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A member registered Mar 03, 2015 · View creator page →

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Hi there. DOME doesn't support Android at this time. In theory, it is possible for the current code to support Android with some adjustment, but you'd have to play with the code yourself to do that.

Thank you for your kind words. I'll have to give your game a read, I'm sure there's some fantastic ideas in there :)

I see. There's a possibility that it's being blocked by the Apple gatekeeper security system. If you try to run it, and then go to Settings -> Security and Privacy, it might have an "allow anyway" button available to click 

what happens when you try to run the game? I would expect it to give some kind of error.

what happens when you try to play on OSX? I've managed to play it just fine locally.

Thank you for the feedback. I didn't get enough time to really tune the experience difficulty wise, but if I develop it further I'll keep your thoughts in mind :)

Thank you! I hope I did the genre justice, even in this short example.

Strange. Is it a more recent M1 Mac, or older?

the detection algorithms are a bit buggy, but calls may fail if they aren't answered fast enough, or things are done in the wrong order.

thank you! That's ultimately where I was aiming. I had ideas for additional tasks to complicate things over time.

Thanks for dropping this in here, it was really lovely to hang out on your stream while you played.

I really appreciated your playthrough of the game. I'll look into getting some music and sound effects into the game soon.

I've made a few adjustments to the game design based on your experiences, but for the moment, the Thunder is still a more challenging enemy, although I think it can be figured out as a player.

Thank you so much for the feedback. I am looking at ways to extend the experience into more floors with more interesting challenges, but I think for a 7DRL, a single dungeon is doing the job :)

I need to consider the final goal. Defeating every enemy isn't a particularly roguelike activity, but that's how you progress your character's abilities, so quite a dilemma.

I'm really glad you had fun playing it, keep an eye out for future updates!

This was quite fun to play on stream, although on my Mac, it's difficult to make pixel-perfect adjustments to window sizes, because the Window "snaps" a bit. But I started to get the hang of it!

Very interesting!

I played this yesterday on stream, and I enjoyed it! I'm hugely impressed by the level of polish! Well done!

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Sadly I didn't get the time to finish my vision. But the idea was to be "Stardew Valley", but for camping. A chill game of survival and exploration.

This has now been fixed, hopefully you have no more issues.

This has now been fixed, hopefully you have no more issues.

Apologies, I uploaded this with a script and forgot the DLL for generating audio! Hopefully I can ship a new build soon :)

This is really cute! Having just finished Shining Force for the first time, this is a nice way to scratch that itch some more!

No worries! We look forward to seeing what you make in the future!

Hi there, I wanted to thank you for this collection. I included "Race To Mars" in my sci-fi rhythm game, "RhythmDrive"!

Thank you so much for playing it, I'm really glad you enjoyed it! There's unfortunately a few bugs in the level generator, which does lead to impossible states. I regret trying to be so fancy for this jam. There were easier ways to make levels. (Expect me to talk more about that in my postmortem).

The game is supposed to calculate the shortest path to the exit from the reactor and give you enough turns to make it, so that's probably a bug also. Oh well. :(

You seemed to have hit the pieces I'm most proud of though, so "Mission Success"! ;)

Strong approval on the use of TypeScript! Neat! Why yarn over npm?

Did you use Djinn for this, or one of your side project micro-engines?

This is a really neat write up! Spotted a small typo: 

"the Fighting Spirit skill was helps the narrative of internal power" should probably be "the Fighting Spirit skill helps the narrative of internal power".

It'd be handy to have a version of this document which was just the class pages, which could be printed and folded in half to slot into the RPG book, or as a table reference.

Thank you so much for playing and for your feedback. I should really revisit this idea because it's a fun one.

Thank you so much for your feedback!

I've had flawless audio on Mac and Linux during development and testing. I'm still improving the Windows output, but I was hopeful I had smoothed things out, so I am disappointed to hear it's still not behaving. 

I've been building the engine core for a couple of months prior (started in June), but all the high-level pieces (Entity-Component-System, tile-map parsing, physics, collision, etc) were all produced during the span of this jam. 

If you were finding a slow framerate, the music will have been affected also, but I wonder what's causing the slowdown. I'll investigate that.

We were definitely going for a early to mid-90's feel. The game is heavily inspired by the movie Hackers from 1995, as well as MSX/NES era games.

I hope to continue working at it, chipping away on the bugs and issues until it's perfect, so hopefully you'll come back when it's working better :)

In fact, I think I have solved the Windows issue properly now also, so please take a look at that when you get a chance. I really appreciate your feedback :)

I think I've figured out how to correctly bundle SDL2 with my engine on OSX, so I've updated that version. If you could give it another try, I'd much appreciate it. I'll get to work on why the Windows version is failing now.

No worries, I'll look into it. I've had a lot of problems with producing the Windows version. Hopefully I can sort it soon and you can try the game!

Apologies for that, I haven't tested the windows version on a real machine yet. I've now packed in an SDL dll. Please redownload and give it a go!

Thank you :)

@Sausage: Thanks for playing!
The music is available from here, if you are interested:

Sadly we ran out of time before adding animations.
Admittedly, adding a 'Mission Success' screen between each level is quite obnoxious. Our intention was that you'd be given a snippet of plot at the end of each level from the terminals that were hacked, so that screen kind of stands in where that would go.

Gunpoint was one of our inspirations. Sadly we didn't have time to produce a lot of levels.

Thanks for playing!

Hi There,

Thanks for your interest in my game. How did you find out about it?

Your video project sounds quite interesting, although I'm not sure if I am best qualified for it.

As you can see from my profile page, I can be found on twitter @avivbeeri.

Best regards,


I used this game jam as an excuse to learn Python properly. I had some

In retrospect, it was a terrible idea, because, while python is cross platform, distributing it and our graphics/sound library has proved to be a major challenge, to the point that I don't think many people will play our game just because setting it up is a chore, unless you happen to be on linux.

Great fun though, and an excellent event.