly when not full screened, but for some reason full screen makes things super laggy. My main complaint is that you have to drop the vacuum to pick up other things, when I feel like it’d be more fun if you had the vacuum at all times seeing as there are so many dust bunnies.

Very fun! Very silly!

Really enjoyed this! The world and sound and music is so pretty, and creating tiles of land is really fun and mind numbingly relaxing (which is a good thing to be clear). I am also a little curious about who we are as the player in this flooded world. It’d be cool to expand on that story a little bit with possibly more relics and debris that give an impression of this past world.

Really enjoyed the art and thumbnail. I’m curious what this game is supposed to be about in general. My head canon is that the kid is trying to ascend to a cleaner room so they don’t have to clean their real one but the roaches are grounding them back into reality - preventing them from taking any shortcuts.

Art is soooo prettyyyyyy.

I might just be impatient but the plants do grow kinda slow. The music when outside the garden also feels a bit out of place. However I do love the choice of music for inside the greenhouse. It gives “off to another day’s work vibes”, while the other song gives “Together we can thrive™ PSA vibes”. Honestly I feel like having no music outside, and just having some birds chirping and wind blowing would be awesome I think.

Also I soft locked myself my first time playing because I bought two carrots with my $30 and had no more money left for soil.

But again, did I mention how pretty the art is? I did?! Well I’ll say it again cause I love the art so much lol. I love the fuzziness of it all. It makes everything feel so huggable and thus cozy. The backgrounds especially are so pretty.

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Very not cozy spring vibes lol. Honestly I was a little bit confused on what exactly my goal was other than explore. The world is so weird and buggy it’s hard to tell what is meant to be that way and isn’t and it’s such an interesting/surreal vibe. I will say I think the music is too…. Well-defined for the game, even considering it’s supposed to feel off. Even if it was bit crushed a little I think it would feel a little bit more in line with the world. Also I love that guy in the middle of the field. Dance on my man.

I love this concept so much. The visuals and music are also so fun and spectacular, and in that department the game is very polished. The light blue corn is so op lol. I don’t know if it was intended that each of the three times you hit it you get 15 corn.

The sound design is so calming and relaxing, and the art is pretty cute! There are so many ducks I feel like I’m starting some sort of empire lol. The shop is a little interesting however. When paying for the duck upgrades for example it would upgrade one at a time instead of the upgrade I actually purchased. So when I got gold ducks they were blue :(

Other then that, good job!

I’m so happy you enjoyed it so much!!!!!!! Unfortunately I’m gonna have to reject your request to make a game together, but again it makes me very happy you enjoyed it.

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Little game SHOCKS world by getting BIGGER and STRONGER.

Thanks for playing it anyways! I’m glad you found it funny despite not being able to understand a lot of it. Means I’m doing something right in the presentation of things. :)

That’s the secret they don’t teach you in school.

Such a great father

Thank youuuu! I love the cube controls and wish I had more time to make an environment where you got to play around with them a little bit more.

360 dollars a second lol.

Yeahhhhh you aren’t technically supposed to be able to get more than $10,000. One of my friends set their system clock to tick 20x faster so the money animation would be faster. That was funny.

Oh I would’ve loved to see those things too lol. Who knows maybe I’ll finish it someday. Thank you for your kind words!

Aww thanks! While I can’t promise anything, I do love this concept very much so I might. I kinda wanna use that song for another game I love it so much…

Lol this is great. I really love silly themes like this, and it has sufficiently traumatized me such that I don't know if I'll ever be able to look at bread the same way again. I will say that I found the "plate" description for on play effect a bit confusing. Seeing as in my mind I'm already plating every ingredient. Maybe if the one word description were something like "choice" idk.

But yeah I love the chaos of this game, and the intense debates I end up having in my mind between plating and risking it for the biscuit. So far the highest shift I made it to is 4. I notice my impulsiveness tends to be the death of me.

