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A member registered May 17, 2015 · View creator page →

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This one was super fun to play. And even if it's quite a deterministic game, I replayed it a whole bunch actually :D

If you develop it further I would love to see more randomization of the prompts/objects so players can't already know the answer ;)

Apart from that I also notice an off-by-one error (or similar) if you hit zero bullets while shooting the alien, causing an instant loss.

I really loved seeing the tongue-in-cheek silliness all around the room. The hidden jokes and a lot of the humor made this game a surprising and delightful experience, 100%

And I absolutely enjoyed the win!

Really enjoyed the aesthetic of this game, and this definitely felt like a solid platform puzzle type.

The character is well-designed and all the characters are cutely made. The audio was lovely and chipper. Level design feels on-point. 

Got to level 7 and I'm stuck there haha. That one was maybe a bit too finicky for me :P

You all did great this game jam. Loving the result!

The timer added a lot to it's replay value, and works as a scoring system for the type of game this is

Perhaps the next improvements would be to reset the timer after death if one hasn't passed the first checkpoint to make it less necessary for players to hit R, and some QoL stuff like being able to Escape the Escape menu, audio, and a change in the 'win screen' when reaching the second to last checkpoint.

Overall this was great to play, well done! It's now not just a game for Markus ;)

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I think if there was to be a prize, it should have been announced before the jam started -

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Feel free to use whatever is comfortable for you to make the game playable. It's not encouraged but you aren't restricted from doing so

I highly recommend though, in the spirit of this jam, that you submit a lo-fi version that allows those without Tabletop Simulator to recreate the experience

This is my own understanding of what is written on the jam page by the way. HeskHwis can probably chime in if I am mistaken :)

I've written a lot on my own experiences with paper prototyping for boardgames (which I need to condense sometime), and I would like to mention some materials that jammers may use. If you are making a game that's more free-form you may still be inspired by something on this list, but it's mostly catered for a tabletop experience

I write this list for those who want to know a good starting point, as sometimes you really just want to get going on game creation and focus on that. Sometimes it's worth the time to explore materials, but sometimes you would rather spend time on something like player dynamics or the perfect mechanic or multiple games. So below you will find my personal checklist:

# The usual suspects
Paper, including origami or colored papers, Post-its
– Cardboard (ask coffee shops or supermarkets for free cardboard)
– Paper glue (sometimes you need universal glue too)
– Masking and/or cellophane tape
– Scissors and a box cutter
– Cutting mat (self-healing, A4/A3 sized), a stack of newspapers kinda work if you're careful
– Drawing materials (pencils, markers, erasers, (metal) rulers, compass, protractors)

# Optional materials
Dice and/or standard card decks (I recommend at least two)
 Cardstock OR index cards OR blank business cards AND/OR Card sleeves
– X-acto knife (usually a box cutter works fine for free-form)
– Rotary (or Guillotine) paper cutter
– Spray adhesive
– Any inspirational materials (may be anything from magazines to videos)
– Creative materials (decorations, washers, poker chips, lego, other game pieces, clay, boxes, candy, string)

It's a great improvement. I like that it's a shared resource, makes it more cooperative this way!

Oh, well I just really like bluffing games in general. Usually in a tabletop game though, because social interactions with people are what make bluffing interesting. But at first I believed that I simply had to type out what was written, and that I had to guess or find out which word was the one that I was meant to unscramble (see, I thought here unscrambling was to defuse). It worked with some scrambled words of course, leading me to see if there were any indication in the letters to 'tell' they were bluffing from the rest

I think usually when bluff/deception is used in games, there's some other resource at stake on top of the gamble. Something that has other players wondering if it's worth taking the risk if they make the mistake or as a trade off. But I'm unsure on how to go about that in a good way :P

Thanks! It was good to see it playable. I like the use of JSON to create the levels, opens up the possibility of custom user-made levels in future

This one has great replay value. Should probably draw the refresh bar last so it doesn't get hidden in the ice. After the first hurdle the game mechanics no longer scale so you may have to introduce new elements, but it was still enjoyable to box in like 40 dogs into a solid cube in the 4th-5th wave :D

At first I was really intrigued and thought it was a type of bluffing/deception game. I missed reading/understanding that you actually had to unscramble the letters in each word hehe.

