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A member registered May 05, 2015 · View creator page →

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I had the same change of relationship to the dog when I was developing this. Thank you for playing!

Thank you for playing!

Thank mew for playing!

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I like the concept! It took me a few runs to work up the will to kill the shopkeeper, even after I'd already bought the pistol. He's just such a sweetheart!

Movement feels good and the art is easy on the eyes. The core loop feels grindy, though, especially if you want to get all the upgrades. I did, and it took me about 20 minutes to get to the end, with my best run being 43 collected coins. Maybe my route was just really inefficient? I probably could have gotten through it in half the time if I hadn't bought all those upgrades, which feels counterintuitive to me.

Anyway, nice work! If you ever do a Shopkeeper dating sim spin-off, I'll be here for it.

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Cute art and super chill music. Vers's design is so adorable, too! That kobold and its cave creep me out, though.

This runs fine on macOS using Wine, by the way.

Stylish! Great name, too. Are there multiple endings?

Great concept! Reminds me of bullet time action sequences, but I love the very different theme you went with. Nice music and sound effects too, and the scarecrow model is cute.

It's kinda tough but definitely playable, and I managed a good stretch of sustained dodging at one point. This might work even better as a VR game? I've never actually used VR, but I imagine it'd be easier to judge the crows' trajectories with depth perception.

Nice work! God, I love that music.

This is so evocative, I love it! It brought back childhood feelings of trying to break out into the wider world that I was convinced had to lie outside of the levels' boundaries.

The ending screen put a smile on my face, too. Thank you for making this. I hope you'll make more games in the future.

Wow, moving around in this game feels great! Good level design, too. I felt very clever when I found those last few parts. This is a lovely, snack-sized treat.

Aww, I can relate. Thank you for playing!

Thank you so much! That’s a good idea, I might do it if I feel like tinkering with the game some more.

That’s exactly what it’s meant to do!

To be honest, I struggled quite a bit to come up with stuff to do, but once I got the mud working I felt like there was something there. Thank you for playing.

Sounds like you did the 100% run! Thanks for playing.

Cute little game! I liked the rapid-fire iteration though all the different mechanics, and I'd definitely play a version that explored them more.

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This feels so polished! The particle effects you and your bullets leave, your buddy who picks up fruit for you, and especially that aim indicator at the top of the screen are all such lovely, thoughtful touches. The menu is also a great little introduction to the controls.

It's kinda hard, but I didn't find it frustrating. My (low?) high score is 30.

I liked this a lot, and it's really impressive as a first game. I hope to see more of your games in the future!

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Fantastic sound design! Inititally I was a bit put off by the contrast between the beautifully stylized fox and the very rudimentary level geometry, but once I got to the cave I understood what you were going for, and I think it works great.

That said, I didn't finish it. The bottomless pits just got too frustrating for me, and I stopped playing after I drowned for the first time. I assumed I could swim but spotted the moving platform just after I died. It would have helped to have been introduced to moving geometry a little bit earlier. I also found a secret earlier in the game, but mostly by accident, and I wouldn't go out of my way to look for more. The fear of getting sent back to the start is too strong.

Still, this is lovely! I'm gonna be thinking about that cave for a while, it really left an impression on me.

Took me a few attempts to get it, but once it clicked I liked it  a lot! Not like anything I've ever played before, though it did remind me of Kuru Kuru Kururin a bit. I kinda like your take on it better, though.

So pretty! Did you make the CRT effect yourself? It goes great with the pixel art. I also liked the varied music, but I found the controls to be a little bit stiff. That could be because I played it on a laptop keyboard, though. Still a lot of fun! My high score is a pitiful 208.

This runs fine on macOS! I think, anyway. I don't know what SONIC.EXE is, so I didn't really get it and it's possible something broke without my noticing.

