Marcomix

Marcomix

@marcomix.bsky.social

Jack of all trades artist and game dev! https://marcomixgames.itch.io/ https://marcomixtoons.wixsite.com/gavingrants

112 followers447 following952 posts

Marcomix reposted

itch halloween sale!!! as i fight the greatest horror of all: rent and groceries at the same time 5 good games including 10S FOREVER for 3.33 (half of 6.66) these are good games. you know theyre good games. listen to your heart and/or friends and/or enemies itch.io/s/209909/the...

House of Necrosis [2025] is Mystery Dungeon with classic horror merged harmoniously. Compared to other Mystery Dungeons, this one is short and sweet with a challenging postgame if you want more. It deliberately has no diagonal movement but makes up for it with a big list of powerful spells to learn.

store.steampowered.comHouse of Necrosis on SteamA turn-based horror RPG with retro 32-bit 3D graphics. Survive the horrors of the mansion that changes every time you enter.

The enemy variety is great! Most of them have unique abilities or movement patterns, so often encounters will turn into a bit of a priority puzzle as you determine how to get out of a situation safely. It's an easy recommend from me. Easy to get into but beware: the threats loom in the dark.

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

TR3 in particular gets downright cacophonous at times and it's really frustrating. Several times I turned SFX down to 10% because I was lost in an area blaring a siren. By far, I feel this is the thing that drags TR3 down, because sure there were a couple sirens in TR2 but it's so frequent here!

I did enjoy TR3 despite how negative I've sounded but I think it's because the foundation was already so solid, yet most of the stuff they've added on here is either annoying or slows the pace way down unsatisfyingly. I've got apprehensions that the following trilogy will continue with missteps too.

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

It has to be one of the absolute worst boats I've ever had the displeasure of using in a game. Highest highs and lowest lows, right? Just so clunky to control in white water rapids that shunt you around mercilessly. Hard to figure out how to disembark too. They did boats in TR2! Why is this so bad!

Like the first two games, music is a rare thing in TR3. As far as I can tell, music tends to be triggered by either a cutscene or stepping on a particular tile, but you know what isn't? Noise. Aggravating machine sounds, heartbeats in water levels, sirens, blade traps going KACHUNK over and over...

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

I love secrets like this, but it's tough when you don't even know where the critical path is and you keep fumbling into areas that don't actually lead to the end. Feels easy to lose track of what you should be doing next.

There are two new vehicles: the quad bike which is a vastly superior version of the skidoo from TR2. It's bouncy, doesn't blow up from hitting the ground at a slightly dodgy angle, and it's just fun to drive around and hit ramps. But the kayak?

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

The final move Lara gained is a sprint, but it's very situational, probably for the best. It doesn't connect with any other move than a kinda useless dodge roll, so you're never expected to sprint into a leap of faith or anything. You sacrifice all precision for faster movement and that's about it.

The sprint is a bit of an ill omen because you'll be using it in these sprawling levels. I got so lost and stuck in some of them, particularly in The River Ganges and Thames Wharf. Some levels even have massive slices of their map cordoned off behind well-hidden secrets. Here's a cool one:

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

She also gained the ability to swing on monkey bars and I ended up liking this more as I thought about it. They have a similar problem as crawling where it's quite a slow action, but they're also grappling with the toughest thing of all: you need to look up to notice them.

This kind of thing felt cheap at first, until I realized it's just another way these games emphasize really taking in the environment. The path will not always be clearly indicated and you need to use your intuition. Can I reach the ceiling from anywhere in this area? Would it help if I could?

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

Why couldn't Tomb Raider crawl? Well she can now. This means she needs spaces to crawl into, obviously, but crawling is not particularly fast nor fun. It feels like a movement option that's obvious to add for navigating tight maze-like spaces, but the result is tedium.

It creates what I call fidelity gaps with her movement, where edge cases stand out because her movement has become more intricate. For example, if an open vent is waist-high, she can't climb in, only if it's on the ground or high enough to jump up to.

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

The gunplay and ladders stand out to me because really, the rest of the game I loved. It really benefited from being an iteration over such a solid foundation and it's looking like the next game pushes it even further which is exactly what I want to see.

