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Magister Ludorum

45
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5
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A member registered Jan 26, 2023 · View creator page →

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You're welcome. Cool entry!

Fun concept and I specifically liked the art style with the outlines.

The game is a bit confusing with not every minigame (seeming) to work and a lot of timers going at the same time. The premise of being in the belly of a monster but it actually being a regular room was a bit weird to me.

The hacker/cyberpunk theme is well done and the terminal interaction definitely gives Mr. Robot vibes.

The music is tense, some extra sound effects (typing, modem sounds, etc) would add more atmosphere maybe.

The text kept scrolling off screen which made the hack challenges very hard since it took precious seconds to scroll them into view.

Cool premise and execution that could become something really cool with some polish

Doesn't work for me, gray screeen after Unity splash screen unfortunately

Hey thanks for playing and the elaborate feedback.

The balancing is definitely off. I olanned to add more pluchies and enemies, but ran out of time. Balancing was done in 15 minutes 😊


Cheers! 

Thanks a lot for playing and commenting 👍

Great frantic gameplay, matching music and a steep difficulty curve. What's not to like. Great entry!

Great concept. One room, but no one said it had to remain the same size :D 

Original puzzle mechanics, great artstyle, especially the palette works great. 

In my playthrough one box fell through the floor never to be seen again, so I couldn't complete it. Was good fun though!

Hey thanks a lot. Glad your little sister liked it too.  :)
My own daughter is actually eight years old, so I had her as a critic right by my side to ensure cuteness (and the pluchie is an exact copy of her favorite  one).

Cheers!

Nice consistent artstyle and i liked the shadows when walking past the lamp. Camera movement was a bit hindering sometimes, since it doesn't make you see far enough ahead, so you have to walk very close to a window to see the zombies. 

I had a hard time affording enough upgrades and ammo, but that also me just sucking! :D

Cool entry that fits the theme and the consistent vector art gives it its own aesthetic

Hey thanks for the extensive review and feedback.

Great points for improving. It needs way more balance and depth to become a "real" tower defence game for sure.

I'm still thinking about a way to make enemy pathing more interesting. The flying in a straight line is way too predictable. But have them follow a path through the roomnlike most TD games do feels a bit off. Probably keeping the straight line but adding other enemies that behave differently is the key here, but still thinking about that one. 

Cheers for your constructive input! 

Hey thanks a lot for playing and the feedback!

Balance and variety are definitely lacking. I spent way too much time on the visuals and had to grind out the gameplay in too short a time. Balancing was literally done in 15 minutes :D

Cheers!

Not really my cup of tea, but pretty fleshed out game for this short jam. Lots of characters and dialogue, minigames and atmosphere. The different endings/paths ensure replayability too, Nice entry!

Cool entry. Real atari 2600 vibes with the graphics. The random upgrades are cool and really add strategy and replayability. The handicaps of reloading and variation in aim are great tools to make you want to get the upgrades to get to higher rounds.

A bit more sound design (though the simple blips fit the atari 2600 vibe) and music would be a good addition I think. Cool stuff!

Very original entry with awesome visuals and art direction. The premise of a goldfish stuck in the same bowl in the same room fits the theme perfectly. Sure there are only a few things to do, but it triggers the drive to explore to see what all the interactions are. And it drives the boredom and monotony of being a goldfish home in a very real way.

Impressive peace of art, kudos!

Wow I was so frustrated, but kept going through 133 deaths to complete it, that says something in itself. Tight controls, challenging gameplay and cool design to have more and more obstacles slide into the same room each round. Awesome entry.

Only improvement that I can think of is the sound which is a bit minimal. But that's nitpicking a very cool game.

I can only imagine the frustrating amount of playtesting this took :)

mASOCHISM! (AWESOME MASOCHISM THAT IS)

I love the personalities of the robots and their banter, gives great atmosphere. The looping room is cool too.

The combining was fun at first, but it had too many stages and became tedious after while. I ended up not finishing it. The "crushing"  move of the arm wasn't obvious, so i was just moving things around at first.

Fun idea and cool execution, just a few steps less in the combining would have made it better. Cheers!

Small bugs: the moving space background sometimes glitches

While a simple game, the bullet patterns and speed had me engaged and it took me a few tries to complete. Had fun!

Some more variation and some powerups would quickly add a lot more depth and it took me 2 deaths to find out space-bar was the fire button :D

Thanks a bunch for the feedback. Gameplay is definitely lacking in depth. I focused so much on the theme and graphics I had to grind in the last 2 days of the jam for some gameplay, haha. 

I liked working on in though and might be working on it some more after the jam. More enemies, plushies and upgrades would be the obvious aditions indeed.

Cheers!

Great polished game. 

Hey thanks a lot for playing and the feedback! 

