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proba esta ligazón para algúns artigos gratuítos

yup - typo

Unity can handle this font pretty well with its Test Mesh Pro feature - it wont blur / anti alias the font and the font will read clearly 

Some game IDEs convert  fonts to bitmap textures and these textures might have mipmap enabled by default. This causes the font to look blurry / anti aliased and lose it clarity. One needs to disable mipmap on that texture for the sharpest version of the font 

Once you are done make a playable demo of your game - head to the Retro Plaftormer Jame home page and hit the "Submit Your Project". Note:This link will only appear once the Jam has started. 
Hitting on that link will take you to a Submission prompt

Hit the "Upload game", and create your new project. More info on uploading your First Project


As for Game IDEs , here's a list of free and paid services, some easier than the other 

Godot Engine
Construct 3
Amazon Lumberyard
GameMaker Studio
RPG Maker
Isogenic Game Engine

Ah thanks for the detailed feedback. The images in the screenshot look anti-aliased. I've tested this in Unity and I'm certain these settings exist in Unreal too. 

- #1 The image looks crisp if the image compression is set to 'none'.  If there is a Resize Algorithm - set that too Bilinear or any thing lower for very clear art. If there is a Filter Mode - set that to 'Point' or 'No Filter'
Doing all these will make those images clean, and the UV lines will stick within it's defined area. 
- #2 I'll consider a second pass on the texture to make the pattern more repeatable for the water.
- #3 - refer 1 

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The FBX exported contain uvw coordinates and doesn't include the textures into file. Textures are imported separately, and have to be hooked up in the application / IDE. 
The FBX folder contains both PNG and TGA file for texture hookups.

Which IDE are you using for development? 

Thanks! I hope you find these very useful :) 

Thanks Raskev! 

I'd also recommend this thread with more responses

Ive been using GraphicsGale - a free pixel art program with quiet a few youtube tutorials available online. 

You can download it from here

Excellent update, ebuzzgames! The game feels more fun to play - Thanks for making such a fun little mini game
looking forward to your next one :) 

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Saw your post on r/itchio 

Here's a play-by-play of all the steps I did.      
When I hit 'Play' there was a wall of text. I didn't read though it because the game splash and this screen is designed to look so appealing that I though I'd jump into the game and figure it out. Big Mistake :)        
Once I hit the flashing right arrow, the in-game screen had quiet a bit of content to grok. The background text caught my eye, as I started reading though it I noticed the first emoji fall downwards. I was not sure if I had to do anything yet as I was still reading though the text. In a very short moment, a bunch of emojis started falling down. And before  I knew it - I hear the buzzing sound. The Emoji Life bar on the top right caught my attention and displayed one crossed out emoji. The screen cleared up for a brief second, before the second set of emojis filled the screen and I lost a second emoji life. The third try came and went really fast and and the 'High Score' screen took over.        
I hit the flashing 'replay' icon, hoping to read though the instructions this time around, but was directed back into the game.      
So here are my suggestions       
1) On the Launch Screen - you can change the text from 'Play' to 'Start'. I do love the flashing button because you have used that consistently though out all the screens and it is attention grabbing.         

2) Simplify some of the instructions - may be "Tap on these Bad Emojis" and show three of them below.       
"Let only the good emojis through" three examples below this line.
"Hit [Send]" after collecting emojis!".        
Add the "Play" button here so player knows that they are now going to start playing the game.    

3) Have a counter here so the Player can get ready. (3,2,1...)     
This will give them enough time to study the UI and figure out what's on the top right, and bottom of the screen.    

4) For the first x (where x is any number you decide) emojis appear at a slower interval, and move slowly towards the bottom of the screen.  

5) There should be sound auditory or visual feedback when you tap on a bad emoji and destroy the object. There should also be some auditory or visual feedback for all the good emojis that get collected in the message box.      

6) The first time you collect three good emojis, give the Player a little more time (either  increase the interval rate at which new emojis are created, or reduce the speed at which emojis fall)       

7) If you really want to teach the send mechanics, have three good emojis fall first, once the three emojis enter the message field, flash the 'Send' button so players figure out that mechanic. Then slowly generate a few good emojis and an occasional bad emoji for them to understand the mechanics a bit more.       

8) Id suggest moving the "Score" and emoji lives to the lower section of the screen so it does not create too much visual clutter towards the top of the screen where emojis populate at birth.       
Alternatively, you can use a opaque header behind the UI to visually separate the UI from the in-game emojis.      

9) When a bad emoji hits the message box - the message box has the X mark on it, and so does the life - both happen at the same time and both are attention grabbing. Which one do you want your player to focus on more?     Make sure that element is blinking only.        

10) Make it less punishing where the player does not lose all their good emojis collected in the message box. After all they are losing a life.    

11) I am not sure if there is a victory screen, but I did see the High Score screen a lot :P . I wish there was a button to the instructions here, just in case one needs a refresher.       

12) Credits screen has a lot of links - none of them clickable. I wonder if that is because of my adblocker plugin or it was not programmed to be clickable.  The Menu button is a bit buggy too. I had to refresh the game to get this playing again. 

Just make sure your project has is using these assets under the following License 

You are free to:

Adapt — remix, transform, and build upon the material

Under the following terms:

Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licencor endorses you or your use. 
Art by - Devil's Garage  ( and  Dan Huynh (

Non-Commercial — You may not use the material for commercial purposes.

Thank you for that excellent review! My friend who is Turkish had translated your video for me :)

Absolutely! Have fun! Post some updates here too - cheers

Thanks :D 

I've been following the dev blog and Im so excited to finally play this game - such a cute coming of age game. The story's a slice of life, and the art style, and the vfx, and music complement the entire experience.

