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captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]


Why Us?
A great project is more than just code or art. Metro Marketplace brings different creators and skills together so you can get the help your project needs without searching through multiple shops.
More Than Just a Shop
Need a thumbnail, banner, sprite, background, coding, debugging, or a game review? Metro Marketplace is built around your project – not just a single order. Our range of services and project-focused bundles make it easier to find everything you need in one place.
Create It Together
We don't want you to simply receive a finished product. For creative orders, you can be involved from brainstorming and first ideas to drafts, feedback, and revisions, helping shape the final result into something you're happy with!!!

Last edited by captain_technology (Sept. 4, 2026 16:48:24)

captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]


What We Offer
• Thumbnails: Eye-catching thumbnails designed for your project.
• Banners: Custom banners for projects, studios, shops, or profiles.
• Sprites: Characters, objects, items, icons, and other project assets.
• Backgrounds: Custom backgrounds matched to your project's style.
• Coding: Help adding features, mechanics, and other code to your project.
• Debugging: Help finding and fixing problems in your code.
• Game Reviews: Honest feedback on gameplay, design, and overall experience.
• Project Reviews: Feedback and suggestions to help improve your project.
Bundles
Our bundles combine services that commonly go together, making it easier to get several parts of a project done at once.
Game Starter Pack
For new projects that need the essentials.
• 1 Thumbnail
• 1 Background
• 2 Sprites
• 1 Project Review
Game Polish Pack
For finished or nearly finished games that need some improvement.
• 1 Thumbnail
• 2 Sprites
• 1 Background
• 1 Game Review
• 1 Debugging Request
Game Fix Pack
For projects that need help with technical problems.
• 1 Debugging Request
• 1 Code Review
• 1 Game Review
Full Project Pack
For creators who want help across several parts of their project.
• 1 Thumbnail
• 2 Sprites
• 1 Background
• Coding Help
• 1 Game Review
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]



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Before You Order
• Please be specific about what you need.
• Give a reasonable deadline.
• A creator may decline an order if they are unavailable or unable to complete it.
• Please treat our creators with respect.

Last edited by captain_technology (Sept. 4, 2026 16:44:27)

captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]


Board of Directors
@captain_technology: Owner
- Can provide: Designs, Image Hosting, Memes, Pixel Art, BBCode
Staff
@epicrex8765: coding, idea design
Partners
Different shops we love and support! If you want to explore other trusted shops, feel free to check them out!

Last edited by captain_technology (Sept. 15, 2026 08:40:26)

captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

bump!
inklinkid
Scratcher
100+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

captain_technology wrote:

bump!
You can't bump if the last post was made today
Username: inklinkid
What do you need: oc name suggestions
Who do you want to do it? (optional): anyone possible
Due Date: whenever easier
Description: I need some names for one of my oc's, the oc is on a project that's fairly new
Other Details:
epicrex8765
Scratcher
29 posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

MY APLLICATION


Username: epicrex8765
Activity Level (1-10): 7-8
What services can you provide?: coding, idea design.
Why do you want to join?: because i love to help and this would make it quite easy to do so.
Have you read the terms and conditions?: no, i looked, but i cant find them.
Have you followed this topic? (optional): idk
Give a few examples of your work (one for each service): for coding, i have https://scratch.mit.edu/projects/1376129562 and for idea design, i have my unpublished, third grade math tutor for younger kids, which i completely designed on my own.
Other Details: i do music and a little animation.
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

epicrex8765 wrote:

