I hope so too! I also hope to get on steam by the end of the year. It will probably be on Wishlist only, no pre-alpha or pre-purchase, but I am not sure yet. I have to look into it some more!
We are currently in the process of getting our game updated and bugfree to a newer version of Unity first. That's going alright so far.
T-Hoodie
Creator of
Recent community posts
I'm sorry you're not enjoying the struggle system, I need to clarify though that the struggle system has an internal cooldown by design, it forces Max to take a minimum set of damage on getting grabbed, and it's also to keep people from going bazonker crazy on the tapping, losing the actual focus of the game: enjoying the animations. So it's not broken or forgetting your inputs, it's just that you're limited to the speed of the cooldown.
At least that was the goal, but you're not the first to criticize the struggling, so we might have to make it more clear, or rework the struggle system a bit in the future. It is not perfect.
With a little practice you should be able to tap to the speed of the cooldown. If you learn the rhythm of the struggles, you'll see that it is pretty doable to get out of most grabs, without having to spam like crazy, just follow the proper rhythm while enjoying/watching the animation. It's meant to be a relaxing ride, not a skill check to see how hard you can tap the keys.
The enemy in level 2 is a bit confusing, but the idea is to wait for her to (almost) finish the summon spell, and then jump right before the spell is completed. I agree though that it is not very clear what to do, and the visuals are confusing. I worked on level 2 many years ago, I might have to revisit that particular enemy as well.
I hope the information I've provided helps though!
Hello John, Jumping should be the way to avoid them, you have to time it just right, when they finish the summoning spell and the summoning circle activates on the ground. (and make sure you jump away and not land in the same spot!)
The instant transform shouldn't happen, but it could be a bug with the colliders or input in some rare cases. Sorry about that.
It's a fair review, the gameplay is indeed the roughest part of Max the Elf. We've never made a game before so the gameplay is minimalistic. We are getting better at it. If we make a new game after this one, it will be more ambitious and hopefully more solid combat and platforming! For now we're doing the best we can with the setup we have for Max the Elf.
Thank you! I'm not sure I understand your question. We're working on implementing the new movement animations for Max, and we plan to release that update in September on Patreon for testing first.
If things work out and we're happy with the fixes and potential bug-fixes as well, we will probably be ready to release an update in October on Itch.
Sorry for the delay, there are some things we that have priority this month.
I'm still working on the game, it's not dead!
I'm still waiting on a reply on my ticket about the game, and I've had some contact with Leafo the site owner.
But from the list of suspended games, it seems my ticket is not very high up the queue, or they are ignoring me while figuring out what to do. It's not looking good I guess for Max the Elf on Itch.
Even if I can't get back on itch, I will keep working on the game. You can see my updates on my Twitter/X page
https://x.com/HoodieDraws
Besides that the game is still available for download on my Patreon page like it always has been. I always posted early access updates on Patreon on the €15 tier.
If I can't get back on Itch I might make a new tier with the public demo. An older demo is also up on Newgrounds still.
- T-Hoodie
Thank you for the kind comment! I think you mean to ask when the newest version (now v5.12 with Fae in the gallery) will be public and free?
It's gonna be hard to put an estimate on it, I'll be working on level 6 for a while, probably after at least 3 or 4 enemies are done. I'm guessing somewhere near the end of the year.
Hello, thank you for the kind comment and feedback. The red FemSlime only used to spawn naturally when there were only 4 enemies in the level. (to make it feel less empty).
But it was not our intention to have the slime spawn from behind once the remaining enemies were added (Angel and SuccuVick).
Now the Slime only spawns as a mechanic with the trigger plate.
Otherwise we think the level would be a little too cluttered, and we had issues with the "enemy from behind" warning notification if both the FemSlime and DD spawn around the same time.
Hope that answers the confusion!
I will be working out the story more once the core gameplay and levels are finished, especially need to work a lot more on the introduction. I also have cool ideas for a monster/character book, where you can read about the enemies. But this will all take time, probably will be working on level 6 for the next many months.

