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A member registered Jul 01, 2016 · View creator page →

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Thanks for playing and making a video!

Thanks for playing! Impairing the vision when slowing down the time was very intentional to deter from over using it. I think every single helping functionality should have some kind of downside or limited resource or be made completely automatic instead of having a button. Some people seem to notice and understand the "guide" or time slowing but yeah, I will definitely enhance that somehow if I make a post jam version.

Stuff. They spawn at your cursor and explode on contact with pretty much anything. Probably by accident. Something.

Thanks or giving it a go! ;)

Btw, still says compo here even though it was submitted as jam.

Thanks for playing and making a video! Too bad you never noticed the slowdown mechanic (when you hold the mouse button down), it would have made it a lot easier. I tried to add an infographic about it on the third level but quite a lot of people seem to completely ignore it as being just decoration or not understand what it's trying to tell. But yeah, such things are bound to happen when you make a game in 48 hours just by yourself without any proper play testing from anyone else.

Oh yes, that is just a simple file that includes the method for generating the checksum of all the data submitted to prevent easy data manipulation for cheating purposes.

Source code is available as per Ludum Dare compo rules:

But basically it's just calling a PHP script on my server with all the parameters and the script does the saving to the database.

Are you holding down the jump button? The jump gets higher the longer you hold it down. Or did you have any framerate issues because it seems like that can make the jumping not function as intended.

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Sweet! Good job on completing it. Thanks for playing and making a video of it. Looks like I may have forgotten to factor in the deadzone for controllers ;)

Oh true, I haven't really. It was a 48 hour jam game so no time for such things. Everything movement wise should be synced to framerate but there can indeed be a slip up there somewhere.

I wouldn't really consider myself a new developer, been programming since the early 90s.

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Oh cool, a fellow mac gamer!

But I dunno really then, I can control the jump heights just fine. And this is on OSX/Chrome/keyboard as well.

A. Not quite true. From the moment you press the jump button, there is a 10 frame window where if you hold it for the full amount, the jump height will be the maximum.

B. That's weird, there isn't any artificial delay between the press and the jump itself. Input lag maybe. What version did you play and did you use controller or keyboard?

Thanks for playing!

Cool! Go ahead...

True, but it is also very short. Not quite sure what you mean about the friction, there is a ton of it. Otherwise Millie would just spin in place without moving at all. Thanks for giving it a go!


Yup, it's a tough one but very doable. Good job on almost getting all of them!

Thanks for playing! See my reply to bugcat's post to see more info about my mishap with the grid... :)

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Thanks for playing and the feedback! Always fun to sneak in a bit of education to unsuspecting gamers ;)

I actually did have a pyramid like grid for the possible positions earlier on in the (whole 2 day) development cycle but decided to leave it out because of the mechanic introduced in the last few levels (which even didn't end up being that great). So I played the game mostly with the grid on myself and then when I disabled it, I had gotten so used to the positions that I didn't notice the necessity of it. Will definitely put it back in if I decide to do some kind of post-jam version of the game.

Thanks a lot!

I weren't intentionally inspired by World of Goo but I do see the similarities. And I am indeed a big fan of it so of course it is inspired by it to some extent but that goes for a vast array of games.

Yeah, I kinda agree on the slider levels bit. I really should learn to allow myself to cut stuff that doesn't work that great even though I had used a bunch of time making it (even in a jam game).

Not quite sure about that error. Does it happen again if you try to start the game again (it should save the progress after each level)?

If you want to download the linux standalone, the executable program should be the .x86 or x86_64 depending on if your os is 64 bit or not.

Thanks! Yeah, I thought it would be kinda obvious like the boos are in mario but since it is based on rolling direction and physics, it can be way more confusing and harder to figure out. If it wasn't a jam game, I would have most likely caught it with some playtesting and then added in a better introductory part for it.

It's the same right mouse button but you hold it instead of just clicking. I tried to indicate it in the help pic with the clock but I guess it doesn't quite work.

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Aww, thanks for trying anyways!

