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Bitwise Games

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

Creator of

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Thank you for playing! I'm glad to know that it's improving.

I'll look into the platformer bug. I vaguely remember experiencing something similar, but I guess I never got around to fixing it.

Imp Launch actually used to be a lot faster, but I slowed it down a while ago. Guess it's still too fast. I'll tweak the numbers some more and see what happens.

Yeah, I was a bit worried about the third Letter Edit level. "poing to pet" is 100% intentional, but it might be too difficult, since it's the first one of those types of puzzles. I'll see if I can come up with something better.

Thanks for the feedback!

Thank you! I'm glad you liked the humor.

walk in circles + mash M1 simulator

Very well made, but the difficulty is INSANE.

One suggestion I would have is to give the player the option to disable showing the death count every time they revive. Some players (myself included) might get discouraged seeing that number go up and up and up, especially since it persists across all levels.

Thank you for playing!

I definitely have a plan to tie the stories together, and for a currency system. But those will take a long time to implement, and they probably won't appear in the demo.

Hey, thanks for playing! There's still a lot planned for the shmup mode. Glad you liked it!

I did NOT have a controller plugged while I was playing. It might be because I'm using Firefox; sometimes in-browser games are better on Chrome or Edge.

Nice atmosphere.

I'm not really sure what I'm supposed to be doing at this point. Apparently, some guy wants me to go to his shed, but instead I found some old abandoned hotel. Fell down an elevator shaft, wandered around for a bit, but couldn't find a way back up. According to my emails, I'm also supposed to be taking pictures? I didn't see a button for a camera in the controls screen.


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Is it possible to replace this vase in the corner? I can't seem to reach it.


I also kind of got stuck right here. I was able to climb up to this spot by pressing LT near the green wall, but none of the buttons seem to make the character jump, so he just keeps falling. I may have missed something during the tutorial. The game also crashed when I clicked the X to quit.


Right off the bat, the first thing I noticed was that the camera slowly moves to the right, even when I'm not touching the mouse.

Having to manually cock the gun is a neat idea. Reminds me a bit of an FPS game I used to play called Receiver, which had very realistic gun mechanics.

Very nice SFX.

It looks like enemies sometimes won't disappear, even if they get hit? This seemed to happen more often if I shot them while moving.


I think this is a really neat idea. Good luck.

This was really neat. The idea of your character's health determining their strength instead of EXP is a cool idea. Very simple gameplay loop and obviously there's not much to it right now, but I liked it. I will say, the character's movement speed is REALLY slow, but that might be intentional. I also noticed that if I camped or opened a shop, then exited, it'd prompt me to open them again immediately afterwards, even if I didn't press the Z key. A very minor annoyance, but something to keep in mind.

I'm looking forward to seeing more of this. Good luck.

It's hard to critique when it's THIS early in development.

Took me a minute to realize that the E key is for "Next" during dialog. Maybe let the player click the mouse where it says "Next". Apparently, you have to point your mouse at an object in order to interact with it? It feels like you should be able to just walk up to it and press a button, but that's just me.

Collision feels a bit funky. I don't like how you can't move horizontally if you're vertically colliding with a wall, and vice-versa.

I can't seem to attack with my sword. I have it equipped, but nothing happens when I press LMB. It looks like I can only attack with bombs. Or maybe I can, there's just no animation? There's also no indication of the sword's range.

I had a quest to gather some rocks, but I wasn't able to find any. Eventually that quest disappeared from my list. I guess I ran out of time? I also had a quest to use a slot machine, but I couldn't find one of those, either.

I AM WINNER! :D

CHANGES SINCE LAST DD:


==== FISHING ====
Re-did Game Over screen.
Fixed a bug that caused the hook to always be below the surface of the water, even when it should've been flush.

==== WIZARD DANCE ====
Fixed a bug that caused a short delay between missing a note and taking damage/losing your combo.

==== SHOOTING GALLERY ====
Slowed down most of the targets in the first level. Hopefully it should be easier now.
Added an outro cutscene to level 2.
Fixed a crash that could occur if you ran out of ammo before the level was finished.