MY APLLICATION


Username: epicrex8765
Activity Level (1-10): 7-8
What services can you provide?: coding, idea design.
Why do you want to join?: because i love to help and this would make it quite easy to do so.
Have you read the terms and conditions?: no, i looked, but i cant find them.
Have you followed this topic? (optional): idk
Give a few examples of your work (one for each service): for coding, i have https://scratch.mit.edu/projects/1376129562 and for idea design, i have my unpublished, third grade math tutor for younger kids, which i completely designed on my own.
Other Details: i do music and a little animation.
okay perfect! welcome to the team
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

inklinkid wrote:

captain_technology wrote:

bump!
You can't bump if the last post was made today
Username: inklinkid
What do you need: oc name suggestions
Who do you want to do it? (optional): anyone possible
Due Date: whenever easier
Description: I need some names for one of my oc's, the oc is on a project that's fairly new
Other Details:
Hey, I'll be taking this order! For better name suggestions, would u mind giving me some information about ur OC? Things like their personality, appearance, role in the project/story, species, or any themes you want the name to fit would be helpful.
THESMASHGUY13
Scratcher
100+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

This is cool (:
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

THESMASHGUY13 wrote:

This is cool (:
Review for Spiderball

Hey, I've played Spiderball for a while, and I think theres' a lot of potential. The web mechanic is impressive and definitely the strongest part for me because it makes the movement feel different from a normal platformer. It's fairly easy to grasp, but I can see how some people might have trouble; once you start understanding how to use the web, moving through the level feels really satisfying. The art is nice and simple; the red ball and web stand out really clearly against the environment, so the important parts of the game are easy to follow.

Gameplay: The core gameplay loop is fun but I think the game could do a little more to make each run feel different and purposeful. Currently, once you understand the mechanic the challenge comes from reacting to increasingly difficult obstacles. That works, but after playing for a while, there isn't as much of a feeling that you're actually progressing.

I'd focus on making the obstacles create different kinds of decisions rather than only becoming harder. For example, one section could test how quickly you can react, while another could require you to plan where you want to attach the web. That would make different sections feel more distinct instead of just being harder versions of the same challenge.

I also think the bonus reward is a good idea, but right now it feels more like an extra collectible than something that affects how you play. It could become much more interesting if collecting it required taking an actual risk. For example, the safest route could give normal points while a more difficult route has a bonus with a much higher reward.

Controls: The controls are fairly simple, which I think is a good thing. Once you understand the web mechanic, there isn't a huge amount to remember.

My main recommendation would be to make the first-time experience slightly clearer. Since the web is basically the entire mechanic, a very short visual hint at the beginning could help new players understand exactly what they are supposed to do. It doesn't need to be a long tutorial; even something like showing the ball, the web and where to tap could be enough.

Since this is meant to be mobile-friendly, I would also test it specifically on an actual phone with someone who has never played it before. I'd pay attention to whether tapping feels precise enough, whether the timing still feels fair on a smaller screen, and whether there are any moments where the player feels like they did the right thing but the game didn't respond properly.

Level Design: I like that there are different wall layouts, because it stops the game from being completely repetitive. I think you could push this much further, though. Instead of just increasing the difficulty continuously, I'd introduce different obstacle ideas one at a time. Give the player an easier version first so they can understand it, then make it more difficult, and eventually combine it with things they've already learned.

For example:

- Introduce a new obstacle.
- Let the player practise it in a relatively safe situation.
- Make the same obstacle harder.
- Combine it with another obstacle.
- Eventually use both together in a difficult section.

That would make the difficulty feel intentional rather than just “the game keeps getting harder.”

I'd also make sure there are enough opportunities for the player to react. In a fast game dying because you made a bad decision is fun! Dying because something appeared too quickly to reasonably react to is just frustrating.

Visuals & Audio: I really like the minimalist style and I wouldn't completely change it. The colour contrast works especially well because the red ball is immediately visible, and the obstacles don't overwhelm the player.

Start trying to create variety for longer runs. The game has multiple obstacle layouts, but visually they can still feel quite similar after a while. You need to focus on getting the player to stay, and play your game. You could keep the exact same art style while giving different sections slightly different identities.

For example, later areas could have different backgrounds, obstacle styles, or small environmental details. It doesn't need to become much more complicated visually; it just needs to make the player feel like they have actually moved somewhere.

