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Mackaye99

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A member registered Feb 08, 2026 · View creator page →

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Thank you for the praise! I spent a good chunk of time refining the humour and trying to nail the absurd satire of it all, and I'm glad I managed to nail that on the head. The music was the most fun bit to write and I struggled to get it feeling right. I ended up spending the last day polishing everything up and I'm glad the experience all came together well.

Thank you for playing!

I spent a solid half day doing just texture work, so I'm glad the aesthetic lands well. Such a dumb concept for a game.

Thank you for playing!

Damn - sorry to hear it ran a little slow on your side! I tried to make it as optimized as I could, and it looks like when packaging for Linux a lot of settings got reset that prevented this from being the case. Agh.

I'm glad you had fun - the name is one of the worst puns I have ever put to paper, but it's been well received. The audio was pretty fun to do, especially with the music - making a unique track for each level was pretty fun to do, especially as I'm not much of a composer!

I threw a lot of corporate-core fun lil' things in, the Hold Music was one of those. Stuff like that, the random tidbits of dialogue the other coworkers give, and such.

It's not my kind of game either, as I don't really play speedrun-y titles, and also don't normally work on them professionally, so this was a new experience for me in general. I'm glad that it was fun even if it wasn't quite your cup of tea!

Sadly, employees talking through office dividers is in fact lore accurate.

HEY LOOK MA I'M ON TV!

The fourth level is definitely the weakest of the bunch - which sucks because I feel like I knocked it out the park with the last one. I do wonder if maybe I should have cut the fourth level outright, or if that'd change the experience in some way. Either way, I'm happy with how the whole thing turned out.

Thank you for playing!

Hello Meme GIFs | Tenor

This was a really calm, tranquil, and generally engaging puzzle game! There was something very satisfying about just watching the patterns spin and realign, until finding the right angles and lining things up. It quickly got more and more complex - but at no point did it feel stressful. You eased the player into the more complex puzzles really well, introducing more unique aspects very organically, making for a very fair and fun experience.

The colour choices on some of the kaleido-puzzles might be a bit too samey for some, and I can potentially see some colourblind people struggling to engage with this. But the actual puzzles themselves were fun and engaging!

I quickly ended up lost playing this - though the music looped a bit weirdly, the sound design was really fitting. At times it felt like the slides spun too slowly, so maybe having them accelerate the longer you hold the arrow? On the other hand - it flowed really well, with that slow pace, so that might break that zen feeling it channelled.

I can see this doing numbers as a mobile puzzle game.

Took me forever to sit down and try this one out, because I'd heard it was a more difficult puzzle game than most here. I gotta say - once it clicked, it clicked.

The general idea is really interesting and unique - spinning up atoms using electrons to make larger atom molecules, creating covalent bonds between atoms to make larger compounds, and generally playing god.

I absolutely suck at this game - but I still managed to have fun.

It took a moment to click that the attract/repel thing changed depending on whether you were the same colour as the electron - for a while I was mixing up the colours with that, and so ended up struggling to form the right shells for atomic structures. But once it clicked, I managed to play for a good while before my reactivity hit critical mass.

I will say, the camera controls need a bit of work - hitting the top angle ended up with a rubber-banding back and forth that made things rather disorienting, and being unable to rotate your camera view at all while attached to a Repel electron didn't really feel too great. The core movement however, felt good, and zipping about the formless void felt fun.

But this game delivers on exactly what it was trying to do - and it creates a really depth-fuelled experience that I can very easily see people getting super in-depth with.

I am become dumb, destroyer of brain cells.

This is a really polished game for seven days - and having such a large team definitely helped with that. The minigames are fun, with the only one that felt a pain being the spin-the-bottle one.

The content is awesome, with each level ramping up, and even having a Boss fight at the end? Stellar work. I couldn't quite get a hold of the character controls, but I still managed to fling my way about enough to make it to the end without failing - all in all, it was a great experience.