==== LETTER EDITING ====
Completely revamped the first level. There are now 3, shorter problems, and the time limit is gone.
Added intro and outro cutscenes to levels 2 and 3.

==== TOWER DEFENSE ====
Added an intro and outro cutscene to level 2.
Re-did Game Over screen.
Re-did level 1 cutscene.

==== SHOOT-EM-UP ====
You can now hold L-Shift to move at half speed.
Enemies now wiggle before attacking.
Added an outro cutscene to level 2.
Enemies fall off the screen upon dying.
Fixed a bug that caused enemy sprites to be cut-off at the bottom.

==== JRPG ====
Fixed a bug that caused the logs to not show up.
Added cutscenes to levels 2 and 3.
Music now fades out at the end of a level, instead of stopping suddenly.

==== DRAGON RUN ====
Fixed a bug that could cause the clock to continue ticking down if you paused the game while talking with Esther in the first level.
Added an intro and outro cutscene to the second level.
Re-did Game Over screen.
Replaced some sprites.
Fixed a bug that prevented the special Easter egg cutscene from being seen after finishing level 1 without killing any slimes.
Enemies now fly off the screen after being killed.
See what happens when you skip the first hourglass in level 1.

==== PLATFORMER ====
Fixed a bug that could cause your time bonus to be negative if you took a long time to finish the level.
Fixed a bug that could cause the camera to move erroneously after exiting the Pause menu.
Added a clock. The text turns red if you've taken too long to receive a time bonus.
Added a short coyote time for when you step off a platform.
Replaced the first level.
Added a cutscenes to levels 1 and 2.

==== PILLAGE ====
New game mode: Pillage. A and D to move. If an obstacle is red, move out of its way. If an obstacle is blue, press Space right at the last second before it collides with you to gain a point. Colliding with either red or blue obstacles will cause you to take damage. As you earn more points, the obstacles will start moving faster.

==== MAP ====
Fixed a bug that could cause map icons to be selected if you clicked near them (but not ON them) while zoomed out.
The map is now zoomed out by default. This is helpful now that the icons are more spread out.

==== MISC ====
Fixed a bug in several of the game modes that could give the player extra time if they paused during a tutorial.
Fixed a bug in several of the game modes that caused an incorrect score value to be displayed at the end of each level.
Re-did many of the game's UI elements.
Added a credits screen.
Added a custom mouse cursor.
Fixed a bug that could sometimes cause cutscene objects to jitter.

Hey, thank you so much for the feedback!

- You can control the map with W/A/S/D and the space key, although it might be a bit buggy at the moment. It wasn't a super high priority for me.

- I actually do have a plan for coins being usable outside of just the Higher or Lower game mode! It will probably be a long time before I get around to implementing it, but it is coming.

- Good idea about the time, and I'll try redoing the physics in the Platformer mode. Maybe I can get them to feel better.

- I've completely redone the first level of the Letter Editing mode, but I haven't uploaded it here yet. In the new version, there are three, short passages, instead of one long one. I think it's a bit more manageable this way.

- In the Wizard Dance mode, you'll get a blue circle if you hit a note perfectly, and a yellow circle if you're close but not exact. And if you hit the wrong note, the correct note will turn grey, meaning it's too late to press it now. If you don't press anything, an X should show up. Originally, this game mode used W/A/S/D instead of A/S/J/K, but most people told me W/A/S/D felt wrong. A/S/J/K is what Clone Hero (by default) uses, so I figured it was probably the best option. Remappable controls are definitely something I'd like to add someday, but I just haven't gotten around to them yet.

- Yes, the artist did a fantastic job on all the fairies, the imps, and the cutscene. I'll pass your feedback onto her.

- Neat idea about being able to move slower. I'll play around with that and see what happens.

- Definitely a good idea about the enemies' attacks. I'm still finalizing how some of them move and attack, but I'll ask the artist about adding a few extra frames before they attack.

- I may have completely forgotten to explain it, but the boss can only be killed by deflecting its fireball attack. When you do that, it'll split up into a bunch of smaller imps that can be killed individually. Someday, I'll get around to adding a cutscene which explains this much better. You can see a video of this boss fight here: https://files.catbox.moe/a34vya.webm

- I'm glad you like the writing! I've tried in the past to write some "funny" games, but a lot of them did not land very well.

