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A member registered Dec 15, 2015 · View creator page →

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There's so much I want to fix with how the runes work. Make them stand out from each other, both visually and mechanically. How they combine with rune words and find some subtle way to give hints to players about rune words. +add different environments and enemy interactions. I would still like to improve it someday, but yeah, the core system required more refinement then what I initially expected.

Silent Space

I use a xbox 360 controller

Jump - A

Dash - X

Grab wall - RB

If I remember correctly this is what it also was like in Celeste I think its ok with jump and dash on keyboard, but when you also need to press an extra button, and hold it, that gets extra complicated on keyboard imho.

I think a alternative keyboard mapping could be based on FPS controls, like Move - WASD, Jump - Space, Dash - Shift, Grab - Ctrl. Or grab on shift and dash on ctrl or right click.

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Damn, you scared me! Very well set up with the suspicious sound in the background and the keycard disappearing, and then the jumpscare. I had to run back to the beginning area, and tbh turned off the game, I didn't want to go back that way :)

Small details: I miss a sound effect when picking up keycards. It was unclear which doors gets unlocked by which keycard. One idea could be to change the light on the door to the card colors. 

The graphics are of high quality, and I like the detail that there’s a light glow around the player character when you are in a very dark area.

It works now!

The elevator in the beginning caught me by surprise. The music really sets it up to be a chill platformer.

I think the platforming worked well, it feels very celest-like. Also pretty dense levels with different enemies, not too much reuse. Although I think the game needs controller support, I remapped it with joy2key.

The puzzles are ok, but it feels a little strange in-universe that the player stops in front of a bookshelf and re-arranges books in an arbitrary order!

The pixel art is well made and the ending was unsettling, although not horror levels of unsettling (tbh I’m starting to get quite nostalgic over schoolwork, even with the bad parts :) ).

In the itch client the game downloads and it takes a few minutes to download. When it was done I get a "install" option instead of "lanuch" and then it starts to download it again, same thing when it's done. I went and looked at the files and the folders were empty.

  • Nice art style and vibes with the glowing lights, background ambience 
  • I like how you activate low gravity and backtrack through the same earlier parts which are now different.
  • I didn’t expect to crouch on C (ctrl is commonly used)
  • I didn’t progress past the vent in the second level, it looked like a doorstep I couldn’t jump over. The game was interesting and I would have played further if I knew how to.
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I tried downloading this both in the itch launcher and from the website and there's something wrong with the files.

  • I like the setup, you in space, trying to answer a question that seems trivial by an alien but information that isn't used very often, and easily forgotten. And the breathing background noise!
  • Also the way the planets line up from the back makes it tricky to just try around.
  • I did complete it (after cheating and googling it) but nothing happened.
  • Interesting mechanic to hide in bushes. And run from enemies, although he’s fast so I never managed to run very far
  • I like how the dialogue text shows up onscreen but you can still walk around while reading it.
  • I died a few times, but I did manage to win one combat. What I did was to always try to have 2 defensive moves up before attacking. This would negate 100% damage. 
  • I like the vibes with the cave, ambience and environment art and it’s surprising when the enemy shows up. I think the game could be really scary if you get out of combat after a few rounds, so there’s like this a mix between running way in top down while exploring the map, hiding and having short RPG battles.

Hey I tried this, over all pretty good for what I tried, although the game quits on the screen transition after the first checkpoint, so I only played around 3 min.

I prefer moving in air while attacking. 

Also health bar on enemies.

Stuck because of a run away monkey - Yes, it's a bug, I will try to fix that. 

Reduce ability to only work when jumping on animals - That's a interesting idea, I will implement it and try out how it works. Thanks for the tip :)

I will look into the other things as well. Trees as platforms, yeah it especially makes sense on the main streets.

Feel free to post your gameplay recording here or on discord. 

Thanks for the feedback :)

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Thank you!

Invincibility period after getting hit - Good point, I will try to add that in a post jam version of the game.

I played this yesterday and I have to say that I'm really impressed. The visual style, with the transparent sides on the DNA string when they are rotating, GUI,+ sound / music, the science vibes and how the gameplay feels like you are looking at the DNA string and trying to piece it together. I also like the arcadey feeling with the timer and how the difficulty escalates.Tbh it feels like a natural concept, so it feels like there should be more games like this :)

My main critique of the game is that the 3D on the DNA pieces makes it really hard to see how they would fit together. One fix for this could be to show them in 2D when they are separate, so you clearly can see the length and color of each rNA staple. Like a stretched out version of it. It’s also a little confusing how strings flip when they are combined. One way to fix that would be to have two rows of pieces, top and bottom, and not allow the player to combine pieces on the same row. I think these things would help and let the player focus on recognizing patterns quicker. 