The gameplay rocked, the sound design was on point, the visuals were delightfully colourful and funny. I think the only thing I wished that was different was there was more of it!

Silliness wins again.

This was a really atmospheric one - the lighting and setup was this oppressive atmosphere that felt like it would creep in on all sides. Every time I saw a closed door, I was checking it on my next pass to make sure it hadn't opened, constantly watching corners expecting something to jump out.

The lack of any jumpscares in my runthrough was promising - because it let that tension ride, and rise, and I could never tell if there even WAS a monster lurking down there in the dark with me.

I made it to the end without ever encountering anything - which until I read through here, left me wondering if it was genuinely something even in the game, or if I'd simply gotten lucky. It gave me the same feeling of a horror movie, where you can see the danger is just right behind the protagonist, but they never realize just how close to the edge they were.

With a proper ending scene added this would have truly slapped - because for playthroughs like mine, it would've made it abundantly clear that I was in fact not safe.

The sound design was awesome - everything feeling old and graty and clunky really made the entire place feel ancient. The visual aesthetics and that crunchy pixel look also added to that horror feel, like I was watching this all through a found recording. A solid use of lighting really sold the atmosphere - with my only critique, like others have said, maybe being to use that light to indicate visually where you need to go.

The opening space and finding the actual entrance to the side rooms took me a good minute - but I felt like scouting out the unknown doing so, and once I realized what I was hunting for, the puzzles all started to click into place.

A really fun puzzle horror game. The tension building was great here.

I'm glad you enjoyed the first five minutes! How many levels in did you get?

Honestly the polish was something I spent a lot of time on - I wanted to make sure this was as clean and as put-together a project as possible for the people who'd download it, so that - in theory, if they liked it - they might be able to come back and play it a few times.

Also, agreed, that spin-to-win-social-interaction meter should totally be a real thing. It'd be so useful in the day-to-day workplace.

This was genuinely a really, really great game. The subtle worldbuilding through text logs and notes, the foreshadowing that things aren't quite what they seem, the puzzles made of having to piece together scraps of what feels like another life, one that we only see the shadow on the wall of. So many details that would have been easy to call redundant and cut - but their inclusion made the entire thing feel just so satisfying.

The interface was clunky, but that was a deliberate design choice - and the action sequences felt amazing, even if there were times when I struggled to get through. The "You Are An Idiot" page was genuinely difficult to get through - the only time I felt an unfair difficulty spike - but the feel of progressing through was awesome.

The end reveal of the story is hollow - but it works, because it's addressed in satisfying way. It was genuine poetry, that ending - especially the sudden cut to black, with little fanfare.

This was a short but sweet experience. My only wish was that I wish it was longer.

Thanks - I spent a while nailing the music and trying to get it feeling good. I'm glad it turned out as well as it did.

Market Value has never been higher.

Thank you for playing!

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Pack it up boys and girls, we have hit maximum synergy. We can circle back to the slide deck and market value metrics later - let's put a pin in it for now.

I'm happy this game landed as well as it did given I made this solo in seven days, and almost everything was made by me personally.

Thanks for playing!

I spent so long coming up with corporate speak puns and jokes and I'm so glad the vibe of soulless LinkedIn corporate-core landed well.

Here's what this experience taught me about time management-


Thank you for playing!

Thank you for the comprehensive breakdown - the camers thing I tried to solve so many different ways, including a stencil to show the player through walls but ended up just using a spring to reposition it as it was the least buggy solution. It's one of the things I would probably revisit and retackle.

I was going to have the fire reset your progress, but I figured it knocking you back was a decent enough compromise that also wouldn't break the floe- focusing on visuals and the illusion of being boxed in. I'm glad the experience was fun though!

I wish I'd thought of the text thing - having localisation settings that just translate between CorpoSpeak and English would have been such a funny layer to the bit.

