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Mayday

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A member registered Dec 17, 2020 · View creator page →

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Super happy you enjoyed it! Strange that out-of-bounds was causing softlocks, I added death planes outside the cubes, but for flying enemies I guess that can happen. I've seen it happen to the boss. There are some cases where you really have to track down the last enemy, though, particularly in levels 5 and 6. Glad you had fun!

It's a really cool mechanic, just didn't feel like there was that much game to it. Enjoyed it nonetheless!

Yeah a GPU might help lol, every enemy has several shaders that allow for visual correctness in portals, thanks for trying it though!

Thank you for playing! No checkpoints was an intentional decision since a full run is only about seven minutes. It's meant to be sort of like a Rec Room quest, admittedly more weapon variety would help that haha. And bullets physically originate on the muzzle so sometimes they hit walls weirdly. Glad you enjoyed it!!

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Huh, that's strange. Maybe your mouse isn't capturing into full screen? Also make sure you're not up against a wall weirdly, bullets physically come from the gun's muzzle. Thank you for trying it, though!

good. be discombobulatized

(thank you for playing!)

Thank you for playing!

Thank you for playing! The portal pathfinding certainly isn't perfect but it works convincingly enough lol. Might make a full steam release out of this too someday

Thank you for playing!! I’m really happy with how the music came out :)

Thank you for playing! Glad you liked the design!

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Thank you for playing! The lack of checkpoints was an intentional design decision given that a full run takes only about seven minutes. The intent was to make it sort of like a Rec Room quest, where you get better and better at the beginning and the late game becomes highly intense. If I make a full steam release (beyond the collection), there will be branching paths and more weapons for more interest and variety. And better spawn telegraphs - one thing I wasn't able to get done was spatial audio, since that would require a much better portal pathfinding system than I was able to implement.

Didn't get a chance to copy it but I remember it feeling like a level where things were really ramping up. I think it was the first level with all three keys, magnets and portals

Got a crash so I didn't finish it. But super fun, super well executed, after I got the hang of the basic idea I started speeding through levels and it was super fun. Well done!

How I felt seeing the title (i also made a non-euclidian game):


A charming experience. I liked all the characters I met and the art and flow of the game were good. The move speed is really slow though. I had a good time with this!

I didn't finish it because I crashed twice in the same way and the same spot, and when I continued my position was checkpointed but my objectives were reset. Great use of sound to sell the atmosphere! I think it's the strongest aspect. The terror moments are well executed too - [spoilers ahead...]

the realization of how long it takes to close the hatch, the Organic on the scanners moment, the error, all pulled me into the game. And once I got the hang of the movement I was enjoying that too. Great work!

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Thank you for playing! The healing mechanic is one of my favorite parts :) Happy you had a good time with it!

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me when the space is mad

(Thank you for playing!)

hello niko oneshot

Really great vibes and a creative concept. Can't say 2D stealth games are my thing, but the vibe is immaculate. It's art and audio suit it really well, and the core mechanic is well-executed!

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Thank you for playing! This is the first shooter I've ever made, so gunplay is new to me, but I still like how it turned out fairly well. I'm glad you enjoyed it!!

Thank you for playing! I'm glad you enjoyed it!

For sure! And to be clear I think this game being unforgiving is the right call. There's a few core issues with the UI:

  • Using condensed pixelated logos is confusing. I don't know what I need to press and I have to check the guide.
  • Not being able to see what's actually flowing through my pipes nor any representation of the machinery is cumbersome. I can't tell if I'm producing the right things, or which machines I have placed where.
  • It's not easy to tell if you're doing a recipe right all the time. For instance I was folding envelopes and I lost because they're a separate product. The jobs could be clearer, maybe showing a sort of list of the properties of the item instead of having to hover.
  • Generally the game does a poor job at teaching itself. The tutorial is adequate for if there wasn't time pressure, but under time pressure the challenge isn't meant to be navigating the UI at speed.

Essentially I think there's too much reliance on familiarity. Which is easy to slip into because you're so familiar with it. It's a really strong concept though!

The concept of building up a factory is very enticing and as an avid Satisfactory player I really like the concept. However, the UI is just too unclear for it to work with how unforgiving the debt timer is. The music was a good vibe though, and the pitch is exciting, even though the execution fell through a bit. Room for improvement, but a great (should I say bad?) idea nonetheless!

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Most emotionally violating 15 minutes of my life. 10/10

SPOILERS: At first I thought Everjoy was a manipulative world of ignorance of some higher truth. So I kept going. And then the world got horrible. Everyone told me to stop, and I realized that I should have. But I kept going. And when the world ended, there was no higher truth. Everjoy probably remained the same. Just without me, the derpy, emotionless rat, living in it. Incredible.

An enjoyable puzzle platformer! Of course, things could have been introduced slower, and had more explanation, but it's a jam, and despite that, the levels do a great job of teaching the mechanics naturally!

Really fun to go from "nah, I got this" to "oh shi, i really am an apprentice" cause things got out of hand fast, but seeing all the chaos and learning the unintended consequences was really fun! Sick concept!

Say that again?

At first it didn't seem like this would be that hard, but things got out of hand really fast, which was a super fun realization. The art is great but (nitpick) one of the legs blends in to the background. Audio was fine, but I didn't realize I was taking damage until I died the first time cause the hurt sound is so quiet. It's a really great concept with good execution, and if you ever take this concept further I suggest more content in later times. A half hour is a good length for a full game's run, it's a bit long for a jam, but it's perfect for this kind of game methinks. Great work!

I like the idea of keyboard rhythym games! Well done

10/10 turned me into a gambling addict

10/10 turned me into a gambling addict

Really cool gameplay concept and really cute art! The sounds get annoying though. I suggest lower sounds for the walking sound and some frequency randomness. Also a tutorial would have been helpful but I figured it out. Nice one!

goty

Browser and I could be wrong, but it happened to me after beating Level 8

Little bug: Exiting a level from the level complete screen doesn't save your progress. Neat concept, ofc would benefit hugely from visual polish but the game design is very solid. The ball is kinda tricky to learn to control, but I'm a fan of games like Getting Over It. This kind of character controller could work very well in a Foddian but I like the one-obstacle-at-a-time approach especaily with the checkpoint-stars system!

I love this game!! Amazing dialogue and the story through the gameplay is AMAZING

Thank you! Now I might make one…