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MaterTheDev

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A member registered Jan 22, 2025 · View creator page →

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Could you provide more detail on the situation? I'm struggling with UI in my games, so these problems arise with every creation I post and more info could help me avoid them in the future.

It a pretty simple game, but even though the goal was to make simple games I'd expand on the scope a little bit, especially looking that you had the time. As for now it was just blissful running in a circle. A kind of lose state or more people blocking the way could enhance the game a lot.

this truly was a SIMPLER TIME. This was a really creative idea and an excellent execution. Good job!
On another topic , as an European though I can't understand how people can struggle with analog time.  

Pretty nice game, especially for a solo dev. I found it enjoyable, besides the controls feeling a little too uncontrollable. Sometimes the character just refused to move how I wanted it too move.

Love the aesthetics, but the rest of the game seemed unfinished and pretty stiff. As other commenters I also got stuck in a platforms, so the collision system is worth looking into for bugs.

With some polish this game could turn out great. Kind of reminded me of Deltarune so I'm looking forward to it!

Damn... I'm just being humbled by first jammers left and right. I'm starting to get jealous of yall amazing execution of amazing ideas. Great job!

A pretty neat game, fits in the theme well. The pico8 additionally boosted that retro feel by a large margin but music would be much appreciated!

oh yeah... I knew I forgot something in that last day rush.
And could you perhaps elaborate more on the "more variety"? I was thinking on adding spikes (opposed to early ideas of enemies), but like cited in my last sentence I had a last day rush to fix a lot of game breaking bugs and just couldn't do it.

I don't think it's an issue though. The special abilities are well designed to just throw back the horde and make yourself a corridor with a thoughtful use. The only time it was a problem was when I got caught up in some collision and couldn't move but I can't blame this too muc, it was just a minor bug.

This game really captures the theme well. As a FNAF fan I enjoyed it, but as a slow typer I had to try a couple of times to beat it. Overall the game and the style are very good, especially for a first game jam.

I guess it really could be a nice mobile game to kill the time, but I'd need to tweak the infinite mode goals a little, because I focused more on this """story""" mode for the game jam,  because it would suit it better.
As for the UI I'm sorry, but every time I make a game in Godot there are always problems with it working, I'm starting to get sick of this...

This is one of my first place contenders for this game jam. How can I put any of the ratings below 5, this was SO MUCH FUN. Now the only suggestion I have is to have more challenge in this game, especially bosses. The first one and the third one were just less dangerous than the horde and would be really nice If they had some attacks, like the second one. Also I don't know if the double rock hitting was intentional, but it sure was satisfying to push all these hordes just with my bare rock. 
Looking at this I think I should start making games in teams for game jams, the teams are always cooking man..

A very cute platformer with a very good graphical and musical presentation.  I could use an up attack though, but maybe I'm just coping with my not so great skill with these type of platformers (and maybe I play just too much Hollow Knight lately). The player has also a kind of stiff controller like in early Mario games, which also adds this retro style to the game. I think the best game I've played so far, good job!

Nice, but it's more about the coins than the score 👀

The game has nice presentation and that connection to the theme, but it could've been more polished. I've experienced a nice dose of input lag,  that didn't feel intentional. The aiming was also a bit awkward, just waiting for the enemies to shoot out on you and then chase them down. But overall still a nice project for a first game jam. 

Pretty solid game. The branching endings are genuinely nice, but I kept craving stronger visual feedback — especially during moments like Brainless yelling my "DUMB*SS" (the name I set) three times straight to my face.

Overall, the game would’ve benefited from even minimal graphic assets, especially if it was inspired by Undertale, but still it's a nice effort.

Wow a very nicely done game for a first game jam. I must say my nostalgia receptors have been  stimulated well and it really reminded me of all these types of games played on a simple bootleg handheld console. Very good job!

I'm happy to hear that you liked it :D

Yeah it doesn't work. I see it's made in Godot, I think you NEED to embed PCK in Godot export options and then it should work

This game isn't much, maybe even it isn't a game. But I sure had fun where I just did not spin the wheel (you can just click and get cookies) got some cookies and spam 10x to crash the game.

You're not alone :). During development, especially when trying to balance the game somehow, I got a lot of runs where I was down to 0.25 multiplier without ever collecting a single cookie xD

I'm very sorry to hear that, unfortunately I don't think I can do something about now. I'll try to export my game as a web build for the convenience of the players next jam.