One other thing is that the game can give some kind of visual feedback when you lose or win a round. I noticed that there’s sound effects for that, but it’s always good to be extra clear. And it can be a way to add extra juicy effects. Also when the player is wrong, maybe highlight the area that they did wrong, if that is possible.

Other than that I feel like this game has a very solid theme / concept and it feels like it has a lot of potential.

Hey, this looks like a interesting game :) just wanted to let you know that I don't have ";" as a button on my keyboard (swe), and the other ones for the second player are a little scrambles. I think JKLI works for most keyboard instead :)

Great graphics, reminds me of castle crushers!

Have you considered to allow the player to run and shoot? since it's a "run n gun" :)

Nice vibes! and It gets tricky to aim with fast moving enemies x slow projectiles.

one suggestion: automatically pickup the upgrade.

Also I think I got negative bullet speed, so the bullet would travel in the opposite direction XD

Mind bending! English translation requested :)

Thanks for the playthrough. I noticed a bug with the inventory, I will look into how to fix it. Thanks!

Thanks, it looks interesting! I like how the map is large and unfolds.

Interesting with the story framing + puzzle. Also interesting that you play each puzzle until you decide to move on to the next, aka no fail state!

Top tier visuals and good level design.

Some areas for improvement: 

  • It feels a little too harsh to lose a level when taking damage, maybe make a pick up that bounce around like in Cave games?
  • Why do I lose 2 hearts when getting damaged?
  • Feels like the boss is way too hard without the 10s beam. Tbh it’s a little too much to not shoot for 10s in the level, feels like the game becomes less interesting when using it.

Good art and effects, I especially like the water background, how it moves forward and to the sides. 

I miss a smart bomb, it's good as a palette cleanser for when the screen gets too crowded. 

Good idea to add free continues in a game jam.

Overall solid entry!

Good graphics, I especially like the player shooting effect (but yeah I would prefer without screen shake, because I would hold down fire all the time)

I feel like the player should move faster when he is riding a bike!

Good graphics and effects, also I like the font that pops up, and the sound effects to it.

Player starting movement is too slow. Enemy collision feels too small.

Good visuals, effects and all mini games fit together. Some themes are interesting interpretations, like the fruit / basket game. 

tbh I feel like there needs to be more "meat" in each mini game, ex another enemy type. shoot x, avoid y, pick up z.

Top tier visuals, and tbh completed it on my first try, so not too hard.

Some areas of improvement: 

Great mix between wario ware, super hot and shoot em ups!


I like the icons and how you get to pick which pop ups to remove, ex if they spawn more bullets you want to pick them first. Although it's a little hard to see by the visuals what they are going to spawn. 

It also fits that you get a blue screen and have to reset.

I think the next wave could spawn faster.

I like the concept of how the player has a big bow and shoots arrows. 

It was a  little confusing with the shifting, I'm not sure how it affected gameplay and at first it was unclear when the level changed or shifted.

Wow you made a game that’s only 10s second long! I think there could be sound effects and visuals for when you run out of time, I first expected that I got hit a couple of times.

Also the song is great, also after 10s, I think it would work if you don’t reset the song when the player dies.

Surprisingly “one more try”. There’s no highscore but at best I almost got to the stage with 6 enemies.

Coherent visuals, there could be more effects (enemy death, player death, nuke explosion).

The nuke is an interesting idea, but it feels a little too passive. What if it charged all the time, but when you don’t shoot it charges faster?

The dodge mechanics work well, I have never seen a dodge where you stand still in a bullet hell (you usually move, but then run the risk of colliding with different bullets, which is annoying).

The mix between enemies and boss fights works well. 

Some points for improvement:

  • The boss felt a little too grindy. 
  • The player movement felt too slow without any pick ups.
  • The music played twice in the tutorial, and wouldn’t loop in the main game.

The game plays well over all, cheers!

Great tutorial.

I  got multiple rounds when I lost because no, or only one, time pickup spawned. 

Asteroids works well in a bullet hell. 

I like the combination of building towers and avoiding bullets. I feel like enemies could die faster when hit by turrets.

The music is great! Feels like there's too many waves that spawn the same enemy type.

It feels satisfying to press space and boost around enemies, would be cool if you could run over some weak enemies. I also like how the tank changes visuals when you toggle between weapons. 

Some nitpicking: 

  • Screenshots, gameplay recording on the game page?
  • Visuals for the edge of the level.
  • Mini map - I expect the player marker to move around on the mini map. If it’s more like a radar I think it could be clearer if it was round.

Overall very playable :)

Nice art style and I like how some enemies turn into bubbles that you can collect, the player gets an incentive to move into the screen. Sometimes there's almost no enemies on screen. Also I miss a smart bomb.