- For my next DD submission, I've already decided to remove many of the levels currently in the game, and only have two or three levels for each game mode. Hopefully this will allow me to polish up each individual level as much as possible.

Thank you so much for playing, and I'll keep improving it as much as possible!

You're definitely right about the RPG and the movement in the Dragon Run game. I'm still hammering out all the fine details.

Can I ask why you were having trouble aiming in the Shooting Gallery mode? It's basically just a point and click, but with moving objects.

You can skip the cutscenes by pressing Esc and then Space. There's also an option in the Options menu to automatically skip the cutscenes when you click Retry.

Thank you for playing!

Oh shoot, I thought I fixed that pause/timer glitch. I'll take another look at it. Glad you liked it, and thank you for the feedback.

Why does it say this is the wrong order? It's a bottom bun, 2x bacon, cheese, and a top bun.


Switching from Firefox to Edge seems to have fixed it.

As soon as I started (via browser), my character kept looking downwards, even if I wasn't moving the mouse. Not sure if it's a problem on my end or not, but it made the game very difficult to control.

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You've got some spelling and grammar mistakes here. I know it's probably not your top priority right now, but I figured I should probably point it out just in case.

Kind of a fun game. Pepsiman but for wagies.

As someone who plays embarrassing amounts of Tetris, this was actually pretty fun.

It looks like the enemies take 100 damage for each row cleared. I would recommend adding a slight multiplier to this. So for example, if you clear 1 row, they take 100 damage, but if you clear 2, they take 250, 3 and 400, etc. As it is now, there's not really any reason to try to clear more than 1 row at a time.

It would be nice if you could move through the dungeon via arrow keys instead of the mouse. And if you DO use the mouse, allow me to immediately move to rooms I've already discovered by clicking directly on them, instead of having to click into each room until I get there.

Entering cursed rooms doesn't seem to do anything? It says "Received a curse but gained an item", but I don't see anything different. Same with the Blessings.

One enemy said "Only takes damage when X rows are cleared", but it doesn't look like it told me what that number X was. It must've been at least 3, because clearing 2 rows didn't do anything.

Maybe limit the number of Merchants that can appear at one time. One of the floors I was on had 5 merchants on it.

Q and W to use items felt a bit awkward to me. This might just be because I'm used to using the arrow keys for movement and C for hold.



bro organize your fucking files like god damn


Nice level design. Underwater movement felt nice, but it took some getting used to (I probably shouldn't have played with a KB+M).

CHANGES SINCE LAST DD:

==== FISHING ====

Added new SFX.

Re-did the "Success" screen.

==== WIZARD DANCE ====

Re-did the results screen.

==== SHOOTING GALLERY ====

Replaced sprites.

Re-did the results screen.

==== LETTER EDITING ====

Changed the background in the Spellcheck mode, making it look more like a piece of paper.

Text is now rendered at float positions instead of integer positions, making everything look a bit smoother.

Re-did the results screen in the Spellcheck mode.

Added an extra "problem" to the second level.

Replaced the third problem in level 3. I think the original was too hard (at least for this early on in the game).

==== TOWER DEFENSE ====

Re-did the "Success" screen.

Added new SFX.

Replaced "NUM COINS: " in the HUD with a single coin icon.

Added some grass and flowers to some of the levels.

Some weapons won't be available until later levels.

==== SHOOT-EM-UP ====

Re-did the results screen.

Re-did the HUD.

Re-did Level 1 intro cutscene.

Enemies with more than 1 health now wear helmets.

Added an intro cutscene to level 2.

==== JRPG ====

Added a background when choosing abilities.

==== DRAGON RUN ====

Re-did the results screen.

Re-did the HUD.

Added a background.

==== IMP LAUNCH ====

Re-did the game over screen.

If you die with a splat, there's now a chance you'll be able to see the corpse of the previous imp when you retry.

==== PLATFORMER ====

Added results screen.

Score is now given in points instead of time.

Improved camera (although it could maybe still be better).

Added a very basic, still very much WIP cutscene to the first level.

==== HIGHER OR LOWER ====

Added new SFX.

