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A member registered Feb 23, 2014 · View creator page →

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this is a false positive by your AV software, please ignore it

(2 edits)

Changes since DD50:

  • Game complete
  • Expanded levels from 6 tutorial + 3 tricky levels, to 7 tutorial + 16 intermediate to hard levels
  • A bunch of bug fixes, QoL improvements, level selection, longer music

You need things that prevent spinning around forever being a viable tactic. You can do this by having enemies that shoot around the player for example, forcing them to stop and dodge. Bullethells also do the same by filling the screen with bullets so you need to weave around the bullets.

Nice game feel, juicy and fun.

Banger of a game, very easy to pick up and pretty fun. There’s not much interaction between the two players though, so it didn’t feel as exciting as it could have. The same could be said of other action puzzlers like tetris attack though. Looking forward to music.

The mechanics are pretty good, lots of juice makes the different actions like drilling, bouncing, bombs feel great. I think this game is really missing a complete game loop, for example if you could easily return and buy upgrades, it could keep the player playing for a long time.

Pretty cute game, I love the music it really fits the theme, however not sure if it’s just the web version, but it doesn’t loop seamlessly. For being a japan-themed game, there’s not nearly enough eye candy and seizure-inducing visual effects.

I think this game can be improved if instead of spinning 360 degrees, it was constrained a bit to 180 degrees. Add some momentum so that you can’t just cheese the game by spinning constantly.

good suggestions, I’ll consider fixing that bug / adding level select / more levels

I think there’s a promising game idea here. Although it felt like a glorified RPS because enemy moves were completely unknown, with some extra information you could make it strategic - for example opportunities for peeking at enemy moves. Decent presentation otherwise, like the juicy punch sounds and music.

Pretty good execution! The gameplay could have felt better, for example adding some momentum, so that it hits that sweet spot of difficulty. Games like flappy bird and thrust have a similar premise of moving around and avoiding obstacles, so I think some tweaking could have helped.

I liked the music, it was pretty chill

The controls and enemies are quite unusual, very trippy

Unfortunately the arrow keys controls don’t work well with itch - maybe you can add a full screen control!

Press F8

Pretty cool game. The steering can feel a bit wonky at times, I think with a bit of tweaking it would work great. A nice mobile game perhaps?

Pretty comfy, wish there was a tutorial or something

This game is pretty cool; the mechanics are great and there’s a satisfying level of juice.

I wonder what your ultimate plans are, because I feel as great as it already is, it is missing things that will make it truly awesome.

For example: the pacing is not ideal; each level starts very hard when all (or most) of the enemies are spawned), and gets easier and even boring as the enemies are defeated. A good pacing should instead go from easy to hard, with spikes and lulls every now and then. Will you work on the spawning logic next?

Next there is the gameplay. It works well, but I feel that most enemies take too long to defeat. In some shooters, enemies die in one shot but they are numerous, in others they take longer to die but there are fewer of them, so there’s a balance, and here I feel the balance is slightly off. This is especially apparent with the tank enemy, which persists and becomes a chore to finish off. Also since the game map is pretty simple, every game boils down to circle strafing. Will you add maps (walls etc), powerups to collect, or other mechanics that zone out the player or encourage them to break their movement? Consider Crimsonland as an example, which has no walls but heavily relies on powerups to keep things interesting.

Finally this game needs some audio love; the visual effects are on point but some sounds are just basic sfxr/bfxr stuff. And music! These would really make things pop.

Anyway don’t want to make it sound like I’m down on this game, it’s great overall. Looking forward to what you do with it next.

Aww it ended just when it got fun

bouncing head between enemies is fun

I admire the ambition of creating a beat-em-up for a jam; there's a lot of work involved in making them fun and satisfying. I like the character animations, they have a lot of character, kind of like toejam and earl.

thanks for the feedback! Yep we agree with those issues but ran out of time implementing them, unfortunately they did not make the cut

The art, audio and writing are super polished! I gotta admit it wasn't the most clear what the target was for the different minigames, maybe more consistent iconography / instructions would have helped (e.g. instead of "smash", say "mash"?)

The intro story was hilarious, very manga style.

For returning players, the major addition was support for Wolfenstein 3D and Spear of Destiny. You can find them if you have these games installed from Steam/GOG, or you can download the shareware version from and decompress into the C-Dogs SDL missions/ folder

I think you just need to add some padding between the tiles

art department was given a different palette; I take no responsibility

Whoa is this some sort of reverse perspective here... trippy

Phaser 3, it's pretty good for simple 2d sprite games

Thank you! I've managed to play it now. This is so ambitious for a 3-day jam! You started really well and then the game abruptly ends >.<

I enjoyed it while it lasted, very charming

can  you try exporting a web version? That will be easiest

Cool puzzle game! It's a very interesting concept.

mac version doesn't work unfortunately

nice music, where did you get it?

it's a shame it's too zoomed out to see the main character clearly

cool idea; the 3d physics are a bit janky though. Great protagonist!

Very cute game, love the VN :)

Thanks for trying it out! I think there's a bug where textures disappear after reloading a mission. If you restart the game it should work the first time. I'll work on a fix soon.

Keep waiting until you see what looks like a starting screen; sorry but I haven't added a loading screen.

Here's the sources: