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A member registered Sep 12, 2015 · View creator page →

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We are using jam submission required fields to handle some data entry requirements from contributors. (This is an amazing feature!)

It seems that line breaks in the field descriptions are not rendered in the submission portal. (Images below) For clarity's sake these linebreaks would be tremendously helpful.

Would this be a trivial thing to fix?

Creating descriptions for form fields (top)  How those descriptions are rendered on submission page (bottom)

Really interesting mechanic! I wish I could pan the camera as I quickly hit a case where the cube terminates off-screen and I can't see. Is that intentional?

Needs an explainer introduction. The mechanic would be self explanatory in 2D but this 3D presentation is unfamiliar. "Bounce higher using triangles" would suffice. 

The bounce itself sounds like it's hurting the character no matter where you land, kinda confusing. There should be clearer audio feedback about what actions are good vs bad. The crunch of a positive land is ambiguous at least at first. 

The monster/environment should change in an obvious way when it's time to enter. maybe the music should change or everything changes color.  Could the triangles hurt you when the mode flips into 'enter'? 

Input feels clunky in a bad way tbh. You're aligning cardinally on a sphere, maybe mouse input would feel more thrilling. Orbital momentum could also be interesting. If mouse input makes it too easy, well that's more opportunity to make the triangles and bullet hell effects tougher. 

Hopefully my recent play through of Mario 64 has awakened the right muscle memories. 

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I had some covid complications and stage two was not shippable by the 25th. I will make it live in the launcher and post an announcement when it's ready. There's one other game (at least day 8) in madvent 21 that will get major updates in the next couple weeks. 

The original desktop build had spooky elements but they were audio-reactive and none of the code worked with WebGL. If and when it makes sense I'm going to remaster the project and get it all back!

Obrigado! Language settings seem to be the common factor. I'll look into fixing this but no telling how long it will take. Luckily the web version seems ok. Thank you for raising the issue, it'll definitely be addressed by next year ;) 

Do you use a language other than english for your operating system? If so, what is it?

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If you are running the desktop build, the only fix  I could spitball is browsing to the streaming assets folder in the game's data folder and deleting the local backup json files in case they came in funny. Otherwise, I couldn't guess why the json won't parse in your app. The web version I linked above should run 100% in the browser. It'd be good for testing if this is a network issue. 

The People's Tree 2021 by colter, Cyreides (

Try the web build and lmk if it doesn't load. Server could have been down or there could have been a connection problem.

he knows

he sees thru all eyes that bear his likeness!

Yep! That was an anonymous entry. More info may come out later, hopefully, because it's dope.

Day 16 will need to be patched in, visiting its house counts it played so you can still reach the ending. 

its true

a timeless lesson

hotdog goes in, hotdog goes out. you can't explain that. 

The People's Tree is an experiment in Asynchronous Networking and social interaction in Unity. Players design ornaments, write comments, and pin them to a single network-linked tree. You can view (approved) ornaments and the messages bundled inside. I'm overjoyed at the positivity and compassion seen from the players, and the variety of places they've come from.

Submissions go until 2021. Once everything is collected, I will get to work on a baked 'time capsule' version of the app! 

The People's Tree by colter, Cyreides (

It's a small experience, part of the Haunted PS1's Madvent Calendar, but I wanted to make sure this was available individually while submissions are open! 

There's been a handful of abusive and gibberish submissions that have been purged. I'm happy to moderate and keep the tree positive, but reserve the right to change my content policies in the future. Tbh self-promo skirts a fine line, but I'm allowing it for now. Might be interesting to look back on in the future. Thanks for playing and doing a writeup! It's lovely to come back to this page everyday and see the activity. <3

These are all standard unity, unreal, and game-maker projects, all from well known and reputable community members in hps1. That said, when you bundle multiple EXEs in nested folders, sometimes antiviral software gets spooked! 

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There are great bones on this game and I think you should keep refining it. There were quite a few fiddly, frustrating interactions. For instance, I had a lot of problems with the 'lip' some of the portal holes have.

I really like that while I couldn't quite understand the totality of the mechanic, the design of the levels let me 'feel' its character in each scenario. Again, really cool stuff! Looking forward to more from you. 


Very fun! I wish Q and E would do a barrel roll. It took me a while to realize the first shoot-button was in fact a button rather than just a light. I realized what to do in the final fight instantly but became stuck and unable to move w/ the main enemy kind of pinning me down.

This was great! The jank (where it exists) comes off as intentional and I was able to get through without dying! 

I LOVE these ducks. This gave me Dreamcast vibes with the bright colors cute cartoons. 

That's so sad! You're a winner in my book. I will revisit this project again in the future to perhaps add more scary elements, optimize, and squash some bugs. Thanks for letting me know about the crash. 

Great shot! I remember spending hours trying to break out of maps in THPS1 and love to see people doing that in my game. Glad you enjoyed it and made best of the jank! :) 

Thank you! I used shadergraph extensively for everything. Amazing new tool to make these wild graphics. The position of an invisible physics spring floor drives the displacement in my ground shader.

I'm wondering if it could be a browser/OS issue? (Unity WebGL is not well supported)  It sounds like you're doing it right but just for sanity I'm writing out the process below. 

Jump: You must be touching the ground in order to jump. When the ground is flat, you can press space to make a small jump, but the jumping turns into bouncing as the trampoline starts to stretch downward. 

After gaining a little momentum, jumping works like this:

1. wait until you're in contact with the trampoline

2. hold down space

3. continue to hold space until you are in the air again

Fall Faster: you get extra downward force as long as you hold down shift. The force is scaled with how high you are when you start pressing. It's applied continually until you touch the ground, then it resets to 0. 

Let me know what browser/OS you're using and any updates if you try again. Thanks for bringing this to my attention. 

Nope but that's an interesting idea! Thanks for playing. 

This game is lovely. Very pretty! with great music and an explorable environment. I gotta say, though, the arrow key inputs are a real drag when you constantly get caught on non-orthogonal walls. It'd be great to get mouse input, like click and drag to control their walking direction?


Thank you for playing and your thoughtful feedback! The next release will definitely have lower difficulty options and the shake will be reduced. In this build, the ranking system only takes into account your cheat level, but any completion should be considered a success.

This is so cool. Wish I had a mac! 

I still think about this game. It really stands out, wish more games were like it.