Considering my musical talent is hitting things with sticks I'm glad it lands well - I spent a good chunk of time making and tweaking sounds for the right feel I wanted, and thankfully it all fit together really well.

I am SO glad someone noticed the elevator joke nobody has commented on that. It's such a brick of a joke.

Thank you so much for your in depth feedback, and thank you for playing! These kinds of comment are awesome - if I end up continuing this project a lot of these tweaks will likely be made.

Doom-like but with a really cool reload mechanic. Timing the sliding of shells in under stress while 30-50 feral hogs charge into the trenches at you is nail-bitingly well done.

It feels like a solid shooter, with the headshot mechanics meaning pacing your shots is rewarding - though you quickly run out of ammo, turning it into a unique blend of survival horror and action.

This game really does feel like doom - backtracking, finding keys, navigating the level to progress and such. I could see this becoming a really awesome boomer shooter style of game, though the third-person camera with the pixel art billboarding feels a bit odd.

I could see a refined version of the reload system where you have more ammo available, but the reload window for sliding shells in is a little tighter - and if you fail to meet it, the shell instead falls to the ground to be picked up. With less ammo scarcity this could recreate those nail-biting stressful moments of having to reload under pressure, with minor punishment in the form of a lost attempt - one that you'd have to wait for the smoke to clear before you go to remedy by picking up your dropped casings. Or different weapons having similarly unique reload mechanics - a shotgun you have to manually click and drag to pump every shell, etc.

This could be a really fun project if expanded on, but stands well on it's own two feet as it is. 

I hope armydillo gets the support back home that he needs.

Really cool take on the theme, as others have said. The art design is really awesome too with the high contrast and simple-tone pixel aesthetics making things stick out. Once it clicked and I figured out how to work the rotachine, I quickly got a grip of things.

Somehow managed to time travel backwards to the start accidentally, backtracking instead of taking what I assume was the intended path. Even then, it was really fun.

I think music would've helped improve it all, but the core game loop and mechanic were really solid, and for something made in two days it was well put together!

The aim controls as said by others were a lil wonky, but the gameplay was awesome. I liked the varying routes possible - it really added some old school sonic vibes to things. The animation work was brilliant too - and the intro cinematic was top notch.

It nails that old school silly vibe. A sonic-style platformer about a toy escaping a factory is a great premise, and the sound/voice work design was really awesome too. I had a blast playing this.

Actually an awesome puzzle platformer. The sound design for the hamster was on point - the level designs were really well done, and the art style was exceptionally polished. With more music tracks to go with this, it'd be an absolute banger of a game. The concept was executed really perfectly here.

The first few levels start off simple - teaching you mechanics - and solving them feels really good. One physics-related bug nearly ended up game run, but I managed to overcome it and continue on - my best guess is it was something to do with a race condition between spikes and teleport pipes.

Then I got to the last level.

My eyes witnessed levels of extreme bullshit I had never seen or even fathomed before. Unholy combinations of gears and cogs and platforms and pulleys. I didn't even know where to start, I just went to the bottom of the multi-floor level and started from there.

Putting that puzzle together, room by room, felt like an insurmountable challenge, but it was so well crafted that when it clicked, I suddenly knew what I was doing. I solved it first try, after considering it impossible to do.

This was a really, really well put together puzzle game with some awesome visuals and really effective design choices. The implicit tutorials teaching you certain game mechanics on the way up build to a perfect final level - my only critiques are polish related.

I don't know if it was just me, but I couldn't find an ingame pause menu - and there was no way to really tell what level you were actively on if you hadn't kept count yourself. The level complete menu also didn't say what level you'd just finished - and going in was equally blind. Maybe some kind of label that appears when a level starts could fit, or work?

Either way, that's a really nitpicky thing - because the rest of the experience is really well polished, and very fun. I liked this - this made me have to think, which is always risky given how wrinkle-free my lump of meat I call a brain is.

I have been immortalized as a marketable office quote poster. It is downhill from here.

