Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Game Teller

40
Posts
2
Followers
2
Following
A member registered Aug 16, 2025 · View creator page →

Creator of

Recent community posts

Wow, thanks! I’m quite proud of it, especially considering it was my first time using GameMaker.

(1 edit)

I'm nearly done with everything. Fixed multiple bugs, overhauled the ending, etc. The sound design's giving me a genuine headache though.

Thinking of releasing the finished stuff first, and adding sound in the future. Maybe I'll ask someone for help, since the game deserves better than what I can do right now.

By the way, thanks for asking. I thought my work would be in vain for a while, but clearly that's not the case!

sts

Neat concept. Gameplay was a bit slow for me, though, especially with the slow attack speed. I also felt like the significance of the lightfoot minimal, especially when ghosts started appearing on their own. Perhaps you could make it so ghosts become translucent and resistant to damage when outside of the light's rage? Idk something along those lines.

Cool that you were able to make this in 28 hours; I doubt I could haha.

Incredible to hear you enjoyed playing it so much! I'll be fixing the bugs in due time, in addition to adding sounds, music, and a better ending, so stay tuned if you're interested.

Damn. Read that your game vanished from the Jam. That's unfortunate.

I'm a bit late with my response, my bad. This was a pretty neat game. It really made me feel like I was at a party, connecting with old friends and classmates. The dialog was expansive with minimal grammatical errors, and I felt everyone was characterized well. I know how long it can take to write dialogue, so I can really appreciate the effort put into it.

There were a lot of bugs, and I soft locked myself twice by accident. I get it, my game's got plenty of bugs too. It's an unfortunate side effect of the time limit.

What I did have issue with however was the movement. It felt too slow and too slippery. Like walking through water and on ice all at once. I also often got stuck behind doors, walls, furniture, etc., which made maneuvering difficult and unfun.

All in all, pretty neat.

I'll consider it.

That's a curious concept: a board game. I've been tempted to make a board game-style something or other for a while now. Maybe I'll go for it. Thanks for enjoying my game.

(1 edit)

Glad to hear you're so interested in the word! To be honest, I managed my time very poorly, in addition to overscoping the game, so I SUPER ran out of time. I'm planning to update it sometime in the near future, addressing said bugs, adding sound and music, fleshing out the ending properly, and maybe some more lore if I can manage. So stick around if you want.

Yeah, I'll be sure to check out your game when I can.

Thanks for playing. Glad to hear you liked the look; it's my first time trying it, and I'm quite happy with how it turned out. I currently have it so that characters stop moving when you're in the same space as them, but I suppose it may be good to extend that range to the tile ahead of you as well.

P.S. If by 'beard guy' you mean the character with the wide-brimmed hat an the long, buckled coat down south, then that's the Huntsman; he quickly runs when holding the Lantern, and it's impossible to talk to him when he's in light. (Well, normal light anyways...) If that was the case, then that's working as intended (and thanks for venturing that far).

Regardless, thanks for the feedback.

Solid game. The amount of quality visuals were quite impressive, in addition to looking just lovely, and the gameplay was enjoyable. The puzzles were neat and simple, although I do admit I had trouble counting the pumpkins. I really like how the spike trees could be triggered by the gun, but the reloading animation prevents you from ducking, forcing you to use another strategy; very clever. All in all, good game. I enjoyed myself. (I also laughed quite a bit the first time I got exploded, and when getting the gun)

I would recommend making duck [S] instead of [F], seeing as it's more intuitive and so that it's easier for the player to reach. I had to change my hand position every time I wanted to duck. Also, I feel that the 'choose your direction' thing at the end of each room was unnecessary; I always just picked East and got there just fine, so it feels as if it doesn't do anything.

Haha! Thanks. I'm a tad late, but I'll make sure to check out your game.

Thanks! I usually make music for my games, but I ran out of tile unfortunately. I'm planning to eventually update the game with sound (and to fix/add a few things, including a proper title screen) and I hope you'll check it out when I do.

That's truly incredible to hear, thank you! I'll make sure to finish it, seeing as there are people who are looking forward to it!

Immaculate; what a fun word to hear. Glad to hear the characters contributed to the feel. Concerning the gameplay, what was confusing about it?

Thanks a lot! This was my first time making a mixed-media style game like this, and I leant a lot. It was a fun challenge making a 2D scene look 3D-ish.

Thank you, I appreciate it!

Cheers, mate; I'll consider checking it out. What did you think of my game?

That means a lot, thank you! Fun to hear you actually got lost, too.

Thanks, I'm glad to hear that!

Thanks, I appreciate it. Same to you, by the way.

Alright.

Fair enough. Appreciate the praise and the feedback.

I really enjoyed playing this game; it was right up my alley. The controls and the goal were easy to understand, the enemies were engaging, and the mechanic of looping around the planetoid was fun. I also really enjoyed the music, because it fit the at times hectic gameplay very well, although I do wish there was fanfare when completing levels. The final boss was also neat.

