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Bitwise Games

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A member registered Jul 03, 2016 · View creator page →

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I actually didn't even know this would launch on a MacBook. Are you using some kind of Windows emulator? 

The stories aren't really fleshed out yet, but I've got a plan for them. The minigames being basic is intentional; I wanted to make a game that you could pick up at any time, play for just a few minutes, then quit. 

Thank you for playing!

Changes since last DD:


==== FISHING ====

Hold LMB instead of mashing.

==== WIZARD DANCE ====

Wizard is now sad when he's about to lose

Changed the way score is calculated

An X will appear when the player misses a note

Song title and artist are shown at the start of each level

==== LETTER EDITING ====

Fixed a bug that could cause ugly gaps to appear between words

==== TOWER DEFENSE ====

Added right click menu

==== DRAGON RUN ====

The player will now lose control for a moment before a dialog event, ensuring that everything important is visible on the screen.

==== IMP LAUNCH ====

New item: Magnet. Very rare, but grab it, and it'll pull items towards you

Fixed a bug that caused items to sometimes spawn directly below the player

==== HIGHER OR LOWER ====

New game mode: Higher or Lower. Predict whether the next card will be higher or lower than the current card.

==== MISC ====

fuckload of new sound effects

Fixed a bug that sometimes caused music to resume playing after pause even when it shouldn't have

Extremely minor, but after playing this during Demo Day 61, I noticed you had a typo on your Itch and Steam pages. I think this is supposed to say "speed and flow first".

Good luck, and I'm looking forward to the Steam release!

Some music and sound effects would go a long way, but the art and gameplay alone are pretty good as is.

The game doesn't seem to end once all other players have been eliminated; it just keeps going with no one else to play against.

This is absolutely amazing. The gameplay and level design are incredibly fun, and I loved the art and music. The ability to change the color palette on the fly is a nice touch, too.

The only thing that felt off was the fact that sometimes I had to move in a certain direction, while shooting a star in the opposite direction, which was a bit difficult. I was playing with a keyboard, but maybe it's different with a gamepad.

I completed all 16 levels (minus the challenges at the end), usually with a 2-star rank. I noticed that everything was in English, but if I hit Esc to bring up the pause menu, it was in a different language. This only occurred during the challenge levels at the end, for some reason.

Very well done, and I cannot wait to see more of this.

This is great. Easy to pick up and really fun to play.

Sometimes the game would freeze for a second or two upon killing an enemy. Maybe that's just because I was playing in my browser.

As you get larger, the camera zooms out, which is nice. But if you take damage and lose part of your body, the camera doesn't zoom back in. This means it'll be REALLY zoomed out once you start getting larger again.

Very well done. Good job with this.

definitely NOT what i was expecting from the screenshots lmao. I couldn't figure out all the controls, but honestly I didn't really need to because I could just spam H and win that way. The CPU enemies also hurt themselves a lot by accidentally falling off the edge of the map. A bit slow and floaty, but still pretty fun.

I'm not entirely sure what you mean with the fishing minigame. Clicking LMB shouldn't effect the horizontal movement at all. In this .gif, I'm mashing LMB nonstop while also holding down A/D.

At this time, the Wizard Dance mode doesn't have a minimum score for moving to the next level. As long as you finish one level, you should unlock the next one. If this didn't happen, then it sounds like you found a bug.

The trick with the Tower Defense mode is to place the weapons in spots where they can attack multiple times, like corners, or between paths. There are currently three weapons, one with a normal range and normal damage, one with a much larger range and higher damage but longer cooldown, and one with a very small range and low damage, but a much faster cooldown. You're definitely right that this needs to be communicated better; updating the UI is on my todo list, just haven't gotten around to it yet.

Thank you for playing!


Thanks for the feedback! Let me ask, what type of audio device are you using? So far, I've only tested the rhythm game mode using wireless headphones and wired headphones. Whenever I use wireless, there is a small but noticeable desynch, but it goes away once I switch to wired.

Hey, thanks for playing! You can press Esc and then Space to skip the cutscenes. and yes, those will all get replaced with proper artwork someday lmao.

Really minor, but if you want to switch between the Research/Powers/Diplomacy/Instructions screens, you have to manually exit the one you have open before you can open a different one. Would be nice if you could just click any of them to automatically replace the one you have open.