This was a pretty fun game with a neat mechanic - well put together for seven days! As others said the ending was a lil rushed feeling, and with polish, but otherwise it's fire. The core mechanic and puzzles give me slight Professor-Layton vibes, though being all focused around wordplay is a really cool mechanic. Making this in seven days was a really impressive feat.

Nice work, dude.

An actually really fun platformer about some very serious real-life things - seeing life through the eyes of an American truly is a sight to behold. The American Dream, in digital form.

The controls felt good, and even when I was doing badly I felt like it was a problem with myself and not the game - my control over the mechanics wasn't as good as it could have been, but the platforming was solid, and I still managed to complete the game in a - hopefully respectable - six minutes.

If I had to nitpick, I'd say the timer ticking away during dialogue too felt a bit unfair, but the platforming in general and the gameplay loop as a whole was really well prepared and really well structured.

The IRS is serious business.

Visually this game is on point - it definitely needs more substance as others said, but the character design and level aesthetic really does harken back to those games of old. It's delightfully grungy, and a great showcase of how you can use Unreal Engine to make more than just hyper-realistic spaces. It's a great tool for game design in general, and you leverage aspects of it well.

With proper fleshed out levels and some kind of progression, this could be a fun game for sure - either a classic collectathon, or a story driven metal-arms style experience.

It's got heart - with the right legs to stand on, it could do quite well.

The style here is so on point - this game is great, the humour is well balanced, and it's just generally rather funny. The commitment to the theme is on point and really well done - and the delightfully clunky controls really work in it's favour. It gives me the same vibes as QWOP and Happy Wheels, where fine-tune control is the way to win, and each loss is a learning curve to overcome. By the end of my play session I feel like I'd finally gotten a grasp of it, in spite of numerous crashes into lampposts, cars, other velocipedes, the bollards, the road after horizontal dismount...

Honestly this was a really funny game and I could see this doing circuits as an online arcade game.

Bravo, my fellow rapscallion!

Thank you! I'm really proud of how the music and voice work turned out, and that music track was one of my favourite to work on. So dumb.

I spent a lot of time trying to polish it so I'm glad it turned out well and the vibe landed well.

Thanks for playing!

I spent a lot of time polishing this up, especially getting the menu to feel good - I'm glad it worked out well.

Leaning into the aesthetic was a big part of this project for me and I definitely feel I nailed it. Thanks for playing!

You could definitely make something really fun here, the core game loop is really solid. Having ways to customize your fighter for the true Brazilian Street Fighting experience, maybe some more ways to influence the fight, combos - the possibilities are endless.

I'll have to check it out again post jam

I tried to balance the wheel to spawn past tbe 90 degree mark to give you time, but given the random envelope I think it sometimes spawns weird. Were you playing on Windows or Linux?

The strong push mechanic is definitely underutilized - I could definitely have workded it into the game flow more to be sure.

I'm glad the humour landed though! I was worried it might not land too well at times but its good to hear you enjoyed the game.

Thank you for playing!

The sound design is really good on this - every little knock and swivel has a good feeling sound effect to go with it, and while I don't typically go for rage games like this, you definitely did really well with it. It took me a little while to get a hang of the controls - kept flinging over 180 a lot - but once I figured it out a little bit I was able to clear the first hurdle.

I then proceeded to bounce into a wall, flip 180 again, and end up right back at the start.

This was a really polished game! The intro cutscene was pretty cool, and the core gameplay loop felt polished and clean. The only problem I have with it is that I utterly suck at it.

The aesthetics, sound, and music were on point here. This was a fun little experience.

I've heard the mouse thing has happened to a few people, and I've been trying to figure out why. My best guess is the menu state is somehow not setting right in that specific scene. 

The stylistic choice of having harsh shadows was one I went with to try and make the game pop a bit, but I can definitely see why with the wrong light angling that might look a bit strange - if I continue this project stuff like that is high on my list of tweaks to make. I spent a lot of time refining the visual style to try and be a bit more unique with this one.

