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Matthew Muller

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A member registered Apr 04, 2020 · View creator page →

Creator of

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Thank you for your kind feedback! We're working on improving the environmental art and adding more levels at the moment.

That’s so sad :( At least the Windows build works. 

Hi, thank you! The attack only works for the summons. We’ve unfortunately had a lot of trouble getting the build to work in WebGL for whatever reason, so it’s likely the reason it isn’t working for you. The downloaded version works properly though. 

Unfortunately, the webGL build seems to have a bug that stops you from being able to switch between the mage and the summon. We’ve been trying to find a solution but haven’t been successful. The PC build works though. 

Yummy burger

Love it. Look forward to seeing more. 

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Used your music in a game prototype I made for one of my assignments. It's fantastic! Thank you for sharing. 

Humorous little puzzle platformer. I like it! 

I love the concept and makes for some great puzzles! I think something weird is going on with my game though as I'm trying to use the enlarge bolt but I don't think it's registering that I've got the pick up? 

I love the concept and makes for some great puzzles! I think something weird is going on with my game though as I'm trying to use the enlarge bolt but I don't think it's registering that I've got the pick up? 

Great game, really well done! I found the chat boxes were often obscuring the gameplay a bit but really not a major issue. Maybe make them slightly transparent by reducing their image alpha.  I liked that I had to actually read info on the computers to find the codes for the locked doors and that the game didn't stop to let me do it. It made 'hacking' the computers carry a sense of tense urgency.  Keep it up!

I get the feeling Plide was right and that you didn't account for time.deltaTime when implementing the movement as speed is absurdly fast on my computer. I like the concept and it was still pretty fun in it's current state, I just wish I could play it at a slower speed. 

I really enjoyed playing this! Great work, hope to see more from you. 

Thank you! Just updated the game including those placeholder sprites

Thank you so much!

Thank you!

Haha you're all good!

Hm, that's odd. It's not lagging on my end. I'll look into it.

Thank you!

Hey, thank you! Though I'm confused what you mean by turn around as you need to use the arrow keys to control which way you're facing to progress - so if I understand what you're saying correctly, you should already be able to/need to do that. 

Thank you for getting back to me! Have you tried holding the potion above your head by pressing the up arrow key? That way you won't bump into the walls during 'falling'. 

Do you mean that the potion itself is too big or that the collision box isn't lining up with the sprite? 

Oh, sorry would you mind elaborating? If there really is something buggy going on I'd like to fix it. Thank you for playing! 

I'm all good in that department but thank you for the offer !

Had a great time playing this! Thank you for sharing. Defeating enemies was satisfying and I felt like the sword carried weight. If I were to offer some constructive feedback, it'd be that when the character is falling, you can't see what's underneath them. Especially considering the rock golems seem to track you, it makes platforming very difficult when moving in a downward trajectory. 

Great work! 

This was really fun! Thank you for sharing. Except for the comments already made about the spikes, only constructive criticism I'd like to offer is that once the player runs out of mana they're stuck. At least it appears that way? Unless they happen to make it back to one of those rooms that refill it but at that point it's quicker to kill yourself and start again. It might be an idea to include some form of weaker attack the player could perform to kill enemies and farm the resources required to make mana potions. All that said, thoroughly enjoyed it. 

Thank you for your feedback! Unfortunately, you'd be correct to say that I didn't have time to fully finish.  I had to make quite a few cuts to get it done in time and didn't give the game any playtesting. 

It's intended that death comes quickly in the game and that the progress/power ups of a normal metroidvania are less so static abilities and more the players understanding of how different ingredients interact with each other. I'll probably need to do a better job at conveying that though as certain death isn't what I was going for haha

The alchemy system works quite similar to the inventory. I used an array that stored what ingredients had been tossed into the brew stand in combination with boolean variables for the different ingredients. Once the array was full, it would loop through the array and assign a true value to whatever ingredients it found within. Once complete, there was a bunch of 'if (blue && red){ //potionOutput = blueRedPotionPickup}" to see what those ingredients made. Then it was as simple as instantiating the potion pick up.

Haha if it's any explanation, I'm really into Celeste at the moment and making my way through the Farewell chapter so the difficult/level design was probably very much influenced by that. 

Thank you for your feedback! If I come back to this project I'll definitely tone down the difficulty.

Are you using your double jump? If you haven't, you might want to try heading up on the second screen to the right. When you're up there you'll get access to some new ingredients you can use to get through the killing field on the left. 

That was fun! Thank you for sharing. That last puzzle had me stumped for a moment there - I think it'd be worthwhile including a door opening sound effect so that when you smash the lightbulbs it's clearer what they do. 

I'll probably be using Game Maker but Unity's also a good pick.

Your art is impressive! I'm studying game design and have experience with Game Maker and Unity if you're looking for team members. 

There's potential for a really fun game here but it's currently overshadowed by some easy fixes. I'd like it if the shoot button wasn't left click but something like space bar as it feels a little strange using the mouse without being able to aim. The ship also feels more like an incredibly grippy car than a space ship so maybe let it float a little more as at the moment it feels  a little hard to control.  However, all that said, it's a fun game and the presentation of the idea is top notch - feels very polished. Good job. 

Thanks TayoGame! Pretty sure all I can get to is about wave 13 also haha

Thank you Rhysimus! Glad you had fun with it and appreciate the feedback. :)

Glad you enjoyed it :)

Hahaha dude even I can't get to wave 18 and I made the damn game

Had a lot of fun with this one. Controls were really responsive, waves were interesting and unique, and the creative use of the theme was the cherry on top. Great work!

Super polished and with a great aesthetic. Had a lot of fun playing this one!