The sound design is also already a nice addition. I'd mainly focus on making sure important actions have distinct feedback, so the player can understand what happened without having to stare at the screen.

Replayability: The current scoring system gives the player a reason to keep going, but I think the game could do much more with this. A best score would be a very simple addition and would immediately make each run more meaningful. Instead of seeing: “Score: 62” the player can think: “62. My record is 71. I can beat that.” which creates a much stronger reason to restart. I'd also think about whether the game can give players some sense of achievement besides simply surviving longer.

Overall: Spiderball already has an innovative and fun core mechanic; the web movement doesn't feel like something that was added just to make the game different and actually changes how you play, which is hard to achieve. The main fix here is actually small changes that create a better overall playing experience. In games, the little things, the small amounts of friction can add up and change whether a player waits around for a second turn or not. You must captivate your audience! If you want any more help to brainstorm ideas, feel free to reach out.

Some possible additions:
- tutorial at the start of the game (optional to skip though)
- different levels to unclock
- different obstacles, for different challenges
- give imporant actions visual and audio feedback
- make the bonus reward more meaningful through risk/reward.
- add a best score to strengthen replayability.
- add some visual variation for longer runs.
- test the mobile version with completely new players.
- make dying have a really clear visual/audio response.
- make a new high score feel different from a normal score increase.
- add a small effect when something important changes in the level.
- make major actions feel slightly more “physical” through animation or movement.

Overall, I'd give the current version around an 6/10.
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

epicrex8765 wrote:

MY APLLICATION


Username: epicrex8765
Activity Level (1-10): 7-8
What services can you provide?: coding, idea design.
Why do you want to join?: because i love to help and this would make it quite easy to do so.
Have you read the terms and conditions?: no, i looked, but i cant find them.
Have you followed this topic? (optional): idk
Give a few examples of your work (one for each service): for coding, i have https://scratch.mit.edu/projects/1376129562 and for idea design, i have my unpublished, third grade math tutor for younger kids, which i completely designed on my own.
Other Details: i do music and a little animation.

Hey! Thank you for joining as an employee. I was wondering if you'd be interested in being more involved in the whole process?

We're still pretty new, so we don't have many orders or employees yet, but I'm trying to grow Metro Marketplace. I'd love to have someone else helping with things like bringing in orders, finding new employees, reaching out for partnerships, and generally helping shape how the shop develops.

Joining the Board of Directors would mainly involve helping with the growth and management side of the shop, rather than just completing orders. You'd be able to suggest ideas, help decide what services we offer, reach out to potential employees/partners, help bring in customers, and work with me on improving the shop. You wouldn't have to do everything yourself either; we'd split things between us depending on what you're comfortable with.

I think you'd be a really good person to have on the Board of Directors, if that's something you'd be interested in
captain_technology
Scratcher
500+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

bump
THESMASHGUY13
Scratcher
100+ posts

✨METRO MARKETPLACE┃Guaranteed 3 day delivery!!!┃Looking for artists and coders┃Partners needed✨ [RSS Feed]

captain_technology wrote:

THESMASHGUY13 wrote:

This is cool (:
Review for Spiderball

Hey, I've played Spiderball for a while, and I think theres' a lot of potential. The web mechanic is impressive and definitely the strongest part for me because it makes the movement feel different from a normal platformer. It's fairly easy to grasp, but I can see how some people might have trouble; once you start understanding how to use the web, moving through the level feels really satisfying. The art is nice and simple; the red ball and web stand out really clearly against the environment, so the important parts of the game are easy to follow.

Gameplay: The core gameplay loop is fun but I think the game could do a little more to make each run feel different and purposeful. Currently, once you understand the mechanic the challenge comes from reacting to increasingly difficult obstacles. That works, but after playing for a while, there isn't as much of a feeling that you're actually progressing.

I'd focus on making the obstacles create different kinds of decisions rather than only becoming harder. For example, one section could test how quickly you can react, while another could require you to plan where you want to attach the web. That would make different sections feel more distinct instead of just being harder versions of the same challenge.

