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A member registered May 13, 2016 · View creator page →

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Thanks for playing Golem Quest! You're spot on, we designed the puzzles so poor Lem needs to walk into walls to get through them. I'm glad you found it fun!

I know this is late, but I just caught up and watched your video! It was really fun, I'm glad to know you're a fellow milkshake enthusiast. Thanks for much for playing our game!

Just caught your video - it was really funny and I'm glad you enjoyed our game! Thanks for playing!!

Hey, I'm catching up on notifications and just seeing this. In the current version of the game, after confessing once, you should have the option to confess on every subsequent playthrough. If you're seeing something different, please feel free to provide more details or a screenshot and I'll look into it. Either way, thanks for playing and commenting!

Hey, so we have no plans to offer a downloadable version of the HTML5 game ourselves, but if you have the app you can download it and play offline.

No specific sequel plans right now, but I wouldn't rule out the idea of Zoe making a reappearance in the future. :)

Thank you! And you're spot on, the mechanic was absolutely inspired by Set (which Rose and I both really like.)

Good idea, I just added it!

Thank you! And we didn't use any game engine, we made everything with HTML5, Javascript, and CSS.

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Thank you for the feedback, that's really helpful to hear. I went ahead and extended the time before a hint to 14 seconds. I had also been thinking that if you didn't want to be bothered by hints, you could just turn them off under Settings - but maybe that option isn't very obvious.

It's hard to judge these things as someone who's played the game a thousand times, so it's a huge help to hear your thoughts! Thanks for playing and I'm glad you enjoyed it.

Thanks for playing! You're absolutely right that we didn't do a good job making it clear how the rows are divided up by age. I'm glad to hear you figured it out and enjoyed the game anyway!

That’s awesome, thanks for playing it! It’s always great to see people’s reactions to the game. :)

Thank you - and a video would be awesome in my book, so feel free! If you do make one please feel free to share a link! :)

Ah! No typing needed, you can just click/tap on the dialogue option you want - but if it's grayed out, that means you don't have enough letters unlocked to choose it. Unlocked letters are visible at the top of the screen. You start with only the letters NOTHING unlocked, so at first, only the "..." option will be clickable.

Later in the conversation, you can answer "No" and earn some hearts, use those hearts to unlock more letters, and then on your next playthrough more dialogue options will be available.

You play through the conversation with Zoe multiple times, and each time your dialogue options are limited by which letters you've unlocked. As you choose different dialogue options that Zoe likes, you earn hearts, which let you unlock more letters for next time. Does that help? Was there anything in particular in the game that was confusing?

Thank you for playing and sharing your thoughts! We tried a lot of variations to balance the sleek two-color visuals we were going for with sufficient distinctiveness for the puzzle, and I'm sorry to hear we fell on the wrong side of that for you. I do like the idea of highlighting only available icons - but the issue we found there was that, since you can match from both endpoints, essentially half the board would be highlighted. It ended up being too much visual info rather than helpful, in my opinion anyway.

These things are always a judgment call, so it's always helpful to hear feedback -thank you!

Hmm, my personal thoughts about the control scheme is that either WASD or arrow keys would be fine, but I had some issues because my instinct was to use Space to jump, so Space deploying the stick threw me off a little. Might just be me though. :)

This is really fun! I'm not a huge fan of platformers usually, but the slime scooting across the screen on his own made this feel dynamic and approachable.

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Very nice. I'll admit I wasn't skilled/patient enough to play all the way through, but I definitely enjoyed it -  the story, graphics, and audio combine to create a great contemplative mood.

I love how much personality this game has. It's an enjoyable feeling to be drawn into an absurd world and just explore it! I smiled a lot while playing.

This is a really cool concept! The actual platforming was pretty hard for me - I kept moving too close to spikes and dying. I really love the aesthetic, it looks cohesive and polished, and the design of the characters is a lot of fun (I love the way they flip directions!)

Very cool! The mechanic is interesting and challenging, and I like the graphics, especially the trail that appears behind you (and the cover art!)

This was fun! While it's a bit of a stretch for the theme, I actually found it a fun challenge to pick out words where the emoji wasn't displayed just based on the first-letter hint. I like the look of the overlapping colored lines, too.

This was fun to play on my phone, nice work. It's so cute, and I love the bin's reactions! The interactions of the trash bumping into each other was fun and made it kind of challenging. I also appreciate the color match, it helped me remember which bin was which.

This is fun, I love the humor in the concept and the intro dialogue!  The ability to practice on the controls screen was really helpful. I still felt a little overwhelmed by what spells to use, so I agree with the comment that it might help to unlock spells one-by-one.

Got it, thanks!

I woke up this morning after submitting my game and immediately noticed a bug! It was a single line of code to fix, but I see that I'm prevented from uploading a new game build because Gamedev.js is in the voting period. Is there any chance of leeway on that? I know some game jams like LD allow updates to fix bugs so long as it's not an actual change to the game.

Haha, I'm really happy to hear that! Thank you for the kind comments. :)

Sure! SPOILER WARNING for anyone reading this -

The item you need is the amulet you get by casting polygot at the shrine (go deeper into the mountain, past the ogre.) That will protect you from the sorcerer's attack, meaning you can sacrifice health during the rest of the game and keep enough mana to fight him.

Sorry I'm responding late, but to answer your question, it turns out you don't really need any extra hack to get multiple colors. You can just add an additional rgb color under PAL in the game data. Then add COL 3 (or whatever number your new color is in the palette) under the tile or sprite definition.  It works within the Bitsy editor and everything.

Hey, this is a late response but I wanted to say thanks so much for this comment! I love hearing what people think of the game and this was especially kind, thank you!

Hey, this is a late response, but if you want to give it another shot, I'll give you a hint! There's a specific item you need to use to beat the sorcerer, and it's not the potion.

Thanks! Actually, though sometimes it can be tricky to spot and require strategic use of tossing the note (by holding shift), there is always a solution.  :)

Thank you! And I definitely think we'll make more cute dating sims in the future. (We've been considering making a sequel to Witchwood Academy, for one!)

There’s no downloadable version right now, since you can play right in your browser. Just click on the title screen to start.

Hey! This is a belated response, but to answer your question - it was really easy! Ink has a javascript API which was simple to hook into the Phaser code. More info on using InkJS can be found here. And thanks! :)

Thanks so much for playing!

You can only pass the note along the rows and columns of desks, not diagonally. I realize the isometric layout feels a bit confusing, and I'm sorry about that. The illustration of the arrow keys on the instruction screen is a bit of a hint as to how things map - UP moves the note towards the back of the room, DOWN towards the front, and LEFT and RIGHT along each row of desk.

Thank you! Yeah, I thought of a few ways the gameplay could be a little more complex, but I didn't have that much time and plus I just wanted something cute and easy. :)

This is the sweetest game ever! I love Hermie!

I'm really touched by this. You obviously put in a lot of thought about people you'd be leaving and the game is charming and bittersweet.

Omg, this is fun. There's so much great humor throughout. The butterfly ending was suprising and awesome!