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Gawain (DarkGriffin)

A member registered Jul 04, 2015 · View creator page →

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This one is so very clever!  I managed to stack a 4 and keep the next on top, but the 4 still killed me later by being so thin and badly weighted.

As much as I like the concept, I will admit I'm not sure it's much fun as is.  It needs more depth to it, or some kind of clever twist later on.  I didn't find myself wanting to play more or go back to it.  It's for a jam, so I totally understand!  

Some ideas I had on the spot:  rotated numbers, different fonts, maybe a way to use two or more number shapes at once to get around bad placements or partial failures.  

One of the other more frustrating things with this version is that if a number falls over partway, the player is left dropping onto a slope with what feels like no chance of recovery.  

I feel like letting the player build a more complex tower that uses the whole grass platform might be a good way to overcome this, as we could get clever with leaning towers supporting each other.  It really depends on if the physics can handle that kind of abuse, however.

It really needs more audio.  Either more sound effects, or music.  Just having the sound gets a bit stale.  It's a bit odd, cause in options there is even a music toggle.  I'm guessing you just ran out of time, which is fine.  I was playing the web version, so not sure if that has anything to do with it.

Really nice job with this one, and clever use of the theme!

This was surprisingly fun!  I like that you took the game style of rouge and turned it more accessible with just spacebar to interact.  The presentation was a little confusing at first, but I did figure out most of the objects with trial and error.  I do feel the use of limitation is a bit weak.  But the game is fun and it's really cool how you did so much with so little.

It has nice music.  I liked what little concept was there, but it's clear the game needed something more.  I feel like you probably just ran out of time.  The interface was functional but also having the heat meter be on the opposite side of the screen from the furnace was frustrating.

I think with some post jam effort this could be made into something really nice.

This was pretty nice!  There's a lot of gameplay going on, and the graphics/music are nice too.

I wish there was a tutorial on the sun mechanic and shopping menu.  The first time I played I hadn't read the page description, so I just ran out of ammo and died, lol!  I'm not gonna knock points off for that, it's on me for not reading first.  Just something to think about adding if you take it further.

After the player upgrades enough, the snowmen all get 1 shotted and the game just goes forever.  I'd love to see this expanded on with some kind of meta/final boss/increase in difficulty for when we get too powerful.

Maybe some clouds could cover the sun and we have to make sure to upgrade our battery to survive the random weather change.  Just tossing ideas here.

There's a lot here that is fun, and I still wanted to play more when I finally lost.  You did great!

Thank you for playing!  We are glad to hear you enjoyed it!  Best of luck to your team and coding as well!

I drew the end, I guess that's the end?  Funny game though!  I drew random strange fish and lots of squiggles.

Nice little game!  I meant to try it out for a little while before bed, and here I am at 3AM coming back out of full screen, lol!  Haven't managed to get over 84 yet, which is frankly a bit embarrassing.  But my scores are still improving, so I'll be back.

I would love to see sound effects added for placing the hexes, something with a bit of pop.  Some sounds for the chaining or growth of houses/parks/dock connections would be great too.  I think with some good sound effects, and a bit of good/bad feedback from particle effects when placing a tile, the scoring could be made more obvious.  I had to read the instructions to understand why windmills were giving me negative points, for example.  The scoring is great, makes sense, and feels well balanced once I understood it though!

It's tempting to request music as well.  Though with how many times I played already, maybe that would just get irritating and take a while to load for not much gain.  It's easy enough to play background music ourselves.

I also second the request for a way back to the menu from in the game.  The instructions are there, so right now we have to refresh the page to go read them.  It would be great if on the game over screen there was a link to the title again.  Alternatively, a quick reference of the scoring values in the game itself through a popup card or something similar could help.

Thanks for a fun evening, and congrats on the jam too!  This is awesome!

Nice game!

SPACEBAR will jump, in case someone else is wondering!