Nice aesthetics and fun gameplay loop (although it did get a bit repetitive after a few minutes). It took me a few seconds to realize that I had to fill up all 3 circles at the bottom in order to cast a spell, but once I did, it was fun to combine different elements and see what sorts of spells I could cast. Some of them felt REALLY overpowered, and I'm also not entirely sure what the purpose of mana is, since it seems to regenerate immediately after using it.

I really liked the writing and sense of humor in the tutorial. A lot of Pokemon clones tend to take themselves way too seriously, but this one feels like it's embracing its own absurdity, and I like it. I think this could be really cool with some more content and polish. Good luck!

Ran into some similar bugs that others have already mentioned here: the main guy didn't swing his axe even when I hit LMB, and one of my minions got stuck attacking a building even after it was already destroyed. It feels strange that I should have to click on a crate twice to send two minions to it. If one minion can't do anything by himself, clicking on a crate should automatically send two of them (maybe that's intentional, but that's just how it feels to me).

I fell off the edge of the map and wasn't able to get out. Had to Alt+F4. I know you said swimming isn't implemented yet, but maybe add some invisible walls or something to prevent users from falling.

Feels like a very basic prototype for something much bigger. It'll be interesting to see how this turns out. Good luck!

Not much there in terms of gameplay, but the whole design and level of interactivity was cool. I ran it on Mednafen, and it took me a few minutes to realize that numpad 2 and 3 were the B and A buttons, but once I got it, it was very easy to navigate the whole thing (although there didn't seem to be an option to exit the Touch Vivi minigame). It's insanely impressive that you were able to make this via GBA ROM, and the artwork (while extremely erotic and sometimes kinda fucked up) was very well done.

Jumping off mushrooms and flying around is fun. I'm not a super huge fan of the way the camera tilts around - sometimes it's hard to orient the character properly. It also felt like I wasn't totally in control sometimes while gliding.

Some neat gun and enemy effects. Not really much else to say at this point.

It looks like you can instantly reload a gun just by switching to a different one, and then switching back. Not sure if that's intentional.

I mean, it's a game, and it takes about two minutes. Not much else to say at this point.

I'd be interested to find out why the executable is called "Gross.exe".

best part about this is the fact that you have to highlight the text on the game page to read it (y)

Neat little strategy game. I finished the whole thing in just a few minutes.

Might be cool if the camera moved back towards my characters after the enemy's turn, just so I don't have to do it myself.

Not a whole lot of changes since last DD (life has been getting in the way of devving). There's a new game mode (Simon Sayeth), some new sprites and cutscenes, the main menu and map have been redone, and there have been a few minor gameplay tweaks here and there. If you played this game during DD60, you probably won't notice a whole lot of changes since then.

Thanks for the feedback.

You can press Esc and then Space to skip cutscenes instead of having to mash through. You can also hold down Ctrl during a state transition (when the screen goes dark) to speed it up.

Obviously, I'm still ironing out all the details. I'll keep working on it.

Sir, this is "amateur" game development. "Professional" game development is a few doors down.

Seriously, the only complaints I can think of are (1) my mouse cursor didn't automatically hide when I plugged in my gamepad and (2) pressing A while a character was talking skipped that line, instead of filling the rest of the text in. I absolutely love character action games, but I've always thought there weren't enough 2D ones. This is basically my dream game.

Thank you for playing! I agree with you about the Wizard Dance mode; especially when playing in fullscreen on my 4k monitor, sometimes the UI feels a bit too big. But obviously it's still using programmer art, so once I'm ready to replace it all with final artwork, I'll figure something out.

For the shmup mode, the bullets have to move at a certain speed, otherwise it would be impossible to deflect them with the shield. You might be right about the hitboxes though, I'll have to take another look at those.

You should be able to shoot in 4 different directions when controlling the dragon (up, down, left, and right). I may have forgotten to write "mouse to aim" in the instructions; my apologies. 

I'm glad you thought the Letter Editing mode was fun! I actually thought about removing that one, until I got some positive feedback about it. And while I was making the levels, I discovered that it's much more fun to play if it seems like one giant block of garbage text at first. If it gets broken down into shorter sentences with fewer misspelled words, it just feels like a chore.

The third level in particular (with all the spikes) is what I felt like I "cheesed" through. I just built myself a sled and walked across the spikes. Again, that could be the intended way to solve it, but I'm not sure.

all my balls died :(

There are a couple of things I don't understand: I bought an item called Midnight Oil, but I wasn't sure how to use it. I didn't see anything in the "How to play" screen about items. It also doesn't appear that missing a ball with a paddle and letting them hit the bottom of the screen does anything, which kind of defeats the entire purpose. I'm sure I'm just missing something.

