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Cosmic Misfit Drew

A member registered Aug 27, 2014 · View creator page →

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Whoa!!!! I'm so excited to try this. You may have solved a very common problem for me. Setup sounds challenging for a n00b, but could be very worth it.

What an honor! haha Thank you for the immortalization and also the brutal move space. I really like figuring out all the unexpected abilities for each piece. It is painful, to be honest, to have one of my precious pieces captured and gone, though. But it's also fun to play. Nice work. (Also, hi, Dan, if you're reading this.)

What an honor! haha Thank you for the immortalization and also the brutal move space. I really like figuring out all the unexpected abilities for each piece. It is painful, to be honest, to have one of my precious pieces captured and gone, though. But it's also fun to play. Nice work. (Also, hi, Dan, if you're reading this.)

Thank you so much! That cat and mouse experience is one of my favorite aspects of the game. And I, too, could see this getting some refinement and a little expansion and possibly become a much more engaging experience. I think I'll consider it for a future full game. Not sure yet if I'll update it, but there's a chance it could get a sequel or spin off project down the road after my next 30 day prototype. Thanks for the encouragement. (:

This is a standard US QWERTY keyboard. Nothing odd with the hardware. ASUS brand. Came with the desktop. If I press Z the claw on the left of the screen activates. If I press X it also activates the same claw. .........NOOO!!!! WAIT! I'm wrong. I was pressing Z/C for the left and it turns out that X (as advertised) and V handle the right claw. *derp* I made this mistake because my keys are rubbed blank from use and I had a mental moment of confusion. The bug is me. Plus I didn't expect the C to function. We good now. Carry on.

haha Nice. It's cute. Love the music. Z/X seem to both snap the crab's right claw, no way to snap the left one. Otherwise, it's cool. I snapped 16 apples.

You're not the first to mention it. The first thing I tried was relative directions so that either left or right (or up/down) would send you full circle. The problem is when you're making fast decisions and need to nudge left so you press left which then sends you right while on the ceiling. I found it confusing. Unfortunately, the current scheme is also confusing. It's a trade off. If I were to update the game, I'd offer both control schemes, but I'm not sure which would be the default since there are problems with both configurations. The game really needs a dial input instead of a directional input.

WASD/Arrows are mapped to cardinal directions. Want to go more left, press left. Want to go more up, press up. To get to the top, you have to press up or W. So it's working as intended. Another option, however, is mouse or gamepad. Those might be more intuitive for you.

Dear Leaf & Company,

I've prepared my game to share with early testers, but not ready to hit Publish, so I've set it to Restricted. I love that I can offer a password to access the download page. More recently, I've enjoyed testing how download keys work.

Unfortunately, download keys don't take people to the game's main page, it goes to a download only page I have no control over.

What bugs me, though, is that the link to the Game's Page on that key landing page does not give access to the game's page. It only gives them a chance to enter the password. Why would I want to hide the page for those with a key? Is there a way to offer automatic access to the game's page via a password bypass setting on a key? Can the page be set up to allow anyone with a key access to it without a password?

The documentation reads in such a way that I would think a key supersedes all Restricted requirements: "People who already have access for another reason do not need to enter a password." (from

  • Is it intended to work this way?
  • Could documentation be clarified?
  • What are the chances of altering this behavior?

Thank you for your time and attention,

— Drew

haha no, the game is a complete experience, just like it was the first time. i think you've overlooked something. it is a prison and you can try to escape. the game plays from beginning to end.

very glad the sound and picture is better now! thanks for letting me know. if you spend more time with it, i'd love to know how far you can get.

i really appreciate you testing it twice now. (:

just made a significant update to Abyss! you can read about it and if you try it again, please let me know how it is

update to Abyss! you can read about it and if you try it again, please let me know how it is

I like the dev log system, but am surprised there is only Published and Draft. Game pages offer a Restricted mode that lets you share your page with a friend before taking it public. This would be helpful for dev logs to allow someone to proof your post before hitting publish.

Case in point, I am about to update a game and I have drafted a dev log to go with it. Before I update the game or publish the dev log, I'd like a friend to look over it to check my work. He can't access it because it is a draft. If I publish it, anyone who has access to my already published game will see a dev log about an update that has not yet been uploaded.

Have I overlooked an obvious feature? If not, I think duplicating the Restricted mode from game pages would be perfect, including an option to set a password for the post.