I at first was confused and sent bunny to their doom, because the enter key started the game, but spacebar is the jump button.  Not sure if anything else also works for input.  Some instructions would help!

Got to 243!  It is a bit relaxing, actually, and I really fell into a trance around 50 or so onwards.  Watching the moon grow and eventually do the thing was an interesting but fair feeling way to make it harder.  Great job!

Nice one!  I liked the lighting effects, the puzzle like nature of the game was cool.  I got 2:15 my second run through.

My only gripe is that the falling panels are a bit too fast for the speed of the observation tools.  I found it hard to react.  I ended up in the end solving that section by just blind jumping in the dark, which feels counter intuitive after the clever puzzles before.  I'd love a little more delay on the falling/timed sections if you expand this to a bigger game, to let the player observe their surroundings and smartly "puzzle" their way through Portal final level style.

I loved the little teaching puzzle with the hidden arrows.  The little metroid-like surprise in the controls was cool too!  There's a lot of great design here!  Thanks for a great game!

Neat game!  I found it a bit frustrating being a speed run kind of game.  

I like the concept even if it can be a bit frustrating and cheap feeling at times.  The levels were all pretty clever, with a lot of traps I hadn't expected the first time but then had a "well duh" moment about it once they trapped me.

I got 109 deaths and 6:03 as my time. So I'm certainly not the best.  But I did manage to finish still and had a good time figuring out some of the trickier screens intended path!

I did find one exploit, restarting the game with R doesn't reset your double jump state, so on the first frame of a restart you can cheese some of the platforming. If intentional, there is probably a speed run that is amazing using this trick, though it would cost a life to respawn, so it doesn't help for the perfect run.

Thanks for playing!  Nice high score too!  

I'm ironically pretty rusty after all the testing for feel of the game in different versions, so 13x is about the highest I can manage right now.  The collisions have gone through so many iterations, lol!  I'll see about setting a developer record to beat eventually, unless someone skyrockets and beats me to it.

Oh, ok.  I guess I can leave it for now so others can be amused by my lack of tv knowledge.  Thanks for taking the time to explain it. 😄

Genuinely have no idea what you are referring to.  Is it from a tv show, movie, or youtube memes?  (I don't keep up with that stuff.)  Trying to figure out if this thread is spam to be removed or if it means something about the game to other readers.

It's a good start, love the minimal graphics and great sound effects too!  The graphics feel like if dark souls were made on an old computer system, it is a really neat style!  It's readable as well, I had no problems understanding what I could fall down through or walk through, and what was the level bottom/walls.  I want to see more!

The music feels a little out of place, I would expect chiptune-like horror, but it sounds like it's instrumental wave based instead.  It still works for atmosphere, it just stuck out to me given the rest of the retro style presentation.

The way attack works makes it hard to hit enemies in the air or when coming down from an upper platform.  I imagine this vertical handicap will only get worse when/if the later levels are more vertical in nature.  I think it would feel much better if the attack animation damaged a larger vertical area, or was extended (cheated just a bit) in vertical hit length.  You can keep the bottom "safe zone" in the player attack to leave the possibility of short enemies, but there were several times I felt the attack should have hit when falling/jumping by a frog/bird and instead I was punished with a damage hit on myself.

Being surrounded by enemies on the ground appears to be death, pretty much for the same reason.  The attack animation has no backwards or overlapping damage with the player area itself, so once an enemy touches the player they take damage even if they are mid-attack.  While this is fair (the whip should technically only damage on strike after all), it still feels bad when fighting two surrounding enemies at once for example.  I would love for the first frame of the whip drawback to have a hit area on the backside of the player too.  It wouldn't be too practical for fighting but would help alleviate being surrounded or tag teamed from both sides since the player could time hitting the "first" enemy with the backswing, then hit the later enemy on the front swing as normal.  This advice comes from my heavy playtimes of the NES castlevania games, so do what you wish!