I'm glad you liked it - thank you for playing!

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I utterly suck at this game - but it's so good I keep coming back to it.

This gives me the same kind of vibes as Ultrakill, but 2d - enemies are quick, and unforgiving. It's tough - but when you come out on top, you feel like you achieved something. Learning their skills, their patterns, and reacting accordingly. The sound design is pretty well put together, and the art aesthetic and style is also really well put together and cohesive.

I think the core loop could do with some polish only with the damage you take - I found myself a little unsure if I had taken harm, but that could also just be a skill issue on my end. 

The ending was fun - I was down to the wire, as was the boss, and I pulled the trigger at the same time they did. Returning to the main menu left me wondering if I'd won or lost - which while a proper win or lose screen of some kind would be cool, almost felt a little poetic.

This is a really solid proof of concept - you could make a cool deckbuilding style roguelike out of this, maybe with extra bullet types and upgrades to go alongside?

This game was actually hilariously fun. The music choice, the stylized visuals, the gameplay is simple but hits the mark. There's a deceptive level of strategy in play - and there's enough polish to make it really stand out. For seven days, this is really impressively done.

The core battle loop does feel a bit rough at times - you quickly end up in a death spiral if you make a mistake in the later rounds - but that almost works to it's favour here. It's a very strategic, silly, but very fun little fighting game all about picking the right moves. This could very much become a really cool long form title, where you have to train up your fighter and compete in street fights, boxing matches, and more for fame, glory, and respect.

It's chess, but you punch another guy in the street because of a disagreement. Can't wait to see how this fits into the lore of Brazillian Drug Dealer 4.

Yeah - I leaned heavily into the satire with that, really went for the corporate-core vibe. I'm glad the humour landed well and that you enjoyed it! Was a total blast to make.

Fair warning, the files are locked down until the jam ends. But you could definitely make this into a rage-game for streamers to play, with the right adjustments and tweaks. The Sisyphean nature of it really does hit that mark.

It was such a dumb mechanic and I wish social interaction worked like that in real life

Not a bad horde shooter - I feel like the enemy AI could've done with some work to make them feel better, what with them just beelining over rock obstacles for the player, meaning you essentially are unable to kite or strategically buy yourself the space to breathe that a lot of horde shooters benefit from having.

But for a game made in seven days, this is pretty good. The animations feel good for the main weapon, and the general game loop is a neat one.

I'd maybe have integrated the wheel into the environment somehow - have the player physically go up and maybe shoot it to spin it, instead of a UI popup, to really make it pop. CoD: Zombies shined because of the mystery box, and the uncertainty of what you'll get, coupled with seeing all the options tick by. Having it physically in the space also works - it brings the player in, and makes them have to think their approach through.

Sounds do need a bit of work too - and with the right work I could see this making a really fun little co-op wave defense game that harkens back to the old school shooters of the 360 era.

Okay, that intro was pretty funny. For a game made in seven days, it's pretty solid - it'd definitely need polished up for a full on larger project, but what you have at present is a nice solid foundation for an arcade game.

I've never played vampire survivors, but from what I've seen this is a similar kind of vibe to what it goes for - endless enemy waves, with the focus being on movement and building up your skills and ability sets to see how long you can go for.

My only question is: what the dog doin?

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Thanks! I'm glad you enjoyed it - I've been told the humour landed really well and I'm glad it did, it was really fun to write and put together.

Some of the animations - such as characters and such - were actual MoCap I managed to get done. Though the intro wasn't - I lost the files, and had to improvise in Blender - but the other stuff you see was.

For a game made in seven days, it's got potential. Those little things are nitpicks - it shows that you can easily smooth off those rough edges and come out with something cool and repeat-playable.

The chars do in fact roll, and Business Metrics and Market Value is up. Business is in fact booming.

Thank you for playing!