(Is this an Idea or a Suggestion? Flipping a coin.)

love the dev log feature, but how do i share a draft with a friend to proof the post before publishing? i'm surprised it doesn't have a restricted visibility option like the game pages do. have i overlooked an obvious way to do this?

thanks so much for booting it up! sad that you missed most of the game. you seemed to overlook ***PUZZLE SPOILERS*** that you can walk up the stone ramp and that you can push a button to operate the gates. and i'd love to improve it to avoid that: what do you think made it tough to realize that there was more to the game?

thanks so much for playing! left you comments and questions on your video

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lol DANG IT i died... this game is awesome! i discovered it because of this video: and immediately wanted to play for myself just a few minutes into watching so it wouldn't be spoiled.

i love the challenge of holding lots of information in my head at once and attempting to get everything exactly right. the laboratory feels really cool like crazy things can be done in there.

while i did read about Corruption and i kept the room lit, i never noticed any "masks" and eventually the room started going nuts and went dark and, well, ya know...

it wasn't clear to me why i failed, because i was operating experiments correctly, although my first creation was the opposite of what i needed and wasn't sure how to get rid of it, so i placed it on a shelf and was in the middle of the it correctly. lights were kept going for the most part pretty well.

anyway, GREAT concept, but the controls are a touch awkward and get in the way... i instantly remapped to WASD (thank you for allowing that) and the forward/backward/look-up/look-down, while very cool, was way too extreme, but maybe it was the mouse look was too sensitive

if you are interested in improving the mouse controls, i'll be thrilled to play the game more and give further feedback. love the experience, will tell my horror loving friends.

also, good final moment, i jumped and then laughed. ace.

yes! getting caught up with old prototypes, was working as fast as i could

i agree about the marble control, it's awful, but this was one of my first physics based experiments and i didn't know what i was doing (still don't technically), but that would be top of the list of things to improve

thanks for trying it out, i made this in a single day and still enjoy picking it up on rare occasions

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first, watch me play: 

it's really good! i'm impressed knowing that you're just learning all this!

  • the most impressive feature is wall jumping, i definitely didn't expect that
  • physics puzzling was a nice idea, def worth testing and it made sense (a classic push and jump puzzle, nice choice)
  • i like collecting stuff, so big gold cubes was a great idea
  • the game is a very good shortness for a first game
  • winning was obvious, big points for clear feedback!
  • i'm further impressed i couldn't jump off the edge, you wizard
  • art looks good, too, btw, you focused on the character which is seen the whole time and that i am expected to relate to and want to help/become, plus the platforms and pickups were as complicated as they needed to be

some other notes or suggestions (feel free to ignore all):

  • obviously, clean up the download to only have one exe and no project files or other extras that are easy to avoid with some planning and trial/error
  • my gamepad's joystick input worked for movement, just add a jump button and this game will be perfect for gamepad and make wall jumping tons easier!
  • toss the status of this project to prototype and update it periodically with more polish and maybe more content, but polish > content much of the time
  • the most important missing polish is sound effects, everything should have one, especially every player action or interaction
  • make more games and share them (:

great work!

this is such a magical experience! i was tense but enchanted as i wandered the eerie and beautiful world and discovered its creatures and artifacts... i got sucked in, played as far as possible, now i wish there was more... very nicely done! huge fan of this! such a sense of huge ancient wonder and little charming characters

wow! this is gorgeous! fun to fly! esp through clouds ((:

hey not bad! i didn't realize the goal of the game until i got the game over screen, so now i might be up for playing again once i'm in the mood again to click a bunch, but i really love traveling and taking part in the economy across these worlds, the risk of trying things for random fail/win scenarios was exciting and tense, although felt a bit too random to be worth risks at times, but overall i can say i enjoyed this and i think some refinement would go a long way... would be happy to offer further feedback if you thought it helpful, thanks for sharing this! (:

aha! mud tiles now make sense, i just didn't get to enjoy their behavior. and yeah bombs def confused me, but i didn't worry about it since it didn't make me lose. basically, if i can still play and win and feel the game is not being unfair, i'm happy, so flaws and flukes like that are easy to forgive. thanks for splaining!

i will look forward to future updates so i can try out the other cool stuff. (:

hey! seems like a good start! (: played it until it dropped me to desktop, so i think i'm a winner winner... obviously a win screen would clarify, or at least a drop to title

controls seemed fine, though we need gamepad STAT! cuz i love me some gamepad, but plays fine on keyboard

i do like the use of the space key, felt intuitive and comfortable from WASD, but my silly brain didn't realize i needed another key at first, i think i would pickup 1 water and walk over 1 fire tile... the fire hose action wasn't obvious, but it is cool as it did more than i expected...

