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Michael Macha

252
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A member registered Jun 05, 2017 · View creator page →

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Love the Ski Free vibe!

Loved it, it's like Super Meat Boy meets Portal.

Only possible technical critique I could give, is to consider adding "Coyote Time" to the jumps. Other than that it is a  solid dang game.

Thanks man. I'm actually writing a book on game controllers (formerly Game AI) right now called Theatre and Lies, and this should be a solid chapter or two of it. Future jams will definitely be seeing this in use.

Love the artwork!

I'm glad you like it; it's true that the interface is very pre-alpha. This was mostly to figure out how to manage RTS strategy; and truthfully after everything was said and done, I didn't have enough time left to even get some A* navigation in there... but in the future, you'll definitely see it.

Thanks for giving it a view!

Sick arcade game, I can tell you've done this before.

Oh, you definitely, definitely will. I just needed to get an idea of what I was working with first; and there's no better way to finish something like that, than to do a jam!

I hope you enjoyed it! I'll give your game a look too.

To be continued!

Great and original idea! Prone to world-building, too.
Really scratched the exploration itch.

Thanks!

It's mostly to get my head in the game for future jams, and outside productions. Nobody ever really discusses what's going on behind the camera, with strategic and tactical controllers, build orders, and so on... so sometimes ya just gotta do it yourself.

I'll take a look at your game too!

I see you're a fan of Doom-likes, too!

That's the hope! Not much to look at for now, but I think we need more in-depth RTS games in the wild.

Congrats!

Thank you!

Neat idea. I think it could use a little tuning with the amount of resources you get per tree, plus the relative cost increase per tile; but it was fun.

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It's a decent concept, but honestly you're leaning a little too hard on the RNG. I can't find any way to predict what the color is going to be, or any specific skill to master; so it's kind of a coin flip each time. If you can add some kind of dexterity test or puzzle to getting a higher score, you may be on to something.
In fact, even briefly flashing the colors before hiding them and letting the player select—maybe with a timer so they have to hold it in memory—might fix this issue.

Great work, city builders are a beast of their own. It was very intuitive; and I appreciate the attention you gave to camera control.

This is a strong concept. I might suggest adding an inert scrolling background, to give the feeling of motion, though; and maybe some kind of compass guidance back to the big purple blob!

Neat idea. Did you use terrain tiles for the mycelium?

Thanks, I've been touching that up since the voting period started. If you want to give me more feedback in a week, after I can update, I'll appreciate it!

There are unfortunately a lot of surface-level bugs still in the build, which I've since fixed; but can't update it yet.  The ants are now a bit clingier to the pheromone trail, and I've enabled multi-touch input; but we'll have to wait until after voting before I can get those up.

Thanks for playing, and I hope you had fun! If you want to give the new version a look, after GWJ's voting period ends, I'd appreciate any feedback!

What fun! I could honestly see this being a short cartoon or comic book.

I love this idea! Great work all around!

I'm glad you like it! I'm actually working pretty hard on the Android version now; but I can't put it up yet. It's now got more reasonable sizes, potentially two players (depending on which side your finger starts on), and a lot of aspect corrections.

You can look forward to the new apk going up after voting ends!

Thank you! I've been polishing up the Android version since, I suspect I might be on top of something really fun here.

Those dwarves really gang up on you!

I love your theme, and the mechanic of gradually expanding space around the cave is really original. Great work!

At the moment, changing the screen size will do that; on my mobile branch I addressed that issue and should back-port the fix sometime after voting is over. The idea is to lead the ant by dragging immediately in front of it, like a real ant's pheromone sniffer; it is an acquired skill and most of the game's difficulty though.

I'm glad you like the art, music, and atmosphere! I spent quite a while on that.

Thanks for playing!

It's working, I implemented it this morning. In fact, on a tablet, it might make a good party game.

That said, now I need to figure out if I can upload the update before the ratings are done...

One thing that kept surprising me was the way that the trees would sort-of subsume a gap. I'm not sure what was triggering that. Also, it took me a bit to figure out that I needed to click next to the already-fall trees to spread it further; that took some experimentation.

There are a few things I want to do. It's a great casual game on Android, and the five-minute season length seems to keep people invested. I'm thinking about adding touch support for multiple fingers and getting it on the play store at some point!

Another mouse game! I like the idea of taking agency over the season. I don't think I entirely understand all of the mechanics yet, but it's very self-reinforcing and quite expandable.

Yeah, they're definitely pretty fast and you're right, that's very tunable for me.

The idea is to master when to drop a trail, and how to stay right in front of them—actual ants leave pheromone residues to direct other ants, which is why they form those little lines! But, only so much a guy can do in a single week!

I'm glad you liked my art and music, too!

Love the aesthetic!

Thanks!

Yeah, this is nowhere near finished. That said, a soccer game is a great way to get accustomed to simple influence maps!

Short dev time, so yeah, that's pretty much the lot of it. I didn't really have the time to orchestrate a full cut scene, sorry.

Working now, though I had to reload the frame. Thanks!

Can't figure out how to progress. I'm stuck on the first screen with the cat thing that says "Ready to go?"

OK, that was funny. You could definitely turn this into a whole thing.

Thanks; yeah, everybody's mouse is different, I really need to start putting mandatory control calibrators in these things. I'm glad you could still enjoy it.

I'm building an AI suite of sorts, with this project, and probably will continue it. Feel free to follow me if you want updates, mate.

Great submission! The only thing which might be seen as a drawback, is how long-winded the dialogues are. It's also very easy to accidentally skip over one, without any way to go back. Otherwise it's an original concept and you've got some great art in there!