Skip to main content

Indie game storeFree gamesFun gamesHorror games
AssetsComics
Bundles
Jobs
TagsGame Engines

Malic

158
Posts
1
Topics
46
Followers
36
Following
A member registered Jun 16, 2020 · View creator page →

Creator of

Recent community posts

Cute concept, might want to tag the game adult on the main page as well. Worked as a really great way to help further break in my new keyboard.

I think it would be really funny if scrolling your phone added 1 to the Donkey Brain stat at the start.

Take a look at those critters!

Digging the vibes of the picture, definitely slap this post with a reply once the game's out so I can know to give it a shot.

Cute game concept and execution, the idea of using remaining health as an upgrade currency is delightful. You could always add a little intro blurb about the Croc being a former human trying to get back at the Wizard army who cursed them into being a gator. At least if you want to be a little more overtly on theme for this particular jam.

Immaculately cozy vibes to this; despite the sinister secret plot. I was really charmed by how friendly the main characters seemed around one another.

What a pleasant day job.

Congratulations developers, been really enjoying what I've played thus far, and plan to play some more tonight. Don't forget you can keep poking at your game well into the future.

And of course, catch you next year!

Quality start to something great. Really dug the general aesthetic of the fella, I could see this sort of experience really coming to life with some fluid animations. The way you pushed way back through the long hall was sort of fun, but I think the camera might be a bit unnecessarily tricky with the foreground elements during the chase sequence. 

All in all I dig the vibes, and look forward to more.

Oh yeah also I think you might need to tag this game as adult in the itch.io tags as well.

Downright scandalous and delightful time. As mentioned below the rolling dialogue unlock really brought the project together.

A delightful and challenging trip. Really enjoyed the voice acting and the dexterity challenge managed to get pretty tricky by the end.

Encountered a glitch where, if I fell into the plushy pit below and hit F right as the end screen started to fade in it would not fade out.

The reactive audio to different actions in the opening was really impressive. Overall, great work. Would become a plushy again.

Nearing the completion of my solo game, think it's coming along nicely. Hope everyone else is fairing well for this final stretch.

Things will probably be fine. Bit of a corpo term, but the concept comes to mind for this sort of technologically charged art: Minimum viable product. Unless things are deeply broken beyond repair there's A version of your game you can totally roll out, and I really don't think there's a problem at all from TF playing a part in the art rather than being the primary focus.

If you do consider it a problem, could be from pre-production. Flying without an outline in mind can make for some meandering. Sometimes that meandering can take you into some interesting spaces though.

My solo project plans should not take long at all. So I might be game to help with game design, music, writing, or art.

Made a giant chicken-dragon. Can't get much better than that.

Most adorable game I've played of the bunch. Noticed a couple of the patterns seemed impossible to grab, so might be worth giving a poke at the enemy spawning process if you want to really smooth the edges on this particular gem. Nice core gameplay loop overall. 

An entertaining and creative concept, the number of levels on display is impressive.

A delightful experience, very relaxing. Would have liked to see the edges of the implied diorama going on, might have helped better sell the small scale of things on the last level; as is feels unnaturally confining camera wise. Still though, thoroughly great vibes.

Almost wrote a review here in gibberish, but decided against it last minute. It looked quite cool building up in the background, but the platforming gameplay left something to be desired, a fact doubly mired down by the backtracking. I liked the character banter. 

This was a wonderful platformer. The visuals were really top notch, and the whole experience had a Dreamcast-esque vibe to it that proved quite cohesive and coherent. Only problem I really ran into was not needing many of the objects to solve the puzzles in some of the later levels, but I also feel taking further advantage of the shrinking and growing mechanic was part of the point. The music was quite fitting as well. Delightful work.

Quite a pleasant puzzle platformer. The sound effects in particular help to make even the potentially frustrating bits quite calming indeed, though there are some of the puzzles where you have to click rather fast and the soundscape gets a bit too cluttered. Offers up an impressive array of levels with a rather pleasing set of aesthetics given the time used to create it. Wonderful work.

Some really spooky candle lighting could really elevate this already ominous entry. Dig the vibes and want to see more.

Really satisfying ship combat game, and the scale of the fortress was quite immense. The dash of the ship after an evade felt as though it threw you a little too fast, but overall the combat was quite fun and really sold the lone shooter dealing with an giant obstacle really made it feel like a fight against the odds. Excellent work.

Thanks for the recommendation. I've heard Krita is a really solid art program, perhaps I should look into it if any future projects call for a custom skybox construction. Textures in general are a bit of a weak spot of mine, as I often settle for Vertex Painting the things I model and animate in Blender.


What I really want to find is a workflow that lets me do custom textures that also have light emissions for some of the colors and not others.

Quite a challenging platforming game. Really enjoyed the meta angle with the glimpses behind the scenes of things. The way the player character squashed and stretched with the movement added quite a bit to the overall feel of the game. Superb work.

This game is both adorable and humorous. Wonderfully entertaining work.

I enjoyed this Terrarium crafter. While it would have been nice to see the environment playing out across long periods of time I can appreciate how tricky it would have been to get all these different components to work together in such a way. Just about anything that comes out of this ends up visually appealing, even if it doesn't quite meet the climate requirements. Good stuff.

Thank you kindly, it can be quite tricky, but I am glad you enjoyed what you did. As for the Skybox, no, that was a unity store asset I picked up some time ago on sale. I believe it's in a set that still goes by the name All Skies.

Quite a crafty puzzle indeed, just the 2nd puzzle got me looking through the amusing and perhaps a shade too tiny help link. Clever work.

Yeah once it bounces too far forward or backwards it can become difficult if not impossible to catch.

Immaculate exploration of the theme. I do wish the dash had some more oomph to it, especially when the giant starts to toss you really far into space during the enlargement sequences. For as complex as gravitational adjustment stuff must have been this game is remarkably well realized. Superb work.

I enjoyed this eyebot-laden entry. Though the sound effects when upgraded with the shotgun sounded a little too punchy, and the bosses seemed a little weak; I definitely got some enjoyment spinning around and laying waste to wave upon wave of spaceships. Nice work.

Rocket shotgun combo goes big. I really enjoyed the abrasive vibe of this game. Definitely has some potential with some fun character models. More games need more bugs.

Thank you for giving it a go, it is certainly not easy holding up a world.

That's understandable, it can be quite tricky. Thank you for trying.

Adorable city driving game. Ran into a slight problem where landing on a sloped surface could get the car stuck, but thankfully adjusting the car shape and size could usually get the car unstuck. Could definitely see scaling this game up quite a bit.

Had me at the super S, stayed for the surreal little demo. Had what I suspect might be a bug where whenever I jumped up on something I would repeatedly bounce up and down. The comedic tone of the notes as well as the core premise has some entertaining potential for certain.

A fun musical riff on a classic puzzle. I think the sound effects can use some tightening up, at the moment they sound just a touch too intense (almost like when a microphone peaks) when you get a few too many pops chained together.

Game reached its zenith when I had three chords pop perfectly in tune with the background track. Quality work.

A fun grab-em-up. Encountered a small bug during the civilization phase where the helicopters seem to lock in on the tendril's location on the horizontal axis and begin rapidly oscillating between left and right orientation. Think it'd be fun to be able to nab everything along the tendril as well. The sound effects were funny, and the music was certainly pleasant as well.