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A member registered Apr 07, 2015 · View creator page →

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Thanks very much! And yes, the blue objects (projectiles/beams) are ones that do damage.

Thank you! I'm glad you enjoyed it!

Thanks so much! I'm glad you enjoyed it!

Thanks very much!  I'm glad you enjoyed it!

Elite enemies have a variant of the normal enemy behavior or attack.  They're all a bit different and - I think - a bit harder, but that depends on the player I think!

As far as an in-game enemy guide/log book, I'd have to think about that, since it's a lot of information that I'd want to be presentable and not too cluttered.  But I will look into something along those lines!

Thanks, I appreciate it!

Thanks!  The original game was made in HTML5, using custom Javascript.

Thank you!

Thanks so much!  I appreciate the feedback as well - though while I agree that it would definitely be welcoming, there is a reason (no spoilers!) for it to be as low as it is :)

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I have just completed "Salvagette", which is an updated and enhanced version of the game "Salvage" that I released a couple years ago.  It is a turn-based bullet-hell shooter, where time moves when you do.

The original game was coded from scratch in Javascript, and was not the most reliable experience (especially when it got busy)!  For the new version, I rebuilt it in Godot, which also allowed me to create versions for PC and Mobile.

While I was there, though, I decided to add some new features - new enemies, upgrades, the ability to "replay" games in real-time, game stats, and more music.

I hope you enjoy it!  Let me know, of course, if there are any problems!

It should be fixed! Let me know if you run into any other problems

Glad you've been enjoying it!  I'll try to fix that as soon as possible - just to check, what platform are you on?

Hey everyone!

I just released a little game called Arachnowopunk - a hybrid of infinite-runner and metroidvania.  There is a free html5 demo if you want to check it out - I greatly appreciate any feedback or comments you care to give!

Just released a small update to fix some sound balance issues, and to fix the game locking up if you don't have cookies/localstorage enabled.

That is not a bad idea at all!  I think for an updated version I would want to make the game more strategic where possible, so enemies with more varied move-sets would definitely be a part of that.

I may try to do some bug fixes soon, but if/when I have anything more concrete I would definitely appreciate your help!

Oh, it looks like you are right! It has to do with the game having permission to save in the browser memory.  I will look into fixing it - sorry about that!

Thanks so much! I'm glad you like it!

Oh thanks!  I don't have any specific plans at the moment, but are definitely improvements or additions I would like to make when I get the chance.

Interesting!  I hadn't known about most of those - the last one is particularly worrisome (it isn't suppose to happen!)

The one thing that is at least intended is that the bullets aren't damaging for a narrow window after they are created - I wanted to make it so you wouldn't get hit by a bullet that was too close to see or respond to.  But that 'activation' window might need some tweaking.

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That would be great! I almost certainly (havent) discovered every problem myself

Wow, that's amazing!  It looks pretty well figured out!

I do have a number of fixes and small improvements that I've been meaning to do, but I have not been able to get around to them yet.  Hopefully later this summer!

Hi there,

Thanks to everyone who has been playing and commenting and everything!  

Quick update: Keyboard controls were broken today, but they should be working now (arrow keys to move).  Sorry for the inconvenience!

It's a little game, partly inspired by "SuperHot", I suppose.  You can play it here:

(Arrow keys or click to move, if on mobile swipe in the desired direction)

I have an almost-complete HTML5 game called "The Jersey Shuffle" that I would love some feedback on!

The gameplay is very basic, but what I am most curious is how well the controls/difficulty actually work. I have been working on it (and playing it) quite a bit, so I have lost my frame of reference for that sort of thing. So that's my main question:

1. Is it too hard/too easy?
2. Are the controls responsive/intuitive enough?
3. Does it get frustrating/repetitive due to the simplicity of the game?


Thanks everyone!

I made a little game about ships!

Feedback and comments are of course appreciated!