I hope you make more visual novels! 

I've been following the dev blog and Im so excited to finally play this game - such a cute coming of age game. The story's a slice of life, and the art style, and the vfx, and music complement the entire experience.

I hope you make more visual novels! 

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2 days left! 

 I got the Dialog system working but the 9 sliced object does not behave like a regular object. Even Pinning that object does not work for strange reasons.

Pretty sure this has to do with pinning objects and Game Object Behavior.

On a completely different note - there's just a day or two more remaining on this gamejam and Im happy I got to learn how to even build a game in Construct 3. I appreciate all the help from the construct forums and the itch forums. I will continue working on this project and moved the dev blog over to 

So to reevaluate I am so happy I got to learn the following things 

  • Setting up a scene in C3
  • Create a fade element that fades over time 
  • Creating Player Controls for an asymmetric character 
  • Pinning shadows to moving objects
  • Creating collisions 
  • Importing video into a layout 
  • creating trigger conditions to hide unhide objects 
  • Animating a character's movement using *delta-time
  • Creating a functioning HUD
  • First lessons on optimization - learning to use Background tiles 
  • Creating objects with multiple animation cycles within them 
  • Battling Z Order monster and taming that beast 
  • Adding text to the game
  • Assigning special keystrokes to perform actions
  • Working with layer effects - adding a retro filter to the game 
  • Adding Lights 
  • Creating Save Points

Thanks for staying tuned and congrats to the folks who have finished their game! Hat's off to the organizers of this fun gamejam! If it weren't for you guys I would have not explored making solo games as an option - cheers! 

3 Days left

Flushed out some game assets so that the first room can be completed. 

Ah, looks like there was an error with the way the file was setup to download

Can you try and download it again - thanks 

That line art quality is sweet! Love the aesthetics 

4 Days left  
Update 1 

A day of rest 

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5 Days left  
Update 1 and Only 1 

It's been a very frustrating experience trying to tackle Z Order sorting in Construct 3. There are not too many tutorials that explain the logic behind how C3 handles this. One kind soul from the forums helped me with the code and I have a ton of appreciation for them sharing their code.  Read more about it and grab the source file from here
But my next steps are to get a good understanding behind the logic of Z Order / Families / and Instances. 

For now, here is the finished scene for today's update 

Wow, It's been a few days since I last checked on your project and boy! there's a ton of really good progress! 
Love all the visual updates and it's a treat reading though this dev blog 

That level 5 bug reminds me of this poem 

So good to know that you've finished so much in such a short time, Jatsu - Looking forward to playing your game :)

I am so new to programming that it is quiet a surprise to see how a player transitions from one screen to another - love all your animated gifs. I also appreciate the fact that your production art pipeline is so optimized - got my eye on this project once it's complete - cheers

Post some of your concept work here - I'm sure everyone would love to see dev work :) 

That quality! Now this is one polished game and every bit of it is such a treat 

I hope you keep developing your game even if the deadline comes and goes 

oh man, this game is evolving to look like a ton of fun! The environmental traps are 'Cool' ;) 
My big road block is 'programming' enemy types - really like how your environment and flying enemy behave 

Love this entire development blog you have going on here and Im excited to play your game! 

love these little characters! 

Thank you, my friend :) 

Day 6 and counting down. 
Update 1

I've hit a wall with Z Order sorting. Dang
From my finding - it is easy if the Layout has a player and one object to Z Order Sort 

When introducing a second object to Z Order sort - the game behaves strangely and only sorts one of the two objects 

To the interwebs! Hopefully I get an answer soon 

Thanks Jatsu :) 

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Day 7 and counting down. 
Update 3

Documenting some of the mistrials of learning Z Order Sorting in Construct3. In this case I have figured out rudimentary Z Order sorting between player and one object. The big challenge is applying Z Order sorting to an entire family of objects and building the events efficiently so that the game does not drop frame-rates 


Let’s consider three objects

  • Player 
  • A Door
  • A Blue Prop called RandomProp

For the first part of this exercise, lets focus on the player and the door. 
The player has been assigned some basic controllers. 
The Z Order Bar looks like this 

If you run the game now, the player will move behind the Door and RandomProp

Now we are going to do a conditional check.
Create a condition - where if the players pivot point.Y is greater than the door pivotpoint.Y -then resort the Z Order of the door and move it behind the player.

Quickly testing that condition we get the following results 

Ok, so it works. Initially the game checks the zorder for the three objects - the player is behind everything - so when the player moves it goes behind the door. 
Now when the player moves downwards, the player pivotpoint.Y is greater than the door’s pivotpoint.Y - so the system immediately sorts the player to the top. 
And when the player goes back to the top where it’s pivotpoint.Y is lesser than the door’s pivotpoint.Y - we have not assigned any condition so the player still stays Z Order sorted to the top and goes over the door. 

Let’s add another condition to instruct the system to check for Z Order sorting between Player and Door and display it correctly 

Small update to the event sheet. Instead of moving the Door in front or behind the Player, that has been changed to the Player now moves in front or behind the Door. I anticipate there will be many objects that have to perform the same function and this method already feels inefficient. 


When the condition exists for two objects - the system does not perform the expected behavior and the Door's sort does not work while the RandomProp's sort order works. 
I will need to research 'Sort Z Order' a bit more as the concept is new and a bit confusing 

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Wow, that's some solid development - I love that water effect you got going on there

What are you using to build this game? 

haha, true! so practical and efficient :) 
Love how the game is coming along 

That is exactly what I was searching for - how to make an object 'persistent' - thanks!