It needs a way to earn health back with good play.  I understand not having enemies drop health, as that would feel too cheap and add an element of luck.  But maybe something like a combo system that drops health pickups to reward the player for killing enemies within a combo timer by restoring some health.  Or add a health pickup to discover in the level for exploring a bit off the "fastest" path or attacking hidden blocks.  (I was actually expecting that to be the reward for taking the top route on the triple ledge mountain, as the safe route through that section is to ignore the frogs completely.)

My main strategy when seeing new enemies on screen is to hold back and take the enemy out one at a time.  While this works, it isn't as fun as if the game encouraged me to have a "flow" through the enemies/level design.  You have a few patterns of enemies like that frog with a walking enemy, that if timed and charged at can be taken together with a single well placed attack.  I would love to see more of that, as it feels good to figure those tricks out with each playthrough!  I think having a health recovery reward or checkpoint system could also help encourage the player to press forwards instead of play it safe, creating a great feedback loop for improving the player's skill at the levels.

The difficulty here feels just right to me.  If not for my problems doing jump attacks I could clear this with a few more runs.  This is a fair feeling level distance to go before fighting a boss, and I did want to retry till I could get there reliably with health.  I only didn't beat the boss cause I got tired by the time I could run the level perfectly.  In a bigger game I would come back to try and beat him to see what's next.

However, I would not want to see any longer distance between a save/start point besides what is shown here.  If levels get longer or areas start branching, you will need more checkpoints or a way to restore health before the boss fights when learning them.  I think with a lot of practice I could do better of course.  But I would expect a longer game to feel about this level's length between checkpoints, just ramping up the difficulty of each section instead of the length.  

The boss first run is almost always going to be to die to him due to not knowing his patterns and barely clearing the stage, so a checkpoint somewhere before him would respect your player's time investment.  You could still put some level area between the checkpoint and boss if you feel the level section would help practice attacking or break up the runs a bit.

I had a lot of fun playing!  I hope this feedback helps should you expand on this idea!  Thanks for making and sharing this! :)

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Awesome, thank you for clearing that up!

EDIT: Actually, I just bought the bundle and itch keys are not included.  Instead they offer a download link from humble bundle.  So I think you may have to update with them as well to give the bundle owners the update.  There does not appear to be a way to connect the humble purchase to  

(For the record, most of the other assets also come as a single download.  It looks to me like only 3 of them come with a key to register on another site/resource.  So it seems that the standard for Humble is to offer a downloadable zip directly instead of an or other site key.)

Hello!  Will this future upgrade to RPG Maker be applied to the current humble bundle listings as well?  I want to know if I should plan on buying a second key from here when you update the set.  Humble Bundle is not clear on their bundle purchase page if they are selling keys or just a download, unfortunately.

Yay it's adorable!  Looking great so far! :)

Josh?  Did you post this to the wrong game page?  Drake doesn't have a Josh in it. :o

I am so glad you enjoyed playing it, thanks for your comment, they all mean a lot to me. :)

I agree as well.  This name is self explanatory and will set the expectations of the customers too. 

One of the problems with the famous black lives bundle was that the quality, finished state, and length of games and content varied so much that to more "regular" customers they just came away from the itch marketplace really confused.  I think filtering what makes the cut, and being flat out honest with the bundle name is a good idea.  Like you said it also sticks out from the usual flood of "whoever's holiday sale".

Nice little bit of typing practice!  

I wish there was a bit more to the game.  Maybe some difficulty or scaling of the speed over time.  Like starting a bit slower then the current pace and speeding up with each word or amount of letters typed.  A sound or ding when a word is finished would also go a long way to give feedback and satisfaction when finishing a word.

On the other hand, I love that there is virtually no restart time and that failing words just restarts silently with no penalty/insults or summary to click through.  Also, thanks for simply ignoring mistakes.  A lot of the other typing practice tools I tried today highlight mistakes or fail on pressing the wrong key.  Those are great for accuracy but come across pretty mean feeling when just starting out.