also i'm unclear how many units of water i pick up, the ability to put out fires lasted much longer than i expected, i thought picking up 1 water would be good for one chance at putting out one fire or at least one line of fires with the fire hose... if water is ammo, i guess i would like an ammo counter

i was confused by the cracked mud tiles, they added nice visual variety but i expected them to do something different from the green grass tiles, however, i never noticed anything... similarly, i picked up bombs but never tried them, so no idea about that

to get really petty, the third level or so seemed pointless, but maybe it was the mud tiles had a hidden purpose and i simply never experienced it

overall, game was cool! no wait, add sound effects! omg, it's such a silent game, but even if you don't add music (which i know you will, and i agree) the sound effects will instantly juice the game

hope this is helpful! keep it up, you're doing good work!

cute dog game... i was confused about movement at first, but quickly caught on... used a gamepad, too, but had to use dpad cuz joystick was def not mapped in a way that made sense to me... overall played pretty well and the scrunchy face pose when he bumps is adorable... love the glowing hearts, of course, and also thought the falling snow effect was nice, including at the exit to the dungeon, nice touch! very nicely done!

i think the pending solution is what i'm looking for since i have a password protected game and i want to share only a single password with a single small closed group of testers, so is there any news on that front?

aha! thanks so much, i do see it now that i've uploaded


Was just filling out the form for a new game I'm about to publish, but was surprised I couldn't find the Install Instructions field. When I look at my previously uploaded games, I see this field just under the Custom Noun field toward the bottom of the form.

  1. Is this field no longer supported going forward?
  2. Where would I find out when changes are made to creator forms?

Thank you,
— Drew

wow! that works perfectly for me! and i hear it's going to become part of the website eventually, so i'm stoked for that.

thank you so much! you guys are superb wizards! (:

hi! i really enjoy the itch client, but would love it if i could more easily switch to it from the website.

what i mean is i often stumble across a new game because someone shares a link to a game's page on itch, which when clicked simply launches a web browser tab to show me the game on your website directly. i'd much rather see it in the client because i'd rather install it in the client to take advantage of automatic downloads, etc.

i've seen both desktop and mobile apps play nicely with their related websites, like discord and spotify/soundcloud. if you open one of their URL's on your desktop or mobile device, they provide an easy way to launch the respective app and take you directly to the thing you were looking for based on the URL.

i definitely don't understand the technology behind all this, so maybe there's a technical reason you don't do this already, but i do want to put in my request for such a feature as it'd help me use your client much more often.

thanks for your time!

- Drew

i do not have Avast. i did disable AVG antivirus but there was no improvement. so you know, i'm running Win7 64. i did also try to disable my windows firewall, even though it hadn't notified me that it was blocking your app. still no fix found.

to recap: the splash shows for a moment and then the screen goes black and i can see that an app named 88032.exe is running in the background... it doesn't seem to be frozen as it doesn't show Not Responding. my mouse cursor over the black screen app shows the blue wheel of infinite waiting, so i guess it's doing something.

yay! what'd i win? (%

omg! so good!!!! i'm not even sure what's happening the entire time, but placing blocks (and invisible blocks especially) is really fun! i didn't go very far, but i felt like i was hacking the matrix in that initial area when i decided to get creative... is this normal?? ((:

btw, LOVE the music!

killer box art design! (: also game has some rad style, based on the screenshots...

unfortunately, i only got as far as a small splash image and then a black screen... had to force close the app, it never seemed to load or run properly, but keep me posted if something changes cuz i'd still like to play it!

thanks for the reply!

i'm still confused, because on the Edit Game page, i don't see the word "demo" anywhere. i don't see a checkbox labeled "This is a demo" or an option for "This file is a demo and can be downloaded for free". has this feature changed since you posted this info?

as a result, i'm still having trouble, although the solution might be right in front of me simply labeled differently.

question about the demo feature:

if i already have a game with a downloadable file, how do i set it to be the free demo and switch the game over to paid along with the upload of a new download file for the full version of the game?

was this replaced by the "set a different price for this file" feature? do i simply set the demo price to zero?

also somewhat related, is there an option for a maximum price so people don't feel pressure to tip me?

Thanks for the quick response, but I believe we've had a miscommunication. It's very clear that you will never support RAR and I think that makes sense. That's not at all what I'm asking about. The problem I'm experiencing is the Itch App is hounding me every few minutes if a game I have subscribed to is packaged up by its developer in RAR format. It's popping up the same error on my screen every five minutes or so, interrupting my work and my twitch stream.

In other words, this is a request for you to disable this error message within the Itch App. Please. I see no reason to punish all users. Why not just prevent the RAR packaged game from operating and mark it with an icon or a link to more info? This is simply a complaint about repetitive pop up errors in the Itch App.

I keep getting an Itch App error warning me that one of the games in my collection by another developer is using RAR. Am I going to be hounded by this error every few minutes until the developer changes their packaging format? I'd rather the Itch App simply warn me when I try to install or update the game but not automatically...(just popped up the error again)...every few minutes.