I also think the bonus reward is a good idea, but right now it feels more like an extra collectible than something that affects how you play. It could become much more interesting if collecting it required taking an actual risk. For example, the safest route could give normal points while a more difficult route has a bonus with a much higher reward.

Controls: The controls are fairly simple, which I think is a good thing. Once you understand the web mechanic, there isn't a huge amount to remember.

My main recommendation would be to make the first-time experience slightly clearer. Since the web is basically the entire mechanic, a very short visual hint at the beginning could help new players understand exactly what they are supposed to do. It doesn't need to be a long tutorial; even something like showing the ball, the web and where to tap could be enough.

Since this is meant to be mobile-friendly, I would also test it specifically on an actual phone with someone who has never played it before. I'd pay attention to whether tapping feels precise enough, whether the timing still feels fair on a smaller screen, and whether there are any moments where the player feels like they did the right thing but the game didn't respond properly.

Level Design: I like that there are different wall layouts, because it stops the game from being completely repetitive. I think you could push this much further, though. Instead of just increasing the difficulty continuously, I'd introduce different obstacle ideas one at a time. Give the player an easier version first so they can understand it, then make it more difficult, and eventually combine it with things they've already learned.

For example:

- Introduce a new obstacle.
- Let the player practise it in a relatively safe situation.
- Make the same obstacle harder.
- Combine it with another obstacle.
- Eventually use both together in a difficult section.

That would make the difficulty feel intentional rather than just “the game keeps getting harder.”

I'd also make sure there are enough opportunities for the player to react. In a fast game dying because you made a bad decision is fun! Dying because something appeared too quickly to reasonably react to is just frustrating.

Visuals & Audio: I really like the minimalist style and I wouldn't completely change it. The colour contrast works especially well because the red ball is immediately visible, and the obstacles don't overwhelm the player.

Start trying to create variety for longer runs. The game has multiple obstacle layouts, but visually they can still feel quite similar after a while. You need to focus on getting the player to stay, and play your game. You could keep the exact same art style while giving different sections slightly different identities.

For example, later areas could have different backgrounds, obstacle styles, or small environmental details. It doesn't need to become much more complicated visually; it just needs to make the player feel like they have actually moved somewhere.

The sound design is also already a nice addition. I'd mainly focus on making sure important actions have distinct feedback, so the player can understand what happened without having to stare at the screen.

Replayability: The current scoring system gives the player a reason to keep going, but I think the game could do much more with this. A best score would be a very simple addition and would immediately make each run more meaningful. Instead of seeing: “Score: 62” the player can think: “62. My record is 71. I can beat that.” which creates a much stronger reason to restart. I'd also think about whether the game can give players some sense of achievement besides simply surviving longer.

Overall: Spiderball already has an innovative and fun core mechanic; the web movement doesn't feel like something that was added just to make the game different and actually changes how you play, which is hard to achieve. The main fix here is actually small changes that create a better overall playing experience. In games, the little things, the small amounts of friction can add up and change whether a player waits around for a second turn or not. You must captivate your audience! If you want any more help to brainstorm ideas, feel free to reach out.

Some possible additions:
- tutorial at the start of the game (optional to skip though)
- different levels to unclock
- different obstacles, for different challenges
- give imporant actions visual and audio feedback
- make the bonus reward more meaningful through risk/reward.
- add a best score to strengthen replayability.
- add some visual variation for longer runs.
- test the mobile version with completely new players.
- make dying have a really clear visual/audio response.
- make a new high score feel different from a normal score increase.
- add a small effect when something important changes in the level.
- make major actions feel slightly more “physical” through animation or movement.

Overall, I'd give the current version around an 6/10.
I likes these ideas (: i decided a while ago that I wasn't gonna change the original project I am going to make a improved version. in the improved version I am gonna add multiple levels, moving obsticles, and cool animations. thankyou for your review it was very helpful (:
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