Holy I'm getting wonderful ideas now. I feel motivated to revamp the game more thanks to the feedback :D

Oh I didn't think of that... That is actually  very good feedback, thank you :D

This game is FIRE!!! The fast paced minigames kept me on the edge of the seat. And the cookies, man... this red guy was just all over my screen at some point and the screen flip was just devious. I think this game will win. My score was 1811 btw, I think I did good

THIS GAME IS AMAZING!!!! The best I've played so far. The gameplay felt challenging but fair, the art and audio were amazing (i'm a sucker for 8-bit stuff) and the theme wouldn't be present if not this horrendous pet owner; He wastes food and puts his pet into risk situation, like "Here, jump in this hole filled with aggressive dogs that will eat you for a treat" >:(. But nonetheless I really enjoyed it

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The art was the best part of this game. But the root of the gameplay - combat, felt very lacking and hard for me (especially that guy with scissors). It also could be very cool if you showed the story told in the start, especially with that stunning artstyle.  Also why does paper fighting with paper sounds like metal hitting metal? Maybe I don't understand something but it felt strange to me

PS: I just read that the theme here is a nice concept, but I don't think it's implemented that well. Like with the scissors-guy for example he kills me with two shots, and I don't think I can kill him in 2 or less, even with the riskier attack. In my playthrough I focused more on hitting the enemies with the longer lasting hitbox that allowed me to hit them safely than to "just go for it"

The game wasn't bad but I had some problems with it. First of all the sprite looked very blurry and the visuals (like logo in the main menu) could get some more work. The mechanic is cool, but I don't understand why the pirate can throw a treasure, when he can't jump with it? As for the throwing mechanic it sometimes felt random, like the distance and the velocity were different sometimes, but it actually made the experience very rewarding when completing the level. I could use some checkpoint too though...

I like the concept very much. Unfortunately the game feels very buggy, like the price on the container is wrong, sometimes I don't die (or maybe after one death?) but the sound and the visual are very nice. Oh also idk if it's just me but the red part of the wheel being the "good" part where you catch the spider does feel a little bit confusing... But nonetheless I enjoyed it! Good work :D

Can you specify what do you mean? Are the sounds broken, non-intentional? I can see the audio after spinning the wheel feeling weird, but I thought the clicking and buying seemed nice.

The broken value is actually intentional, I probably should've done more with this concept, like some cutscene or something
(at first I misread "multiplier" as "multiplayer" and wondered what are u talking about xD)

You absolutely nailed the narrative and audio! The sprites could benefit from a little polishing, even though the artstyle is not really bad. The only flaw (in my opinion) is that I see a lot of these top down shooters in game jams and that drags the creativity a little (but not much, other things bumped it to 3 stars, which is still good). I've got an example to learn for the next Game Jam ;)

Thanks for the constructive criticism. I am not proud of this game, even though I'm  just starting my game dev career,  the focus mostly on the narrative side didn't exactly work out in the end when all the other aspects are non existent. What can I say, it was a big experiment.

I love this games' graphics but I kind of think there should be collisions so you can't get on top of your house

Art and mechanics are so cool, I kinda miss the crowd control potential from putting the Jackenstein from Deltarune "You're taking too long" on lose screen though

If you're talking about unclear instructions, I assume you mean the book "puzzle." As I mentioned in a comment, the game—especially the box hitboxes—was very buggy, which often led to unfair losses.

Regarding the book puzzle, it’s what I called the third type—the trickier one—where you need to match the book’s spine, not the cover. I assumed players would figure it out after a few attempts. I had a hint in mind, but unfortunately, it never made it into the game.

As for the atmosphere, I’m really happy that it came through. As the developer, it’s hard to look at your own work objectively, and without playtesting, it’s nearly impossible—which, by the way, this game wasn’t playtested. Anyway, appreciate it man and thanks for playing!

It's really heartwarming to see these comments about my game. During development, I often thought my game kind of sucked—it’s hard to look at your own work objectively. Although it's quite buggy, it's nice to receive positive feedback.

The only thing holding me back was a lack of time due to an intense week at school. That’s why I leaned toward a more "crappy" art style. I’m not sure how that affected the gameplay, but it was the best I could do with the time I had. The chalkboard art style ideally fits the theme of the game.

If the game continues to receive positive feedback, I’ll definitely expand it, as working on it was really fun and satisfying.

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Its a nice game! My only concerns are the lack of information while choosing the options. The player (IMO) should have some knowledge on what the option does, cause most of the time I almost had no idea on what the option did. Also I think the ally system is broken, cause from my point of view when I befriended a tribe is got assigned to enemy category.