1) Small movements are the key to success. And because of that, it's a lot easier with a controller.
2) You shouldn't mind the rotation of the bird at all. Up key will always go up etc...
3) By not moving (pressing keys) for a fraction of a secnd, the bird will try to reorient its rotation back to the upright position.

Yup, you're quite right, the ending in this one isn't anything that special either. There is a hard mode afterwards but that probably isn't your cup of tea as a non puzzle lover.

The number in the end terminal is indeed the total number of the "secret" terminals but not all of them are needed for the solution. One could probably solve it with only 2 or 3. I'm gonna tweak the ending puzzle a bit to try to make sure that people don't miss out on the hint image.

Thanks again for your insights!

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Thanks for playing. Just read the review, was a cool read! You raised some good points. Glad to see I managed to make a puzzle game that a puzzle hater such as yourself did even somewhat like.

Quite interesting that you found it to be a labyrinth. It is actually very linear, all the branching paths come to an end or loop back to the main path quickly. The original jam version only had the first terminal room and it served no purpose at all really, it was added in for the illusion of non-linearity (knowing quite a lot of people would miss that jump anyway). So I guess my plan to make it seem less linear really worked out if you found it to be a labyrinth and even somehow managed to get lost in it.

You don't actually need all the terminals for the ending. How many did you find? Did you completely miss the hint picture with pieces missing? It is probably a flaw in the puzzle design there that it is only shown after a 4 second delay after triggering the machine or with some specific commands. So if the player writes some command before that time is up, they might end up missing it completely.

And when it comes to your last question, the answer is simple. Someone who's mother decided to name them that. Or it actually was the lady who lived as a neighbour but that's a whole another story...

Thanks for playing and good job on making it all the way trough!

Haha, you're quite right. Indeed I did not find any caches at all (besides my own ones). Pretty much just stashed my caches as high as I could get and then explored for quite a bit.

It's super easy to add more keys. Just duplicate the row and slap on some different keys there. As long as they have same names, GetButton/GetAxis etc will match them all.

Could always just add both as options. Space wasn't used for anything anyway. Good to know that you left them as configurable though. Many people just straight up ignore Unity's pretty decent input manager and just hard code the keys.

I don't think I have anything new to add that hasn't already been said. The controls were a bit weird, somehow stiff and floaty at the same time. I never find it comfortable (and I know for sure I'm not the only one) using up as jump. Well, at least I could use arrows for control and W for pseudo dedicated jump button. Didn't quite feel like skateboarding at all. More like just walking and jumping.

Anyways, mad props for pulling off a multiplayer of this scale and a short jam like this!

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Nice, cute and clean visuals. Music worked pretty well too. Obviously would have needed some sound effects and more polish on the visual side as well.

As already stated by others, getting a full on game over and having to just go grab all the stuff again was kinda tedious. Like if I jump to the water in the beginning it's fine but if I fall there with the balloon it's game over. Didn't quite make sense.

Could have used some more hints on what could be built in game. Only things I found out how to build were the balloon and the turtle taxi. The hints you had there like the string can only join two objects together were along the right line but not really that helpful. Of course I was trying to join two things together with the string but if I didn't have the exact right ones the game was like "nope, those aren't objects, try using objects next time newb". First I made a balloon (without the feather) and you kinda gave away that I'll need to add the feather next time.

After few failed landings with the balloon (WASD controls were for some reason inverted when flying, arrows weren't), I experimented more with crafting and managed to build the turtle cab. And with that, I sailed on... for what felt like an eternity. After I was just about to give up, I saw the island. And then it just went past it. After that, insert another eternity and almost giving up again and I see another island, sweet. Except didn't find any way to get there and the turtle was just stuck on place there. Was I supposed to do something there to get to the island, nothing seemed to do anything.

Knowing that the islands were there, I built another balloon and went on my way towards them. Then I tried to land on the island and the squirrel crashed and died. This was the time I decided to call it quits...

Anyways, good job. As you and others have already discussed, it might have been a tad too ambitious so you couldn't really focus on the most important bits, the gameplay and final polish. Oh well, jams are all about the learning experience anyway so next time you'll know!