Part of me wishes there was a mode for that but it may be hard to figure out a good way to telegraph it and still make it fun. Also could consider making a mode in which you unscramble the words to type out a short story :p

I found I could just hold one/two keys down to simulate smashing, which in it's own way is a fun way to play. One way to fix this is to figure out how to debounce keypresses, if you wanted to remove simply holding keys

The shmup plays alright! I enjoyed that you placed a dialogue in. You could add some restriction to limit the ability to just hold the shoot key and move, or change that behavior in some way :)

The upload is missing some resource files/folders causing a Null Pointer Exception, so it's just a gray screen when trying to run the game!

I was able to before I commented yeah. Not sure when you updated hehe. But it seemed alright when I last tried!

Very sweet and short! The story was solid all the way through. That broom's collision was tiny! Or something. Also they say their broom is broken but they are dusting the floor with a broom :p

My vote for cutest is that bird. It could be the green ;)

It has a nice balance, for something so viscous. I'm almost jelly. Puns aside, it was enjoyable being stealthy and sucking up juice. Those forks are quite vicious though

This was great haha. It was just as enjoyable to fail as it was to succeed. I didn't expect their reaction at first :p

The dog is super cute! And there's some really interesting gameplay here. There should be slight indication to somehow choose I feel though, because I opted to not use shield to save for shots and ended up guessing more than figuring out who's suspect. But I definitely enjoyed what I played, and hope you playtest further to get that sweet spot

Interesting bust-a-move and match 3 type game. Plays as it should though maybe the 1p mode goes twice as fast as it should, considering it's twice the playing field :p

It would be cool if there was access to a recipe book, for those of us who easily forget, but otherwise this game was easy to get into and enjoy, and very pretty in graphics

10/10 Would keep telling Kusa I don't get it

I probably should have read the description saying it was a "try and die"... though it was hilarious to jump on the squealing cake and getting crushed by a dessert door ;)

That felt like the hardest boss! I could barely make it to Phase 4. Was a fun experience though, well done

The edges of the screen are so dangerous; those spoons come out of nowhere :p

I like the chess-like qualities going on here :)

This Bitsy entry was pretty nice! I liked how telling me not to go into the portal made me go into the portal

I think I found out you could ring the doorbells a bit too late, which was entertaining on my part. Seems to be quite a solid game :)

I liked the final level, which probably is the most playful :)

Carried a heartening message in a strikingly simple way. Well done :)

Felt like a mix of Game & Watch and Hungry Hungry Hippos. Was definitely fun and left a nostalgic feeling

It's very likable! For some reason though, I am unable to finish the game (the pan stays in my inventory). But I am quite satisfied with the experience. Would look at my hands again

The rules say no engine restrictions, and we are allowed to use whatever we want. So Twine should be fine!

I'm assuming tabletop is fine even, as the aim of the jam is to make something cute and short

The sad pot has a nice design :)
With some cleaner and determined lines it could all be very cute. Keep in mind that simplifying and exaggerating certain qualities makes things cuter

I left a comment on your game page, but wanted to write here that you guys did fantastic. It looks and plays great and the level of strategy involved (while not very deep) was still surprising to see. Looking forward to a modular version!

I already left a comment on your game page, but as stated there this game is quite intriguing mechanically and gives thought to how to tackle mechanics which have high flexibility. You did a lot of testing and trying things out, and it was cool to see a game that had a rough testing phase actually become a game in the end, so you did very well. Good job! :)

I already left a comment on your game page, but as said there I hope in future you choose to work with what you made further. The 3D tokens were nice, and I can definitely see the effort and thought in your game. Well done! :)

This game I could not find the time to play during the game show at the game jam, but I am glad I got to try it afterwards.

A simple and playful adaptation of the tower building type of game where you build a minaret. The cover art is great as well, and I am digging the art style going on in the game! Which reminds me now that I would have liked something extra when the minaret is complete or the round ends, and it could be in the form of visual feedback such as a cutscene, or maybe even some way to bring in a high replayability to the game.

As always, sound and music would of course add to the whole experience, but overall it's a well-liked game that adapts well for mobile platforms. Well done!

This game had a nice platformer-y feel in terms of gameplay. It's good to take and make a topical game that brings concern at a lighthearted level. The reaction when you douse the hookah smoker is fantastic.

It would be good to have some sound/music if there are plans to continue working on this game, and a more in-depth look at finding a clearer end(ing) to the game.

Overall there are likable characters and jumping around dousing others makes for an enjoyable experience!