Yippee! I'm glad you were able to experience the pathfinder without too much trouble, and that the screen reader somehow worked (mostly) for Mac OS!

Thanks for playing my demo! And thanks for bringing attention to the pathfinder getting stuck on tables and such. I have no clue about why NVDA isn't working too well in some situations. It's quite unfortunate, but I plan on remaking these systems in a more sensible way now that I know more of what I am doing with the screen reader (kinda-ish). The plan is for this game to be done in a month or two from now, so we'll see how that goes. :)

Did you use the pathfinder? I understand it is a bit broad in it's scope but that was the intended way that a blind person would move around.

If there is one thing I've learned, it's that volume is weirrrdddd.

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Gosh it's so irritating watching this 'cause it's like... WHY ARE THE NAMES FOR THE ENTITIES WHEN YOU APPROACH THEM NOT PLAYING?!!?!??!?!?! WHHHHHHHHYYYYYYYYYYYYYYYY?!?!?!?!?!??!?!?!

I spend so much time on the screen reader only for it to just decide it doesn't want to read things sometimes. It's a very toxic relationship we have.

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Also watching more of the vod (I'm typing these as I watch so I don't forget). The pathfinder menu visuals assumes that you can't see. You CAN pathfind to everything in the plaza, it's just that the tabs go "offscreen". The reason the order changes depending on where you are in the town is that it orders the entities based on closest to farthest.

In any given "screen" every single thing that can be interacted (including doors and exits) with can be pathfinded to. Again it's just that most of the tabs go offscreen.

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Oh cool thanks! Part of me wonders if the screen reader not reader some stuff is due to the fact that giving the game any input while it is reading will stop it. However it is interesting that the indicator of how many people you've found doesn't read a loud though. That's weird.  It's also interesting because on my end being in range to interact with an entity does have the screen reader read their name. Honestly at this point I might just have a tts screen reader with all the fun settings because honestly trying to incorporate this darn thing is driving me madddd.

And I also see what you mean about the music glitching now! That's just good ol' lag that came from my inefficient programming I'm assuming! Also the fact that you were streaming probably made the lag a bit more extreme which is annoying... I gotta figure out how to make these things nicer and simpler.

Oh my god this game is so fun. I love the puzzle-y nature that comes from figuring out how to best set the rooms. I've literally been playing this for an hour but have to stop because I do want to check out other games. I did finally get to the manticore but wasn't able to to run away successfully. I'm guessing I'll need all of the spirits for that. I don't have any feedback in terms of accessibility because I didn't play not looking at the game, but in terms of non-accessibility I don't really have much feedback besides that the voices should be a LOT louder by default. Oh also if there was a key you could press so that you snap to the next room that'd be cool to speed things up.

The music was just sooooo beautiful. I can't understate how much of a joy it was to travel across the rooms just to hear the different patches of music. It made exploring feel... Quite honestly worth it. I want to eat the music.

What qualifies as a room that requires a key and a room that doesn't? Is it just anything in the right half of the map?

Awww! Thank you for your such incredibly kind words! 

And all the feedback is super helpful! Everything you said makes sense are things that I can implement. I really do want to add more emission sounds or even having a dynamic soundtrack for the different sections of town. The emission sounds would probably be simpler at this point. The big town screen is definitely the most difficult to think about making accessible because there is so much going on. I figured that for now if something didn't have a functional purpose I wouldn't have a tab allowing you to path find to it, but I know that this isn't the most fun in terms of actually exploration. I could see your idea the tabs being sections of town and the buttons being the different things you could pathfind to though. Originally the tabs were meant to have more buttons like "describe" or something but yeah... Thinking about it more your suggestion makes more sense.