Tomb Raider III [1998] is a bit of a weird game because it feels like it carries both the highest highs and lowest lows of the trilogy. A lot of this comes down to what I find to be a misguided philosophy on Lara's expanding moveset, but it also extends to its level design.

Marcomix reposted

We will be fixing any technical issues you find over the week! Thanks for finding them and being patient :) In the meantime we will be sending 10 codes to anyone who can't afford the game rn, but will draw us some cool fan art (no AI pls). Just reply here with it

I love it. It's a mile a minute action and jokes, with really solid character moments throughout. I'm rooting for you, V!

This post is unavailable.

Final Fantasy V [GBA version, 2006] is an incredible RPG that's a couple little grievances away from being an all-timer for me. Its Job system, while simple on the surface, has depth that's engrossing to tinker with, and I'm glad it saw life again in games like the Tactics and Octopath series.

View full thread

It's all wrapped up with an endgame that is up to you for how much you want to prepare for it, with many little adventures you can opt to embark on, or not, before making your way through the final dungeon. You get a lot of good stuff for doing it so I'm glad I made an effort.

It has heartfelt moments but it's also funny! We have a villain literally going mwa-hahahaha...alongside all kinds of other ridiculous dialogue. I love when RPGs are fun like this and it suited the game's pacing and style perfectly. I loved this playthrough and maybe I'll do a challenge run someday.

Final Fantasy V [GBA version, 2006] is an incredible RPG that's a couple little grievances away from being an all-timer for me. Its Job system, while simple on the surface, has depth that's engrossing to tinker with, and I'm glad it saw life again in games like the Tactics and Octopath series.

View full thread

Lots of gear has stats not considered optimal like the Protect Ring which grants passive Regen, and there's the joke weapon Excalipoor which has massive stats (considered optimal) but only does 1 damage in battle. I should have sold that damn thing, but I wasn't sure if maybe it had a secret use!

This aspect of the system is just a little inconvenient, which stands out against the rest of the game which is rather breezy. You'll go from dungeon to the next, changing method of transportation constantly. It's almost always crystal clear where to go next, and the world isn't too big either.

Final Fantasy V [GBA version, 2006] is an incredible RPG that's a couple little grievances away from being an all-timer for me. Its Job system, while simple on the surface, has depth that's engrossing to tinker with, and I'm glad it saw life again in games like the Tactics and Octopath series.

View full thread

The system sounds great, right? But it does have some issues. This game heavily relies on Optimization for equipping your characters: Whenever you change a job or even an ability, it will either optimize or clear all gear based on your settings, which becomes a problem during many edge cases.

Maybe your Berserker, who can't use MP in battle, should heal everyone out of battle, but you don't want the White Mage ability set in battle. You'll have to optimize, heal, optimize again, and if you are using "worse" gear because of its beneficial effects, you'll be doing a lot of reequipping.

Final Fantasy V [GBA version, 2006] is an incredible RPG that's a couple little grievances away from being an all-timer for me. Its Job system, while simple on the surface, has depth that's engrossing to tinker with, and I'm glad it saw life again in games like the Tactics and Octopath series.

It's simple: you gain AP from battles to boost your Job level, and as it levels up it gains passive abilities, one of which you can then use with a different Job. As an example: Faris here is a Mystic Knight using Ninja's Dual-Wield, enabling enchanting both swords with powerful magic.

There are many great combinations, such as a Mage who can fire bows from the back row, or a Knight who can take hits for the team but also cast healing spells. Combine its Job customization with plenty of gear with unique quirks and you see why this game has a strong challenge run presence online.

Ever been interested in Rogue but felt intimidated by its abstract visuals? You should check this out. Feels very streamlined which helps with getting used to parsing what you're looking at and it also does some fancy stuff with its ASCII graphics. I had a great time with it!

This post is unavailable.

Tense battles with guns and magic in these narrow cobblestone streets. We played the Gunmetal Gothic demo in 2P co-op and we are both completely won over! Its visuals are unbelievable and the gear system is really compelling, forcing you to pick a niche and play within it during the mission.

