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A member registered Apr 23, 2017 · View creator page →

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I originally wanted it to be a heist-game, where one side would try to guard a treasure, while the other tries to steal it
There could've been moving blocks and plattforms, maybe turrets.

Thanks for playing it! <3

cool game. I like taking scrabbling words as a base mechanic. The baba is you inspiration is very on the nose - but it suits the style well. Music is well executed but gets pretty repetitive after a while.

UX lacks a bit of response to player interaction - but the game as a whole is pretty neat. :)

(3 edits)

I didn't intend to. There's really nothing special going on here and when I update the game, I'd like to have the option to use some of the commercial plugins I bought.

Is there something in particular you're curious about?

Edit: scrolled through some of your posts - you seem generally interested in modding games on the plattform. If you have ideas for where you would take all strings attached, we could have a chat over discord or sth.

You can use 3D cubes and just give them 2DBoxCollider - pretty straight forward. :)

ah yes, that was actually something I had planned for a level, but ran out of time for doing so during the jam. I'll think of something. Thanks for the response. :)


Hey, amazing to hear. 

Honestly it's one of my experiments I like the most. But I think for even an hour of playtime, I'd need to come up with more mechanics. I feel like even at the end of the current game the gameplay is probably on the verge of getting stale for most people.

Also I can't write stories for the life of me. So I really wouldn't know where to take this narratively. haha

Nope. Would make it, if it'd interest you enough to give the game a try. :)

I imagine you're asking about the rope-mechanic?

It's actually fairly simple, the hook has a statemachine which tells when to pull the player and the pullcode is super basic: 

case State.Hooked:
                if (connectedBody)
                    var targetVelocity = (rb2D.position - (Vector2)aimPoint.position);
                    if (targetVelocity.sqrMagnitude > 1f) targetVelocity = targetVelocity.normalized;
                    connectedBody.velocity = targetVelocity * pull;
                //pulling player


connectedBody is the rigidbody of the player character, rb2D is the rigidbody of the hook and aimPoint is the transform from which the hook got shot.

The players velocity is getting set directly, because just adding force is super wonky in Unitys 2D physics.

ah no, I don't know give up robot sadly. Controls are mostly inspired by Worms Armageddons rope slinging. :D

Thank you very much for giving the game a shot!

Sorry about the audio, honestly this jam was the kind where just everything went wrong and I ended up running out of time for most things and it ended up more like a techdemo than a game.

Interesting. Did you play the downloadable Postjam version of the game or the web-version?

I did experiment with faster connectors & aimlines in the postjam version - if you haven't tried that - I'd be interested if you feel like it's an improvement or not. 

In terms of tutorialisation - would you have prefered a textprompt which say something along the lines of "Click your left mouse button to disconnect connector lines!" ? I thought it was quite clever to have the second obstacle requiring the use of that mechanic - but maybe it was too subtle/ forgettable?

Hey, I took part in the gamejam portion of the event and was wondering if there was still a possibility to register as a streamer. If I manage to magically find good internet by the weekend, I'd like to bolster the ranks.

Maybe I missed information about it, but I couldn't find anything about a registration deadline easily. 


wow, that's really cool to hear. Thank you so much.

Hey there, the numbers show the health cost for picking up the item.

Hey! Glad you enjoyed the game. Very nice of you to comment. :)


Oh, you're too kind. <3

@Regiux thanks man! Honestly I'm overwhelmed that people figure my little postjam ludum dare game is worth any of their money right now, while I didnt even expect any interest. I mostly fiddled with the results of the jam to have something to play with friends when they come over.

But I'm sure to update the itch page with any change I make to the game. Thanks for the feedback - I'll look into further optimization. Got some diverse tips on ends I can tinker on by now. :)