==== MISC ====

There's now a transition screen between the endings of most levels and the beginnings of the subsequent cutscenes.

Re-did the Pause menu.

Fixed a memory leak caused by not properly deleting levels when transitioning from the Pause menu to the Map screen.

Fixed a bug in several of the game modes that caused the timer to continue counting down, even while the game was paused.

Re-did the Options menu.

Changed the font up a bit, so it's hopefully more readable now.

Added the ability to change cutscene text speed in the Options menu.

Managed to die during the tutorial a couple of times. The first thing I'd say is that the UI is a bit confusing. I'd recommend revamping it a bit. It'd also be nice if the camera automatically followed the character when he moves.

I should start off by saying I do NOT play many plane/flight sim games, so I may not be the right person to review this type of thing.

Right off the bat, I really liked the visuals and sound. You definitely nailed that part.

The biggest issue I ran into was the controls. Like I said, I don't play this type of game much, but using A and D to move horizontally felt awkward to me. I'm used to moving the mouse left and right for that. Moving around and especially aiming were difficult.

I died a whole bunch of times while I was trying to destroy all the enemies (the "OH CRAP" made me laugh). I had a lot of trouble avoiding enemy missiles. I assumed I'd be able to shoot them out of the air, but that doesn't seem to be the case.

Hey, glad you liked it. I've been using SDL for a really long time now. If you're just starting out, I'd recommend the book "SDL Game Development" by Shaun Mitchell. It describes the basics of making an engine in C++ with SDL.

Guess I don't really understand how to play. I apparently have a rifle, although it doesn't seem to do anything. The little blue orbs that circled around me killed enemies when they collided (although sometimes enemies would die even without a collision). Most of the platforms are too high to jump on, so it doesn't look like I can move very far. At one point, I pressed down while on the ground, and I was immediately teleported to top of the level.

Long loading times (although I didn't install it on my SSD).

If you click "Bonus" on the main menu, then click "Return", instead of just switching back to the original menu, it reloads the entire thing.

If you hit Tab to open the menu, then click "Reference", the "Remember something" button is cut off. I also got stuck in a loop, I kept hitting "More Options" and "Back to the Start", and it just looped over and over again.


There doesn't seem to be a way to re-read previous text, like most VNs. Maybe I just couldn't find it.

Q/E/R/F to rotate the camera instead of the mouse is a... unique choice. And it looks like you can see into other rooms by moving the camera in a certain way. I'm assuming this isn't intentional. This also happens while looking in the mirror.


The writing and dialogue is very good so far (although I did spot a few minor typos). The idea that the game's time limit is however long the players can survive without water is a very neat idea.




I am a HUGE fan of games like Zero Escape, Danganronpa, Ace Attorney, etc. This definitely seems promising. I'd like to wait until it's further along in development before I continue playing. Good luck!

I like the sound effects and gunplay here. The menu design and cutscenes are also pretty cool.

The first thing I noticed was how empty the levels were. Sometimes I just wandered around, hoping to find an enemy to fight. I would recommend either making the levels smaller, or adding more things to do in them.

It also felt pretty easy. Most of the times that I took significant amounts of damage weren't even from enemies; it was from accidentally falling into pools or shooting explosive barrels (which seem to have GIGANTIC areas of effect).

It looks like you can cheese the rocket launcher boss guy just by shooting him quickly with the assault rifle. He becomes hitstun and doesn't move much.

I'd also recommend having a tutorial, or at least a single screen showing all the player's available actions. I didn't even know rolling was a thing until AFTER I finished the demo and read some of the other comments here.

Some of the enemies (especially the goo blob guy) wouldn't do that green blood splatter animation when they got shot, which made it seem like my bullets weren't effecting them at all. If they have some invincibility frames, maybe make them blink or something, so it's more obvious.

This was fun. Thank you for posting it.

CHANGES SINCE LAST DD:

==== FISHING ====

Fixed a bug that could sometimes cause music to not play during levels.

==== WIZARD DANCE ====

Added background visuals to the levels.

Updated HUD.

Fixed a bug that could sometimes cause the music not to resume after pausing.

Replaced the first level song, so it should be much easier now.