I am curious to hear what you mean about the screen reader being very buggy. What aspects of it were buggy? (I am aware though of how the music being buggy... Didn't loop it quite right. Whoops!) Some of the buggy-ness might come from the intentional things I did because I didn't know how a screen reader was supposed to read things exactly. (For example anything read by the reader will be followed by the type of thing is. Whether it be a textbox, audio description, menu info, tab, or button)

Anyways, I was surprised to hear that you enjoyed the audio descriptions as I was struggling a lot to get them out in the last couple hours. I find the one for the bar particularly funny because I mean... You can just tell it was the last one I wrote for the night. I wanted to add descriptions for the character's appearances too but ran out of time (and sanity). Definitely wanna go back and touch them all up with the things I've learned.

Valencia Tales: Strings & Stone so yum yum I could eat it in my tum tum. (I really enjoyed it)

Ah I see. Just wanted to be sure.

I see. That makes a lot of sense! Thanks for the feedback

Oh and I also forgot, I believe you use Mac which means that you aren't getting the screen reader support, which is a big part in making the town accessible.  If this was the main issue please let me know.

I loved the grandpa and his voice acting, for the most part the voice was pretty solid! I also loved his dialogue and the way he talked about the village. It was kind of surprising honestly. I was expecting a fast paced chaotic game where you hunt sea monsters as an old man, so it was very interesting to see that it was more of a casual conversation. Basically having a fishing trip with your grandpa except your hunting sea monsters. I do agree that the game play feels a bit slower than it should be though. The fact that you hear the monster and you have to wait until the entire sound plays to actually fire is a little frustrating. I honestly think I'd prefer it if you could fire each weapon at a whim.

Personally I think it'd be really funny if the monsters picked up in numbers really quickly, so you have to run all over shooting monsters, and the grandpa is just kinda rambling about his story as he is already used to this kinda thing. I understand completely though if that isn't the vibe. All in all this entry brought a big smile to my face. 



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Do you have any idea of what could've caused that glitch? It's fine if you only have a vague idea or don't know.

To be completely honest I don't really know how to make navigating the town accessible. Do you have any suggestions? One of my ideas was to play sounds unique to each house when the player is near them. (Like for example drinks clanking at the bar or something). Another idea was to have a dynamic soundtrack where the song would change a little depending on where you were in the town.

Quite frankly this looks amazing!

I can't move...

I'm so glad you enjoyed the secret ending that totally exists. I was starting to think that nobody would ever find it!

I enjoy this game! I love the art style a lot. The saturated color palette feels very comforting somehow. The dog bugging out also weirdly adds to the experience for me. It's like, "Oh there goes my ol' pup again, do his up right up right dance". I also really like the music. It's super calming. The only two things for me with this game are as follows:

1. The leaves are sometimes in places that I and the dog can't reach

2. The walking sound clashes with the music. I would strongly suggest either not having a walking sound or having a sound that has no discernible tone.

I was also unclear if there was an ending or it just went on forever. Again, a leaf spawned off screen so the dog just kept running into the tree and I just stood there.

Really great vibes though. I do love this a lot. Even just having a dog is great.

Always nice to see peoples first games! This is pretty impressive. I actually do like the idea of angling the rake instead of just pressing a button to sweep. A suggestion I have is making it so you can control everything with a mouse. (My suggestion for this is to rotate with left and right click and have it always sweep instead of there being a button for it but that might not be best idk)

I loved the reveal of the pumpkins being above you. Unironically it felt like a plot twist.

Very very pretty game. Everything is so detailed and collecting the pollen feels very nice. The controls are also pretty intuitive! I will say that I had trouble noticing that the leaves slowed me down, but that's really my only issue. Nice game!

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The music is very good in this! The idea of fishing up the currency is pretty neat, although I think it would be cool if the leaves had a bit more of a visual indication of where they are pulling. I will also say that the enemy hit boxes are a bit big. It is always better in my opinion to make the enemy hit boxes within the sprite rather than completely encompassing it. Otherwise it feels like you collided with nothing.

The items are cool though. I didn't play enough to see the ???, but I liked the rake and stuff.