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A member registered May 27, 2015 · View creator page →

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Alright, I'll upload a new build for Windows (since it's the only one that enforces DX11) later today. Thanks for noticing this issue!

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I'm afraid that low-level rendering like DX11 is mostly governed by the engine I use (Unity). Let me check if it's in the export settings - what DX version and OS are you using?

Yeah, I was showing it to people and said 'this game had no goal'... then someone glitched out and in the end everyone's goal became 'how fast you can glitch out' hahaha

Nothing for now... but I have something exciting planned for it!

There is no death in this game, just a score attack :)

The major beats are metronomic but I added some extra drum layers in between to spice things up (: thanks!

72th player, took ~10 minutes to connect haha! Very fun game, reminds me of a science exhibition museum where you just move around and interact with stuff!

Liked the neon graphics! It's a little hard to guess where I would land though. Sometimes you can 'hug' the side of the platform to prevent falling down ;)

Great art and use of music! Though I agree, the movement makes it a little hard to grasp - do you move in sync with the beat?

Agreed with Itooh :)

Love the music, nice visuals! 

I recorded a playthrough, check it out ~

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Haha, glad you enjoyed it! I'm going to try to record a full playthrough later :)

That's odd, you should still be able to perform actions even when being hit by enemies? Will add a restart button soon, thanks for the feedback!

don't worry I suck at my own game too lmao

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Odd! Did the Unity loading screen appear? It's loading for me.

It's a bug I can't seem to fix, past a certain amount the rings stop working.

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Oops, that was an oversight (: thanks for the feedback!

Really liked the art and story!

Thank you! The game isn't quite well-balanced due to time constraints :|

Haha, I agree with you on this point - the UI certainly could have been made better!

I can test it out for you, am using one!

Will there be a MacOS version of the game? Can't wait to play it :)

Thanks :)

Thanks! I thought it would be better to still have the player and whatever they are fighting near the centre of the screen :) got to do some experiments now heheh

Thanks! The camera follows the centre of the mouse and player at all times, but if you are in a room, the main focus would be at the middle of the room. I thought it would give a more kinetic feel :)


thanks :)

Nothing prepared me for that amazing visual show! It's difficult to manoeuvre around though. Hope you'll make a gameplay video so that other people will be able to experience it!

As a few people have said, you can generally avoid most of the bullets by slowly circling the center. The beginning green wave was clever though! I think you should do more patterns that make use of the invulnerability.

Neat usage of music! Though on some screen ratios you can't see the walls on the left and right side of the game.

There's no music playing on MacOS Sierra, Safari browser.

FItting music and visuals! The controls were a bit confusing at first, but once you figure it out it's quite fun. Maybe some telegraphing (e.g. hinting where the square will be next) would help?

Oops - thanks for your feedback! I seemed to have forgotten to save the new instructions on the page. Hopefully the player's impact is clearer and easier to understand now :)

Thanks for your compliments :)

Sounds great! However could you please make the bosses move to where the 0.1  bosses were staying for the first attack rather then letting the player do multitasking while figuring out the patterns and the movement behavior?

I'm thinking of only adding movement after the first few levels - so after the player has mastered the dodging, they can attempt to handle movement and attack. Not all bosses will move though, and bosses that move will have a easier pattern depending on how difficult the movement is.

Maybe also put the payers name there?

I'm still learning the gist of the engine, so I don't quite know how to make typing inputs yet :) Player naming would be a lower priority compared to game mechanics though.

This build is actually almost too easy, I even managed to beat the last level at my first attempt (thank you, shield;-)

I am still experimenting with the new generation system, so the difficulty level might flunctuate between builds until I find that sweet spot! 0.3 is more difficult because I kind of set loose one of the variables for generation. 0.2 is easy because the system was allocating "difficulty points" for unimplemented features.

Anyway, the biggest issue is that it's auto-deletes the game.

This is a known bug - if I recall correctly, it's not deleted, but you have to restart the game for the menu to appear. I'm looking into fixing it now.

It's also funny that every attack that makes use of arms... (may we call them EXP for "EXternal sPawners"? JK, but we should eventually think of some cool names or acronyms for the game's elements) so what I wanted to say is that any attack which uses those, generated patterns which have been easier to dodge than any attack which didn't. It also messes with my head a little when I'm required to dodge something that comes from underneath me.

Be prepared for 0.3 arms then, they are harder and less restrained (but not impossible like those 0.1 ones)! They are still quite experimental at this stage though.

It would be great to have some kind of an indicator so you can see how long each of the two phases will durate so for the sake of estimating the risk of getting closer while it's not shooting. My suggestion here is to use the same visual element that's used for the shield, maybe just in the boss' or any other color than white to avoid confusion.

That's a cool idea - though I want the player to gauge and learn the boss pattern by themselves :)

Another not build-specific thing you most likely already know but I'd like to put here anyway is that the left and right sides are not really used. I'd like to see some stats there, or at least the layout of the level selection as a ~70% faded background.

I'm planning something for those sides, so stay tuned! One side will probably used as a score/completion indicator, while the other side is for flair/decoration.

Right now each level has a unique behaviour - but I'm thinking of overhaulling the layout, and make it less linear once I'm satisfied with the gameplay.

"something like that"? Okay, that's amazing that you did intend it this way, but what did I miss?

You didn't miss anything - it's just that I have not expanded the narrative properly yet, so there might be certain areas that are different in the end product.

Also what is a "3 bite-sized story log"? I can't really interpret it.

I meant that after defeating each level, you unlock 3 short stories. They can be researcher logs, AI console logs, stories, news, journals from last time.

Yes, it's something like that - glad that you can understand it!