==== SHOOTING GALLERY ====

If you run out of ammo early on in the level, it'll end automatically instead of making you wait until all the targets are done.

You now need to reach a minimum accuracy percentage in order to win a level.

==== LETTER EDITING ====

Added a few cutscenes to the first two levels.

You now need to reach a minimum accuracy percentage in order to win a level.

==== TOWER DEFENSE ====

Fixed a bug that caused weapons to not shoot enemies, even if they are within range (at least, I think I did - please let me know if it's still there).

==== SHOOT-EM-UP ====

Added an outro cutscene to Level 1.

==== JRPG ====

Replaced Level 3. All three levels still need lots of tweaking, but I think this is the order I'd like to have them in for the final product.

Added an outro cutscene to Level 1.

==== DRAGON RUN ====

Added an outro cutscene to Level 1.

Added a tutorial.

==== IMP LAUNCH ====

Added new sound effects.

Added a tutorial.

==== MAP ====

Added ability to zoom.

Added buttons on the level card to move to the next/previous levels (this doesn't work if levels are locked).

Made the level card bigger so that the level title text is no longer cut off.

Added blurbs to some of the levels which appear on the level card. Ideally, every single level will have a blurb by the time the game is finished.

==== MISC ====

Fixed alt+tabbing.

Some characters have an icon next to their names during dialogue, making it easier to tell who is talking.

Created cutscene files for each game mode, instead of having one gigantic file.

Added an option to automatically skip cutscenes upon clicking Retry.

You can now press H during cutscenes to hide the dialog box (press H again or LMB to re-enable it).

I did not find an acorn. I actually wasn't able to get past the trap I mentioned, because each time I dropped down into it, I was immediately killed by the two goblins with knives. Is the acorn is before or after that point?

Very nice sprites and sound effects. Space to jump feels more natural to me than W, but I'm sure others would disagree.

It's HARD.

There doesn't seem to be a way to pause the game? I'm guessing this just hasn't been implemented yet.

Some of the enemies attacks felt REALLY difficult to avoid, especially in tight spaces.

Is it possible to let go of a vertical rope without jumping?

I died a few times in the big room with all the enemies, and each time I came back to life, the big block hanging from the chain was lowered. But then I died immediately after falling into the "trap", and when I came back to life, the block was NOT lowered. Not sure if this is a glitch or not.

Neat little puzzle-platformer. I like the premise and characters, but there are a lot of bugs:

• After finishing the 3rd level, I went back to replay the 2nd level because I missed a magic egg. After finding it, then pressing the button to raise the platform for Epsilon, I wasn't able to switch characters. Pressing the shift key did nothing.

• Some of the default controls in the pause menu seem to be incorrect. It says to move with Z/Q/S/D, but it only accepted W/A/S/D to move.

• After pressing Z and Q like above, for some reason Chloe wouldn't turn around when walking; she was always facing right, even if she was walking left.

There also doesn't seem to be much penalty for death. Each character has 3 health, but losing all three of them just moves you back to where you were before, just like if you only lost 1 health. I'm not sure if you were planning on changing this in the future.

Some neat ideas here, but it definitely needs some work. Good luck with this.

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This is fun. Might be nice if the movement speed was a bit faster, but I liked the artwork, sound effects, and the level of interactivity with the world. I did notice a few typos, and at one point the click-to-continue symbol was covering up some of the text (see screenshot). I didn't play all the way through, but the story seems very interesting so far. Reminds me a lot of To The Moon. Good luck with this.


what the fuck did i just play

fucking killer soundtrack. Not sure how I feel about enemies suddenly spawning/attacking from behind or even on top of the character, but that might be what you're going for.

oh fuck. are you using proton or something? this game is made for windows only.

Lots of bug fixes since last DD, and other minor things like making the font easier on the eyes. The Letter Editing mode contains a new type of puzzle in which the player has to try to create a phrase that makes sense, given a clue and a word bank. There's still a bug in the Tower Defense mode that sometimes causes weapons to not shoot enemies, even if they're in range. This seems to happen more frequently if the weapons are placed near the right of the screen for some reason. Apologies; I'm still looking into this.