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A member registered Feb 05, 2016 · View creator page →

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The paedophile gamer equivalent of starting a sentence with "I'm not racist, but..."

Thankyou! The models are put together with texturing in mind, so I hope that works out - check out this post for my attempt at texturing the Python, if you haven't already :) 

Oh wow, wouldya lookit that...

Someone probably played it on a stream, tweeted about it, etc. Check the bottom of the Analytics page for details on where your views are coming from.

I have this on some of my games that have never been downloadable. I THINK it's something to do with the desktop companion?

If you are of a photosensitive nature, for your own safety do not open the screenshot gallery and lean on the left/right arrow-keys on your keyboard, please and thankyou.

Otherwise if you're already on acid, or just want a taste of what that might feel like, knock yourself out, it's a trip.

Awesome, thankyou! I think this might be the first credited use of this little pack? Which is very cool. I'm a big wuss for horror games, but if I can suitably gird my loins at some point I will give it a go. I'm honoured!

For those wanting to use shader graph - create a blank shader graph, add a 'Vertex Color' node, and plug its output directly into the 'Base Color'.

Yeah; the models have slots for each material they can use. You'll need to make a material for each texture you want to use, then put those materials in the slots on the model renderer :) This way you can mix and match, re-texture existing assets etc.

Actually kinda fun! I tried it a bunch of times and didn't complete it, but I don't usually try something more than once if I don't enjoy it, and I'm not usually a fan of platformers either. The basic premise is really engaging and the mechanic is well executed. The flashing is a lot to look at though - and my eyes kept darting from the timer at the top, back to where the action was. Maybe making the player pulse instead of the background, and keeping the timer near the player, would ease the fatigue on the eyes. The color palette is also pretty sharp - it's clear and easy to read, which is good - but the clashing primary colours are hard on the eye too. Maybe check out coolors and try some of the palettes there? I don't think the game needs sprites, but animating the player with a little bit of squash and stretch might be nice, and pretty easy. I really like that there's different ending messages depending on how far you got; that's a really nice touch. Don't take the criticism to heart if you're happy with where the game is at; for something made in such a short amount of time, it's good fun :)

Construct 2 doesn't distinguish between different types of number - everything's just a number, which inclines me to think everything is most likely just a float

I don't think so - it was written in Costruct 2 though so there's no code, per se. Realistically, it only took two or three days to make (IIRC) with me just adding features as they seemed necessary, so it's almost definitely easier/better to just write it from scratch than try and reverse-engineer anything. Thanks for the interest! If you've got any specific questions I can probably answer them still.

These will come in....

....... HANDY!

Eh? Eeeeeh?

Hey, thanks Verser! I can recommend this video by Miziziziz, which was what got me excited about this particular style. He's got full courses on Udemy as well - although I haven't checked them out he's not the kind of guy to waste people's time or money so I would trust that they're pretty high quality.

This was basically me finally sat down and learning retro texturing, so I'm not an expert at all. If you're already familiar with Blender it shouldn't be too hard for you. If not, this style is a great way to start learning, as the models required are so low in detail that you can put them together with a few rough shapes. I made the texture sheets for these by using Blender to project and pack the UVs, then I used Photoshop's layer styles to texture custom shapes for each face. This is kinda overkill, and only really the sort of detail you'd see on main characters from this era - as the video points out, most textures in older games are reused in creative ways. If you check out the other asset packs I've posted since, you'll see examples of textures designed for more 'abstract' use like this.

I can confirm in case anyone's unsure; the *.dae model files are included in each *.rar archive, along with the *.png image textures. This is not a scam.

Possible, yes - and although I haven't considered it seriously I have always thought this little project deserves a sequel, or a remake. But I'm a hobbyist/jammer mostly, so I wouldn't necessarily start holding your breath just yet.

It's not that I don't care - it's that I no longer have the source for this jam game that I made in a week nearly 5 years ago. I reduced the flashes in line with previous suggestions when I still had the source, and I will update the description now with further warnings for photosensitive people - but other than pull it down altogether I can't really do anything else :/

If you click the Another One button it usually fixes that :) 66 times out of 67 at least. 

I made an app for another jam - it selects two random genres. Good for inspiration, if you need it :) 

I made an app for another jam - it selects two random genres from a list expoanded from the one above. Good for inspiration, if you need it :)

I like this and thank you! Implemented, uploading now.

Mission accomplished, boys.

Wow, thankyou! The capx is compatible with C3, and runs a fair bit faster in that runtime :)

Ha, thanks! Yeah the premise has always been a good one. Side-scrolling roguelike has a real nice feel to it somehow. This is one project I often want to return to and do justice, but now isn't really the time. Regards data formats I have no idea, I'm a filthy non-coder who uses middleware so I am clueless as to what's actually going on under the hood, sorry :(

Yeah it's a horror, sorry! Thanks for playing though. Unfortunately this was just a jam game and there won't be any more developments - balancing on the game is terrible, particularly the end-game. To properly test the end-game I added a developer cheat-key that would reload the game from 10 seconds earlier (allowing you to beat the RNG to simulate a 'lucky' run). If I'm completely honest I can't remember whether I even left that key combo in the game, nor can I remember what the combo is.

Yes, afraid so. I don't think I even have the source anymore so there won't be a desktop upload either I'm afraid :(

I thought it would be a grey-area thing - thanks for clarifying!

I doubt I will try anything like this, but messing around with the format a little could be fun. I also thought a different resolution might work better for a mobile game with no on-screen controls.

64*64 = 4096
Screen resolutions of less than 64*64 are permitted.
Could I have a resolution of, for example, 52*78 - since 4056 is less than 4096?

It's pedantry I know, I'm just curious :)

Okeydoodle, cheers :)

mini jam community · Created a new topic Limitations

| Use 4 colors and 4 colors only. no more
| use a 128x128 window size

Do we pick one, or do we have to use both?

Can't help but notice the size of the prize pool has decreased since announcement - do we have any guarantee this won't happen again before/during the jam? I think it might bolster confidence if you could explain why/how this happened.

The Meta dictionary alone is enough - A and B are just buffers.

Apologies for delays! My job is seasonal and things got ahead of me - we're out of season now, and the Evie update goes live tonight!

No license as such, but here's one I made the other night, prepping for LOWREZJAM :) Use as you wish, no attrib required...

GOSHDARNIT! I thought I had that particular bug licked. I'm real sorry, man. If you clear your cache for this page, it should at least allow you to play again. I'm really sorry to everyone who's had this bug, I just can't seem to replicate it any more, and I've tried everything I can think of to fix it 'blindly' :(

There are some bugs regarding the ending - however you found Amanda! And you now need to return to the start. Sorry she isn't much to look at :(

Yes, Evie was written in Construct 2 - and her entire source will be available as part of the Toolkit very soon! To produce those sonnets, Evie read Shakespeare's sonnets (I believe there are around 140 of them?) about ten times - which means for each word she has a record of the frequency of all words preceding it up to the 10th precedent.

Keep those fingers crossed...

Nice! I like the double theme usage, and the graphics are lovely. Reminds me of some old classics I used to play on my Dad's Macintosh! I like how you get nods to potential future layouts in the dotted outlines. Lends itself well to repetitive play.