What I do think could have been better was the art. I've seen a lot of cool things done with these limited shapes that I just didn't see here, and not just because you only used circles. I also think you should have given the 'enemies left' and 'health' counters a visual representation, like a progress bar made out of circles for the 'enemies left' counter. In addition, some simple flashes to show enemies take damage would go a long way.

All in all, great gameplay. Very enjoyable.

Thanks, I appreciate it. I've been using game jams to teach myself GameMaker (w/ tutorials 'n such) and I've learnt so much. This was a very ambitious project, especially compared to my last one, and I'm quite proud of how it turned out.

At first I wasn't too entertained. The movement felt a bit gimmicky and the first attack was a bit boring. I thought it would just be that attack forever, but boy was I wrong. The various unique attack patterns were pretty darn cool. I especially liked the spinning part with the wall in the middle with occasional holes. I also started really liking the challenge that the unconventional control scheme provided, even preferring to stick with it when I found out you could switch to WASD in the settings. The visuals are very nice as well. The shares were worked in so naturally that you wouldn't even suspect the game was made with that limit in mind. Overall, solid game.

Thanks for your feedback. I'll keep the thing about the Escape key in mind, since I hadn't considered that would be a problem.

Thanks, I appreciate it. I guess we both learnt something from this!

I really appreciate you taking the time to write out your scoring in such detail, in addition to the generous score itself. Your critique is fair, especially that concerning the lack of 'tutorial'. I've gotten that a lot.

Thanks for the enthusiastic review, and the appreciation for the visuals I managed to create. The animation system was actually the very first thing I added when making it, funnily enough. As for things being unclear, I'm getting that a lot. I'll keep that in mind for the next project, and possibly a future update to this one.

Fair enough. Thanks for the feedback.

This was an incredibly curious game. I'm a big fan of the mixed-media aspects and the cryptic music. Games like this remind me that video games come in so many more shapes and sizes compared to what you typically see. It was very intriguing, and frankly I'm inspired.

That being said, it was incredibly difficult to figure out what to do. I'm all for having players work things out themselves, but it would help if the player knew how the basic controls work. Also, although I like the idea of only being able to fit certain parts of the story in the slots, it wasn't possible for me to reliably know which parts those were, resulting in a lot of guess-and-check work.

All in all, very unique. I hope to see more games that dare to strafe from the norm like this one.

(1 edit)

Thank you for loving the game as much as you did. Also thanks for the feedback. I will say I was panning on adding 'fanfare', but I scrapped it due to time smh. 

The issue with the Producer is weird, since it definitely does speed up for me. Your comment on 'being able to choose upgrades' does make me suspect I didn't make it clear enough which Advanced Unit buffs which modifier, which is my bad. The triple pentagon increase speed, while the quadruple circle increases capacity.

Thanks! I'm really proud of it, so it means a lot to hear others think so too.

Thanks for checking out my game page! That's really cool of you to do

Thanks a lot. And yes, I did make the music myself. As for the lack of tutorial, yeah that's a whoopsie on my part. That's definitely something I should have done looking back.

Pretty cool game. The art is simplistic in a good way, and I like that you used circles to make eyes and spots. The sound effects are good too; they really make me feel the impact when hitting those pentagons. It's a shame I'm so bad at reaction-based games though; I hardly got far at all.

My main grievance with the game is that I don't think it fits the theme. I don't interpret 'dodging objects' as limited space, but I suppose that's a matter of semantics.

I liked this game very much. The simplicity of the mechanics and the art style, paired with the classical music (an excellent choice by the way) playing in the background, really sells this for me. Really accentuates the droningly menial aspect of parking a bunch of cars in a way that makes it fun. Also, the alliteration is very fitting.

I would say that, for me, it wasn't clear that running into other cars affected your score. Perhaps a physical indicator -- like dents in the car -- would make things more obvious.

I like it, and I'm glad to hear you're proud of it. I agree that clearer instructions would help your game, but I was still able to figure it out on my own eventually. I really like the design decision of making the combination of troop types buff certain  structures. Very clever.

I do think that the limited areas -- or at least the way they're positioned -- hurts the gameplay. The far out ones are spaced so far apart that I have to make them all cannons, or I can't fend off the far ranged enemies. This also hinders the freezer's usefulness, since if I use it to slow enemies  I can't reach them with cannons.

(2 edits)

Thanks to all of you who have enjoyed my game, music, and art. Taking part in this game jam was an incredible experience, and made me feel a sense of passion that I haven’t felt in a long time. Seeing people love something I loved to create fills me with something I can’t quite put into words.

Since I had never used GameMaker, I wanted to keep the game simple so I knew I could make it. Next time, I hope to take what I’ve learned and create something more ambitious. Until next time.