I recently got a new split keyboard and this was just what I needed and a great way to practice!  I quickly discovered I have some bad hand crossing habits for typing fast that now hit "missing" keys thanks to the split keyboard design.  Felt pretty silly this afternoon going from being the fastest in my house to suddenly scoring only 20 words per min, lol!

Thanks to your little practice app, I have started to type a tad better, and now have a bit more confidence in writing my school assignment on this new thing.

Thanks so much for posting this up!  You made my day today! :)

Thanks!  I'm glad to hear you enjoyed playing! :)

Thanks so much for recording it!  I'm glad players like you are still enjoying it out there!  Really made my day to see you playing it on youtube too! :)

In no particular order off the top of my head: dragon, minotaur, baby egg dragon/eyes spying out of an egg, maybe a shield to go with that sword, birds, a general beast/wolf/four legged critter, centaur(maybe a bit tricky on that one), witch or caldron, gryphon, sphinx, cube slime, maybe a floating robot or pyrimid enemy, mimic, fire spirit, floating elementals, crystal monster, cat, dog, white rabbit, UFO, floating pot/jar, barrel or box mimic, evil eye....that should be a lot of inspiration. 

Whatever you come up with, I'm sure it will be great!  I am looking forward to it! :)

Some feedback after trying this out for the first time today.  Generally I was surprised and enjoyed this game so far.  It's a great idea, and I was a big fan of the crazy campus design!  I love how our colors and tools are so strange that we can't help but make "terrible" abstract drawings.  The limitation actually makes me want to keep trying to draw more things, which is really great!  Also the main character is so perfect. :)

1. I wish there was an "offset to the left/right" camera.  So that when your drawing was open to one side of the screen, the character could be about a third off to the left to make room for the drawing interface.  Walking was extremely uncomfortable as is "out of the box" since I could only ever see in one direction from the character at a time.  This might be fixed if there was a key to hide the drawing pad like a "put away" feature.

2. Some indicator of where the brushes/colors are, or maybe some hints around the level.  I had no idea where to go after getting about half of them, and for a good long while I had no idea the colors could even be collected because they look like sculptures at first.  I kind of dread the moment when I collect almost all of them except 1 or 2.  Maybe they could emit a sound, animate, or glow when in a certain range to let us know that they are pickups?

3. The jumping was funny and fit with the whole wacky thing, but I would love an option to "float when held automatically" or even "hold space to stay at this height".  I play a lot of video games, so tapping to fly isn't too bad for me personally.  But I can see a lot of disabled players being unable to get around the campus due to the required rapid button press in an otherwise rather tame game.  Another solution may be to simply setup walking paths between the islands, so the jumping can become a "cheat", but there is also a way to "walk" to each location.  (At least the ones with brushes/loot on them.)

4. I love the colors and crazy things going on.  But the AI is very flashy and probably not good to stare at in a dark room at night.  I found myself needing to focus on the art or grade windows instead of the AI when he was grading my work.  So I think having an option to slow down or mute the flashing colors would help make the game less eye straining.

5. Some tutorial on the default controls is a must.  I didn't know about x to change camera angles till I came to this page and read about it in the comments.

6. Thanks for saving the drawings to our PCs!  I'm terrible, but it's still nice and encouraging to know if I manage a masterpiece, it will be sitting in a folder for me to share or enjoy later on. :)

Is there a template for the character battle sprites?

I know there are the default characters, but it is a bit difficult to tell the difference in pose between some of the sprites.  I am trying to plug some of my other game resources into this, and it's a bit of trial and error figuring out how all this works.

Ideally there would be documentation on the intended graphics layout for each part of the engine.  I understand though this might be a waste of time to write up so early.

Just some empty boxes with what animations go where would do wonders!  I would make some myself to share, however I don't understand all the middle animation strips use yet.