Very beginner-friendly. Encounters are static on the map, fleeing is guaranteed, you can respec in town, you can warp to any tile you've explored before for easy backtracking if you need to leave the dungeon, and-- Is that thing pogging at me?

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

The dark areas can really get oppressively dark, like completely pitch black, so good thing there are flares! You find plenty of them too, because they don't last long. Lara also gains the ability to climb certain surfaces like ladders, ridged walls or bookshelves, but the animation is rather slow.

Flares and ladders can be frustrating together though. The fastest way to go down a ladder is to quickly let go and regrab rungs on your way down, but if you're holding a flare and it runs out, Lara prioritizes throwing it away over grabbing a ladder, so you might accidentally fall to your doom...

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

The detail extends to the level design, featuring much more complex interweaving areas full of levers, keys, locked doors and vehicles. It's a much harder game overall! Even the first level throws you in the deep end with a big panic setpiece full of traps and beasts.

A part of the difficulty is unfortunately more gunplay which I still don't love. The only real addition is an M16 rifle that incentivizes standing still and shredding your enemies which feels at odds with Lara's style. I beat one of the bosses without even moving.

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

That's where Tomb Raider is at its best. However, when you're forced to move quickly either to avoid traps or defend yourself in combat, the stiff controls tended to cause problems for me. Ultimately, the rest of the game was so engaging that it's no deal breaker. I'm already playing the sequel!

Tomb Raider II [1997] is bigger and more ambitious in several ways, though it does come with some growing pains. An excellent sequel, it builds off of TR1 with much more detailed area design allowing for fewer blocky Egyptian trap halls and more modern environments.

Marcomix reposted

REAL WEB LEGENDS: Carter's Quest Act 2 is NOW AVAILABLE!! My solo action-adventure game inspired by Zelda, DMC, and Bayonetta just got bigger. A FREE update to Carter's Quest, adding a whole new chapter to the story, massive graphical updates, and more. Available on Steam now!

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

View full thread

Grabbing ledges and climbing up is not automatic. By holding the action button in midair, you're choosing to grip any ledge Lara grazes if she's not moving at terminal velocity. At the same time, reaching out slows her momentum, so for particularly distant jumps you want to grab as late as possible.

Along with being able to lower yourself down from platforms, forced sliding on steep slopes and other quirks, movement really forces you to consider the environment constantly. Tons of areas expect you to navigate rooms that don't have an obvious way forward until you properly assess your options.

I enjoyed Tomb Raider [1996 via 2024 Remaster] way more than I was expecting. It's exploring with intent, tasking you with carefully planning out your jumps and executing them. It's stiff and it has a bit of a learning curve, but the remaster allows you to save anywhere which can take the edge off.

Lara's world is built very obviously on a grid. This might limit the flexibility of the level design, but it gives you a very clear idea of the niches for Lara's moveset. Need to jump one tile? Jump from standstill. Two tiles? Running jump. Three...? Well that's where aerial grab comes in.

Marcomix reposted

Come chat with me about feminine computer creativity :) Did you make experimental hobbyist games? Did you mod the sims? Did you make Neopets fan sites? Are you Australian and over 18yo?

Marcomix reposted

It's TIME! TO! GET! HYPE! Today, I get to proudly unveil Steam Hype, the project I've been working on with the help of @hookshot.media for the past two and a half months. A new PC gaming site which aims to demystify PC gaming, cut through the 100+ daily releases and spotlight indies as much as AAA

steamhype.comSteam HypeSteam Hype is your go-to destination for discovering the latest, greatest, and most talked-about games on Steam.

SPRAWL zero [2026] is intense all the way through, with extreme forward momentum. It's a game focused on gameplay feel with levels that feel good to sprint through, crushing any in your way. You have one gun at a time and you'll rip your next ones out of your enemies' hands.

There's no inventory so while there are secrets to find, I mainly ran through on instinct, tapping the navigation button occasionally. It just felt appropriate with the rushing DnB soundtrack! The lack of inventory might stifle its design a bit but the result is a tight experience with great pacing.