I like the atmosphere a lot, the "spacehelmet breathing" sound does the heavy lifting there. The concept of the void that van be "cut open" with light beacons is fun, but the game mechanics were a bit confusing (and I couldn't read all the hints quickly enough) so I got confused and ran out of lights to place.

I would suggest a bit more handholding in the tutorial part and maybe some obstacles/powerups to flsh out the gameplay more, but there's a cool concept here waiting to be fleshed out further. 

Fun and pretty fleshed out game. While it looks good, it was a little confusing and it took some clicking around and semi-random trying to get what I was supposed to do. There's already a lot going on, different towers, decent pathfinding, waves, resource management etc. and that is impressive. 

It could use a bit of work on the balance and on the on-boarding/tutorial side. 

Cool entry!

The steering mechanics remind me of the "Lovers in a Dangerous Spacetime" and it's a fun concept to play with and build a game around. It's currently a bit too basic to feel like a real game, but if you add some more functionality and spice up the graphics a bit I see how it could work.

Fun little game that's just a cheerful experience

Gameplay could be fleshed out a bit more by previewing the next piece or even giving you the coice of 2 pieces or other ways to influence the gameplay other than just dropping the pieces.

Music is cheerful and fitting, however the constant four-on-the-floor beat was just a bit too in your face maybe.

Great entry that fits the constraints and makes me chuckle with i's faux-seriousness. Controlsare pretty good and very consistent graphics as well.

Just a few points wit the gameplay: you are currently not really punished for hitting something and that feels a bit odd. Maybe some damage will disqualify (wreck) the current car and have you start over?
Also the game doesn't care in which direction you are facing when parking. Not a problem per se as there's challenge enough, but the "parallel parking" in the game title suggests the car should be facing correctly as well.

Great entry both in execution and gameconcept!

Hey thanks for playing and commenting.

Feedback could definitely use some improvement. It would both make it play more intuitively and could add some "juice" as well. There's this popular Unity plugin/asset called "Feel" that should be ideal for this. I recently bought it on sale and want to try to (over)use it next jam, just to see what it can do :D

Cheers!

Great, extensive feedback and I fully agree with your points. Sound design was definitely the most underinvested part of the game. I started working on a soundtrack, but never got it finished and the sound effects stopped at "good enough for now".

Powerups was also what I thought of and would give the game more depth, making a dash to a pyramid outside the bubble worthwhile.

Cheers!

Win 11 PC on Firefox

The version in the link still lags sometimes when it wants to destroy bubbles. 

I don't know the calculations behind removing the connected bubbles (recursive maybe?), but it seems to hang on that calculation.

Interesting idea, the concept of a small planet as limited space is cool. Rotating the planet was a bit hard, especially to get to the north and south poles. The larger building are a challenge to place which forces choices and management.

The sun is cool on the one hand, but a bit too distracting maybe. 

Cool take on the theme!

Looks great, nice consistent visual style and smooth gameplay.

I got some lag when popping bubbles sometimes and it made me misclick my next projectile. But it's probably just the webGL build.

I'd like it if the 3 balls to choose from were not all randomized each shot, but just that the one you used is replaced by a random one. That would make planning ahead a part of the game (should I use the yellow one now or save it to clear some blue bubbles first so I can better reach it).

It's obviously missing sound and on completing the game it just goes on. But those are just the jam time constraints I guess.

Cool game!

Thanks for the praise, means a lot.

Fair criticisms. 
Difficulty needs some tweaking for sure. Slapped the level design together at short notice at the end of the jam after finishing the mechanics. It's doable though (but I don't blame anyone for giving up after a few tries)

Sound is also a bit cobbled together. Some sounds are good, some not so much. 

Fun game. Nice consistent minimalistic visuals, satisfying sounds. I like the grid of dots to help give a sense of movement and speed .

The rotating outer pentagon is a nice idea, but I wasn;t really able to make use of it. I mostly kept dragging directly at the enemies with nog real tactical need to rotate or move it.

Good stuff!

Hey thanks. Glad you liked it. And completed it too, cool!

I cobbled the level design together in a really short time, so it needs some tweaking for sure. Good suggestions on the difficulty modes.

Cheers!

Hey thanks for playing and your feedback. The bubble needs improvement for sure. The sandstorm audio is louder outside the bubble, but there's no clear visual edge because of the camera perspective. Some small highlight or animation on the ship when it's under protection maybe would do the trick.

The agency is definitely a fair point too. Time was simply too short to take it further. I was planning for the pyramids to give out powerups on activation, like a speedboost, increased bubble size or extra health, making the trips outside the bubble more forgiving. I'll take your suggestions to heart as well if I decide to develop it further.

Cheers!

Thanks.

Fair criticism too. I noticed it, but couldn't think of an easy way to fix it. The sound of the sandstorm is a lot more muted in the bubble than out, but there's no clear visual queue.

Thanks for playing and the feedback!

Definitely good points that need to be smoothed out if I decide to continue developing it. Cheers!