I love the VHS art style. It's fun!

Get 10 Dollars Simulator

The Settings button in the main menu doesn't seem to work. I'm not sure if that's a glitch, or if you just haven't gotten around to implementing it yet.

Roguelike mode is fun, although it took me a minute to realize I had to press W/A/S/D in the direction of an enemy to attack.

Nice art and music, although the controls feel a bit off to me. I personally would prefer space to be jump, and LMB to be the draw button. Some of the puzzles are nice, but as others have pointed out, it can be hard to tell if you're doing things the "correct" way, or if you're just cheesing your way through.

I enjoyed this. Thank you for uploading.

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Really cool art and SFX (some background music or ambience would be nice). Gunplay is fun. The Damocles' reload animation was really neat. The ability to switch weapons via the scroll wheel instead of just the number keys would be handy (assuming you aren't planning on using the scroll wheel for something else).

I liked reading the terminals, although having to press E twice (once to bring it up, and again to show the text) is probably unnecessary. Just once to bring up the text is probably enough IMO. And I would've liked to be able to scroll the text vertically with the W and S keys.

I played until the new room opened and I got kicked back to the main menu. Seems pretty interesting so far. I wasn't too keen on the art style at first, but it grew on me after a while. And the writing was nice.

Could be a cool Danganronpa/Zero Escape clone. Good luck!

Movement and visuals are nice.

I accidentally killed Ivan while talking to him, because I assumed LMB would advance the text, not shoot.

Some more verbose mission instructions would be helpful. I had a task to "kill a robot pedestrian", and I figured I was supposed to kill a certain one, but apparently I could just pick any robot pedestrian and kill them instead. I also had to talk to some rebels at a restaurant, but I couldn't find them. There's a dark square in the upper left of the screen which looks like it's supposed to be a minimap, but it just said "none".

Atmosphere was pretty cool. I liked the random radio chatter.

10/10 would give up again

I made it about 42 seconds. It's insanely difficult, but also kind of addicting in a way (similar to Super Hexagon). And I was able to see the secret ending (because I spoiled myself).

Thank you for playing! I've received some similar comments in the past about the rhythm game. I have a couple ideas about what to do, but I haven't fully decided on anything yet.

I'm glad you liked the stories. I've tried to make some "funny" games in the past, but a lot of them just fell flat.

Right off the bat, I noticed a few graphical glitches that prevented me from starting the game (see attached images). They were kind of a pain to fix, since I had to search for the game's settings file in my PC's temp folder.

Nice sprite art and sound effects, and I like the forest ambiance track.

There doesn't seem to be a way to return to the main menu. A pause menu would be nice.

"Battle" and "Forage" look like buttons since they light up when you hover your mouse over them, but they don't respond to clicks.



Believe it or not, I've actually never played Warioware (although I did play Game & Wario on the Wii-U a few years ago). The biggest sources of inspiration for this game are Half Minute Hero, Octopath Traveler, Chrono Trigger, and a few others. Definitely agree with you on the polish (I haven't been working on this for too long), and I'll look into speeding up the transitions. Thanks!

Thank you for the kind words! You're 100% correct about the fish in the 3rd level; I'll need to take a look at that. I've also received similar comments in the past about the notes in the Wizard Dance mode, but I still haven't decided what to do. I'll have to think about it some more.

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Saw a whole bunch of error messages right as I started the game. Not sure what that was all about.

Camera controls are REALLY wonky. Maybe make it so that you have to hold a button down, or increase the friction so it doesn't slide so much.

Holding W while against a wall will prevent you from falling; might be something up with your collision detection.

I haven't played a whole lot of "tactics" games like this, so take what I'm saying with a grain of salt.

The writing/story seems interesting.

It feels odd that you'd left click on a character to select them, then right click to tell them where to go. Is there a reason why you can't use LMB for both?

I think there should be a bit more distinction between the player characters and the enemies. You can click on both of them and see all their info/stats/etc. so it might be hard to tell who's who.

Obviously it's still very early, but hopefully this turns into something bigger. Good luck with everything.

based SDLbro.

I think I found a bug. Does the level continue updating, even after entering the game over state? I died and it showed the game over screen, and then a split second later, my score increased slightly. I'm guessing I probably shot an arrow right before I died, and it hit something after switching to the game over screen. Might be intentional, just thought I'd let you know.