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Chris Logsdon

A member registered Jun 05, 2014 · View creator page →

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I really like this solution you landed on. I very much enjoyed the level of difficulty of the ONYX Linking in Sephonie, so having a similar difficulty for this sounds great to me. The gentle music/sfx in the video is nice too!

You mention there's a bit of luck involved. If I understand correctly, that comes from the fact that the room you get is never 100% guaranteed — so you could do everything "correctly" but still get a bad room. Would you just have to reset the world at that point? Do you think resetting/retrying like this would be tedious when you know the "solution" and just have to get good RNG?

FWIW, the board game Black Sonata came to mind when you mentioned "puzzle games where you 'deduce and then test the answers'". This video does a pretty good job of efficiently getting the idea across (the guy in the video is kinda goofy sometimes though lol). The "test the answers" part happens about halfway through the video FYI. It's a deduction game with an interesting physical design. Some cards have holes in them that you lay over other cards. If you see a symbol through that hole, that means you've correctly deduced something. I also see some similarities to the "shuffled world" in how the Dark Lady moves around.

Anyways, this post was really interesting to read! It's helpful (and entertaining) seeing how you work through issues. I'll probably try this "write a blog post" method next time I'm mega stuck haha.

Hah, it's very likely I did hit space. I tend to accidentally hit random buttons when in-game tensions are high 😅

Great work! I very much like how you kept the text "immersive" while still making it very clear what needed to be done gameplay-wise. Cool to see you trying out Godot, too! I appreciate you and your creations, and I hope that cup of coffee helped 💜

I ran into a couple technical issues, but I was able to work around them:

The first was an OS pop-up saying the app "is damaged and can't be opened." I fixed it with a "xattr -cr" terminal command though. FWIW I'm on Monterey 12.3.1 with the Apple M1 chip.

The second was that my cursor appeared at some point, and it wasn't constrained within the game window. I don't think I pressed any unusual key combos to make that happen?

Thanks so much! Congrats on finishing the game! :)

I'm happy to hear this, thank you!

Thanks for helping out. I tried running the command on the 1.0.0 and 1.0.1 versions of the game. While it did fix one of the errors, it still won't run.

Here are the errors it gives when I try running the app before running the command:

After running the command, only this error appears:

I looked up other potential fixes to this, and nothing seems to be working. For what it's worth, the app never shows up in the Security & Privacy panel of my system prefs as I might expect.

Thank you! ✨🌌✨

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I leave it up to the licensor to decide what the most convenient/appropriate way to credit me is. In the simplest of situations, "Music by Chris Logsdon" works. Maybe include a link to this page, if possible.

The problem is I can't know exactly how the assets will be used, nor how the credits will appear. Scrolling credits? Mentioned in the description? Are there multiple composers? Was only one of my songs used? Was it remixed/transformed?

Plus, the official CC BY 4.0 page describes what "appropriate credit" would be.

And if folks are still unsure how to credit, they're welcome to reach out to me and explain the situation so I can give specific suggestions.

I'm looking forward to trying this demo out! But I ran into an issue with the Mac version: When I try to run the .app, it says it's damaged and can't be opened.

I'm on 12.3.1 (Monterey) and using the Apple M1 chip.

Awesome! Thanks for using it and for letting me know! :)

Cool! Thanks for letting me know!

Cool demo, great job! I'm very intrigued by the premise you have going on here! (won't go into detail to avoid spoilers for others :))

I ran into a strange bug on Mac (12.3.1, using the Apple M1 chip). Everything was fine until the title screen, which looked like this:

When I started a new game and opened the esc menu, the pink went away and everything seemed fine. This pink screen came back when the scene changed after the shelves fell on me. Opening the esc menu fixed it again.

Let me know if you need more info!

Also, I'm pretty sure I ran into a broken first puzzle when I made my first new game. The object you can look under was showing nearly all the symbols, and it showed some symbols multiple times before actually repeating the sequence. For what it's worth, I did open the menu and change the difficulty to easy just after I loaded into the world. I was able to solve it easily after creating a new game after that. It's entirely possible I was just being a dummy and missed the solution the first time around, but I figured it might be worth mentioning in case there is a bug somewhere there!

Thank you — glad you like them! Metroid Prime was a big inspiration for this pack, so the spookiness makes sense :)

Thanks so much!

Oof, the most realistic sim I've played yet! Can't wait for the Freelancer: Networking and Negotiation DLC! 😭

Super smart way of doing a 3D world! Creative puzzle/level design with the unique perspective you created.  I love your art style and how striking the black & white is mixed with super strong color accents. Great atmosphere all around! Great job!

This is awesome! Thanks so much for letting me know!

Thank you!