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That one works!  It's downloading the tool updates properly after running the setup from your post here.

I could have sworn I tried that link before, but I bet I was still running the old setup executable by mistake. (It was 2AM after all.)  The old setup is still sitting in my downloads folder alongside the new download, and windows defender didn't complain when I ran it like it does with the newer install.  Doh!

Version 1.5.5 up and running now.  Thanks!

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Hi.  I just installed the newest version, and every time I run it, the program just says "Your updater is out of date."  It tells me to install from the main website.  I have done that, but it still just says that message when I start the program.  I tried running as administrator, same result.  Even tried fresh uninstall/reinstall, still the same error.  Was the updater packaged/updated/whatever in the windows build?

OS is Windows 10.  The only anti-virus I am running is Windows Defender.  I'm not getting any notices about it being blocked or anything.  Help?

Yes, Noodles is both the name of the dragon, and their favorite snack!  It's a little confusing in hind sight, but I was following my naming convention from my other dragon game Drake, where the game is named for the character it represents like an old retro title. 

Thanks for checking it out, glad to hear you enjoyed your time with Noodles!

I wanted to like this one more then I do.  The reflection mechanic to shoot enemies is so clever, and the graphics are cute!  

Sadly, between the fast, momentum based player movement, enemies taking two hops to defeat, and the cruelty of the shield mechanic timer, I just couldn't really enjoy my time playing.  I ended up dying to panic and running over the same ground a lot. :(  

Having said that, nice work on graphics, and great work with the sound, reflection mechanic ideas, and level design!  I think with some balancing of difficulty, expanding on the aim/reflect idea with more powers, and tightening up the player movement just a tad, this could be a great game to revisit!

This was a nice one!  My only minor complaint jam-wise is the transparency in the attacking and death animations doesn't quite fit the jam conditions of 1 bit.

I loved how you pit the "rpg kill everyone/explore to get exp" against the need to rush the game due to the poison timer.  It was a great way to create a lot of tension and decision making with very little to work with.  I was sad it was over so soon because I wanted more, which is great!  Nice job! :)

This isn't a game on it's own.  It is an asset bundle for use in making your own games. :)  So for example if you have RPG maker or other tools such as Unity, you can import the graphics from this and make your game look awesome. :)

Hi again!  For you and anyone else looking for the original songs I used in the game, you can find them in Mark's 70 days project.  He has uploaded it to this google drive link:

The tracks for a "soundtrack for Drake" would be 6, 8, 45, 50, 64, 65, 67, and 70.  The rest also have some great little gems, though they are not all in chiptune style.  Enjoy!

Soundtrack of the jam, right here!

I can now prove I am only a tiny bit better at this task in virtual space then I am in real life.  After 5 attempts at the game I finally got 4 flips in before dropping it onto the floor.  Most of the time I just toss it off into the sunset around 2.  I need a lot of practice!

I wish there was sound effects for dropping it!  Even without that, I enjoyed my time attempting to master the controls!  Hard, but really great and smooth to play!

This was great!  I love the random dark humor, and also the lack of fail state so the focus remains on learning the subject.  Nice job!

Oh gosh, this was way more funny then I expected it to be!  Solid writing, great mix of random escalation and player choice.

I found the final step where we have to type our answers in to be a bit annoying, since it sends you to the start each time.  I think it would have been better if it just went back 1 step instead of starting all over.  Still funny though!

I didn't find this one very fun, but then again, I've never been a big fan of filling out government paperwork.  Perhaps that's the point.  

It's a hard topic to make fun, so I'm taking that into consideration.  It was certainly an interactive version of the steps needed.  I like that the interface basically walks you through the steps without much prompt or tutorial, nice job there!

It would have been nice to have a final screen showing the player's selections at the end after inputting everything.

You certainly managed to make a thing, however!  You should be proud to have met the deadline, and learned to use a new tool! :)