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A member registered Jul 04, 2016 · View creator page →

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Thanks for your thorough review, yet I think having only one energy stat is the point there, forcing the gamer to alternate between offensive and defensive play. It may not show at lower levels but it really makes sense on later levels where you have to slalom among blobs to allow your energy to go up. I'm all into making minimal games that allow various ways of playing.

Thanks Paul, I was indeed considering making this a full game, if I manage to keep it at a small scale :)

Thank you!

So glad you enjoyed the game, thank you!

Thank you so much! Yes, after many comments here it seems that along other improvements the post-jam version will most certainly benefit some music :D

Thank you a lot! Yes indeed I used some colors from Pico-8 extended palette. In case you're interested here it is:

poke(0x5f2e,1)--to keep palette.

Thank you! Yup time was missing here but post-jam version will have it :)

Thank you! Music alas had to be sacrificed on the altar of "not enough time" god.

Love everything in this game. Such a calm but complete experience. Now I can't have enough of your soundtrack, is there any way to download/buy/stream it?

The polish level here is crazy! I'm especially fond of the character 4x4 pixels animations <3. Oh and that brings back so many hours of World Class Leaderboard on Amiga :D

That was nice, perhaps a bit repetitive as stated before, but still enjoyable. I especially liked the contrast between pixel art and classical music. And in case you don't already know it you should also definitely check Prokofiev's own Romeo & Juliet :)

Yep totally meant that, I was almost ready to add an Amiga styled trainer to your game (from the BBS) for a personal version!

Thank you so much, I'm glad you liked the game and that someone beat the last level! Yes the lowrez means you can only see 8x8 tiles at once, I'm thinking about adding a mini-map in the post-jam version.

Thanks a lot, quite happy you enjoyed my game!

That was a fun game! I love the sounds and the background sfx, really creates a city menacing atmosphere. I must admit I cheated after my 4th play just to see the whole game and went crazy with my health and ammo :D but that still was a lot of fun!

Oh sure, this too! :D

Thanks a lot! You're right, I was planning to add some a soundtrack that was partway between ambiance and music, but well, I'm not highly efficient at handling time in game jams :D

Thank you, I'm really glad you enjoyed the game, it was so fun to make I'm not even stoping working on it!

Ow yeah that level seems to quickly fill wity poor lost souls, something I'll definitely fix on post-jam version. I'm really happy you found joy in haunting the place though, thank you!

Thank you, really glad you liked my little red guy adventures :)

Thank you so much! You mean the Amiga Batman game from Ocean? Because on afterthought yeah it has that Axis Chemicals level vibe, nice catch!

Thanks Paul, so glad you liked it! And found a way for the player to be stuck, totally didn't think about this.

Yes it seems the game's a bit more difficult than I thought, perhaps you missed the ivy being climbable or the pit is a bit uneasy to climb? I'm happy you liked it in spite of this, thank you!

Thanks Johan, yes there are many items in this level, with 2 more at pit bottom and 2 other ones after you manage to exit that pit. I'm glad you enjoyed the game anyway :)

Thanks Ellie, would love to add a lot more levels and sounds :) in the future!

Thanks for the kind words, Daxid, I'm glad you liked the game!

Thanks for your comment, you're right about the sound, looks like this is what ends being out of all my jam games because of time :D.  It also definitely lacks more levels. Glad you enjoyed the game in spite of this.

Thanks for the kind words! I'd definitely like to add more levels and bring back a mechanic I had to drop for the jam.

Thanks, glad you enjoyed the game! The final stage also took me a while to create :)

Just a reminder that WASD excludes countries that adopted other layouts (like AZERTY in France, Belgium). Sure QWERTY is the most used layout, but please allow other layouts to play by switching WASD to ESDF or, even better, add an option to redefine keys (which imo is part of the polish ;)

If you want a ratio limitation, there's already one since the 240×135 resolution is required, so your game must fit a 16/9 ratio. If you'd like a file size limitation, there's the annual js13k jam where you have to create a JS game in 13 Kb or less:

Looks like the keys you choose don't really matter, as long as you stick with the "only 7 buttons" required rule. IMO if you use other buttons than Alt or Backspace you'll be fine.

Done ;) (I hope)

Super impressive! I tried years ago to also make a Space Invaders for the TweetTweetJam with far less success, where here the game looks like the original up to the invaders going faster as there's less of them. Great work!

Erh... well, yes. Typical from (my) jam games with so little time to test :D. Thanks for the vid! And indeed it's a game I'd really like to go back to and make a better version.

Hi Fred, thanks for your reply, alas pressing ESC does not work, nor the Win key or any other. I forgot to precise this concerns the desktop version in a window (not fullscreen) on Win 7 64 bits. Poom app traps the mouse as soon as the pointer flies over its window, no click is needed, even if this window isn't focused. Focusing another window has no effect either (except if this other window covers Poom window). I also tried flying a bit over the unfocused Poom windows, get outside it and click anywhere on Windows desktop, in case it was just the pointer that got hidden, but no, the mouse is indeed trapped in Poom once the pointer hovers its window. I finally found 2 ways to untrap the mouse though, maybe you'd want to share them:
- press Alt+Tab and release Tab key (keeping Alt pressed), it brings the mouse pointer back, just move it outside the Poom window to keep it back.
- launch Poom so that its windows is over another app's larger window. To get the mouse pointer back, just Alt+Tab to switch to this other app.
So the Pico-8 mouse trap trick works well and thanks for that, as it gives Poom the FPS experience we all want, but it works a bit too well :). IMO the untrap should be made easier for the user, by, say, releasing the pointer as soon as the game is unfocused (alt+tab, win key...) and should trap the mouse only when clicking on it (the "back to game" click being ignored by the game itself). This is more a Pico-8 than a Poom issue, maybe it's something you'd like to report to Zep ;)

This game is a total blast and the reason I'm now playing Quake AGAIN (yeah I know Doom was the main inspiration but well) along with Poom and offered you 2 beers ;). Only complain though, the mouse is trapped as long as the game is running: can't use Chrome or any other program on Windows unless I quit Poom to get the pointer back. Nope, Alt+Tab does not work :). Is there a way to untrap the mouse in-game, like in most emulators, or to add this option? By pressing a key maybe, or unfocussing the game, or when Pico-8 regular menu appears (with 2x ESC or ENTER)?

Remember you sometimes have to pick floor tiles to drop them on another place, just like the 1st level. In fact I'll get rid of this on future versions because it's a useless complication to the game, but anyway, here's the solution:

Fantastic game! Finished it many times (my tip: keep pressing the shoot button), and I love the music too, playing it at times on my synths. Glad you posted it on, now I can buy it ;)

I can't see any Requirements section, here's how this page looks like to me (there's nothing more after the comments section): 

Btw I had a refund so don't worry about that.