All my asset packs on itch are under Creative Commons Attribution v4.0 International! (It’s kinda hidden, but you can find that info if you click “More information” above 🙂)

So you’re free to use them for commercial or non-commercial projects, royalty-free, non-exclusive! All I request is that you credit me somewhere, if possible, in whatever way makes most sense to you (perhaps “Music and sound effects by Chris Logsdon”).

Let me know if you have any other questions!

If you do, I’d love to see it when it’s ready! :)

Thanks! :)

Sorry about that -- just added license info. You're free to use them commercially or otherwise. I just ask you credit me, if possible. Thanks!

Yep, go for it! All I request is that you credit me somewhere, if possible :)

Awesome! I wish you the best!

Yep! All my assets on itch are royalty-free and non-exclusive for commercial or otherwise. All I ask is that you credit me somewhere, though that’s not strictly required. 🙂

Phew that was stressful, but I made it up to 6 😅 Cute characters and the crayon style is lovely! The sudden appearance of new blocks in one of the later rounds was not as helpful as the singing choir of angels seemed to think it was, because it made me accidentally fling a bunch of blocks away as I rushed to get some of the new bigger ones, haha!

Great job to you both! 

Interesting about the item spawning. In the end, even though you didn't program it as such, the wildlife had that effect on me 🐋  I suppose it's just that my curiosity with them caused me to do more than endlessly travel straight! ...also confirmation bias 😅 Also I think just good subtle design on your/Marte's part!

This is so neat!

First off, I adore the color scheme. That teal-ish/yellow-ish combo is one of my favorite color combos, and the red accents are gorgeous with it.

I love the setting too. Having just watched Ponyo for the first time the other day, I've had a hankering for seafaring type stuff, and this very much fits! All the little details are great, from sfx to UI to the ship bumping around -- very good.

How did you do the logic for where items spawn? It may just be my imagination, but I feel like whenever I went in the general direction of the wildlife, they led me to an item! I have a conspiracy that the seagulls only lead you to boots though  >:{

Bless you for giving us 2 tries on picking up treasure, because some of them are tough!! I was very excited when I was able to do it without hitting the walls though :)

Great work once again! Bardzo dobre -- lubię być na morzu!

Wow, what a neat little game! There's a lot more going on in here than it initially seems, and it's super well put together.

The mechanics are simple and sparse enough to be easily remembered and played; and you present them in an easy-to-learn way while tying it into the narrative in fun ways (which also makes it easier to learn).

The writing leaves me curious to see what's next after each prompt, and the small puzzles have just the right amount of resistance to make me think a little.

The reversed music sounds surprisingly clean and seamless -- I'm impressed! The time rewind shader looks great too (you're always good with shaders).

The climbing seemed broken for me because I had to keep jumping while holding left/right to get it to work, but I tried again just now and it was working perfectly fine?? I could've just goofed it initially 🤷‍♂️ This is on the web version btw.

Thanks for playing!

Thanks!  ✨🐈 ✨

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Ohhh now that's a nice combo to be compared to! Thanks for playing and for the kind words!

Thanks for playing! The cat randomly hits buttons that will speed up or slow down the game. Good job getting a win the second time!

I also went and played/rated your game. Nice work :)

Thank you!

This is pretty cool! For what it's worth, I think there are a few small things you could do to make it much more intuitive:

  • Make the player cards look different from the enemy's, with symbols, card design, or color (be aware of accessibility for colorblindness though!)
  • Make the icons in the dungeon have more obvious meanings. Like crossed swords for battles, and adding a "+" symbol on the new cards
  • Make some sort of sprite to show where the player is in the dungeon

Nice work! :)

The Mac version seems to be unplayable :(

A few times when opening the app, it would just stop responding and I had to force quit. When it did launch, none of the 3D stuff was visible. The 2D art was visible, the audio worked fine, and inputs were working (from what I could tell), but beneath that was just a black screen.

FWIW I'm on Sierra 10.12.6

Quite addictive with how easy it is to restart :P The music and sfx worked really well together too. Sometimes it even seemed like the bullets were being shot in time with the music! Was that intentional? :o

I was surprised by how much I enjoyed this one! At first I thought the concept of "you don't know how things will be scored" would be annoying, but the way you put things together turned it into something fun. Once I got a general grasp after the first round, I wanted to test my theories with another round. The cozy art and satisfying sfx made it very nice to keep playing.

My only criticisms would be to find a way to stop the point-scoring sfx from cutting each other off, and to make the background ambience loop cleanly.

Really really nice work! :)

This was nice! Mechanics were easy to learn, and the puzzles were just the right level of difficulty. Nice feel all around.

It seems a bit too easy to push blocks further than intended, which can force a restart where you would have otherwise succeeded. So maybe it'd be good to make blocks "slot in" to space, requiring you to release the button and press again if you want to move it further?

Great job :)

Thank you! We wanted to add some sort of score or combo multiplier or something to give motivation to keep playing/improving. Just ran out of time, unfortunately!