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This turned out to be kind of a long one, but here's what made Undies stand out to me, as well as my thoughts on it:

  • It's about capable, confident adult women. I like anime tropes as much as the next person, but it's nice to see a yuri game that isn't about high schoolers.
  • It's genuinely funny! I think Fire winking back at Water during her intro was the moment the game hooked me.
  • While it's obviously very early in development, it feels like a vertical slice of a complete idea. The crafting system and the way chapters are tagged do a good job of hinting at what the full game would look like.
  • I like your writing! This is a personal thing, but it's also a big deal. There's lots of things on here that tick two of the Yuri, Systems-Heavy, and Enjoyable Writing boxes, but not many others that tick all three. It also helps that there's fucking in it.

Altogether, I'm kind of reminded of the first game in the Hyperdimension Neptunia series. I sank hundreds of hours into that game's combat because I felt attached to the girls, and because it was a fun system on top of that. If you haven't played that game, you might enjoy it! I'd recommend skipping the sequels, though.

The combat and crafting in Undies seemed overwhelming at first, but I ended up spending a couple hours with them and enjoying them a bunch. Fights feel quick and lethal, which can be frustrating (it's so easy to die even on the first adventure map!) but also encourages thinking about party composition and equipment. For example, I've found that I like Water as a Conjurer with a lot of agility--getting to cast Wide Barrier right away often lets the team tank a hit that would usually kill at least one of them. One extra turn of damage dealing is frequently the difference between defeat and victory.

The gambling gets kind of frustrating, though, especially as you can only cash in one gem at a time. Maybe some sort of... cleavage funnel would help? More generally, balance and progression feel all kinds of off right now, but I think that's to be expected in such an early build.

The lack of a mana resource also makes some skills feel kind of useless--why ever cast single-target spells if the multi-target version deals just as much damage? Why ever cast Shallow Grave again once I have Shallow Grave 2?

Your take on the exposure mechanic is novel. I'll admit that I didn't engage with it a whole lot even as I kept getting my ass kicked by Halberdiers, but I still have some thoughts on it. I've seen superficially similar implementations in other games, but usually only as a means of titillation, or as a straight buff or debuff, applied the same way to all characters. That sort of thing works for a while, but I find that I either become numb to it (regarding titillation) or that it just becomes another constant in my mental combat math.

Tying the effects to a character's skills, like in Undies, has a few neat effects:

  • I start thinking about my characters' states of undress individually. For instance, if I'm in a group fight, I'd like Earth to be in her drawers to get access to Earthquake, but I'd prefer for Water to stay fully dressed so she can cast Wide Barrier.
  • The same applies to my enemies as well, with an added element of mystery. I enjoy games that involve scouting out strengths and weaknesses, and how different enemies react to different treatments.
  • It's fun to read into the specific available skills and let that contribute to my idea of the characters' personalities.

If you'd like to talk more without filling up your comments section, let me know and I'll add you on Discord!

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Generally speaking, I'm always interested in more stories about women and their relationships, erotic or not!

Your erotica is great, but I actually found Dream Archive through playing Undies, and Wind's scenes with Willow were just as enjoyable as Fire's sexytimes. Even the weird Harvester reference section was fun! (... what's up with that?)

I think having the whole of Rescuer (if that's still the larger story's title?) in the Archive would be a treat! Good erotic scenes are even better when embedded in a larger context to give them more meaning, or at least that's how I like my porn. It also sounds like a lot of overhead per chapter for you, though, especially if you were to add more interactive elements even in non-erotic scenes. I'd be happy if you published it somewhere, anyway—I want to read it!

I'm also definitely down for more short, erotic stories where I get to be a creepy, touchy-feely ghost, too. Naturally.

What I'm saying is that I'd be happy to see you take this in any direction you feel is right! That's not very helpful, sorry. Playing Undies after trudging through a lot of the other yuri-themed games on this platform was such a pleasant surprise, and it was sad to see that your games seemingly didn't find an audience when you posted them. I'd just really like to see more of your work.

I like your erotica a lot, and this feels like a lovely vessel for it.

I'm a sucker for any kind of frame story involving a magical library, and  what you do with it is super fun. Allowing the player to, ahem, inspect things in the contained story is surprisingly hot, and I'd love to see more of it.