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Controls were very awkward (to me at least). Having a running button was pointless since it was pretty much always mandatory to be running. Dunno if walking is required later on and if it is, having it be toggleable would be better. And because there was no friction at all, stopping was pretty much a no-go as well (also because of the tilting/falling platforms). And because of that you were required to hold forward down all the time as well. Would have liked the turning speed to be a bit faster.

Why just plot down all the keys to the left side of the keyboard? Sure, WASD controls are a standard for FPS games and others using the mouse but no point in making the left hand do all the work when the right (that being even the dominant hand for vast majority of people) one is doing FA. After almost cramping my hand holding down all these buttons I remembered that it was an Unity project so I backed out and tried the config dialog. But nope, you just hard coded the single keys in. Might wanna use that (or some other input manager) in the future, makes it easier to add alternative keys or even allow players to configure them.

The movement speed and the animation speeds didn't match at all, made it look weird. Adding a small dropshadow under the character would be nice, making it a bit easier to keep up with the perspective and positioning.

One easy visual addition that comes to mind is adding a bit of a ring around the block that is falling to the water. You know, kinda like waves. It would help make sense of what is actually going on instead of just looking like a glitch. I first thought that the whole thing was just z-fighting ;)

Props for adding keyboard shortcuts for retry and skipping the start animation. Seen so many jam games that are 100% keyboard controlled except for requiring the player to click on a button to retry or such.

Neat slideshow. Would have been cool to allow players to actually play a bit of pong before going down the rabbit hole.  

Controls were weird. The "proceed" key doesn't make sense at all considering that the players will be in pong mode when they start. Pressing right on the keyboard is like the last thing one would try in a pong game. Also allowing the player to "go back" made it feel even more like just a slideshow. You should have disabled the next/back functionality when prompting the user, currently you can pretty much completely break the game.

The bubble animations looked quite nice. One "annoying" thing on it was that hand/bubble overlay issue when fading their alpha. Can't instantly come up with how to fix it easily though (without doing a custom shader). I usually just shy away from adding alpha fades to such composite elements. Also, quite a lot of the texts didn't fit the bubbles properly.

Cool, cool. Interested to see what you can cook up in some future jams!

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Very nice job!

Was a tiny bit disappointed by the cheaty pawns in the beginning but all in all very enjoyable experience. I don't want to admit how long I was stuck in that first knight bit but got through it in the end and the rest was a breeze compared to it. Maybe making the ground have white and black squares would have helped my poor brain out in that part.

Visuals very pretty much spot on. Of course, always could need more effects but they got the job done. Did you run out of time and not get a chance to add that nice breathing animation for the knight and the bishop or just completely forget it? It was a nice little touch. It's often overlooked how much having even such a simple stretch and squash can do. The text scroll speed was too slow in my opinion...

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The biggest issue for me was the gun not being FULL AUTO. Maybe even having a need to reload every 30 shots could make it more interesting.

It would desperately need some more visual and sound effects as feedback. I know you said you only like programming, I'm pretty much on the same boat, but there is so much you can do with even very simple assets when you throw math and programming into the mix.

It was hard to get a feel of the direction and velocity because of the lack of texturing on the background and the walls.

And btw, in the end allowing the player to freely go outside the game world and not having even small jokes there was straight up mean :(

Might wanna tick the box in itch for the download saying that it is a windows version. Too bad I can't play it, I love shmups :(

Funny simple game. Gotta love to wonky unity physics.

Would have needed keyboard shortcuts for restart/try again or even making it fully mouse controllable. And as has already been said, the UI would need some finishing touches.

The camera could have also used some love. Both 1 and 3 were too far from the action (usually for me at least) so 2 was my favourite. Would have liked to see a more dynamic one that would be there in the action. Also, the frog started needlessly far away in my opinion. You had to do a 50% launch to even reach the road.

Super minor thing, but the small twitch the launch power bar did in the beginning annoyed the crap out of me for some reason :D

Thanks for playing! It ended up being a bit more challenging than originally intended but hey, that always happens on jam games because you only play the game yourself and easily become blind to the difficulty and other such balancing things.