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Fainspirit

134
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A member registered Jun 09, 2020 · View creator page →

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Very fun. The game looks beautiful and hitting the balls everywhere is so satisfying!

The run loss messages are cute, had to put the window at 80% scaling and roughly square to position things right.

The low health is a bit brutal, especially since it doesn't regenerate at all.

It also felt like the music got very out of sync, with the displayed notes falling behind quite a lot (and dying when I played them on beat)

I liked it! The tutorial was good, the graphics and sounds were satisfying, and the balance felt solid!

Drawing your attack was a neat mechanic!

Maxed arc lightning, the aoe shock, and the stun first

Cool concept. I appreciate the ability to adjust mouse sensitivity!

It was nice to read all the info on each furniture, though the master bathroom was in a sorry state haha. The worldbuilding with the diary pages was nice.

I found a key in the dresser but it didn't go to any door? (Expected it to go to the lounge or the hall door)

Would have been nice if there was bgm.

The framerate got a little choppy but not too bad.

I liked the rain visuals, but the lightning strikes felt random. I tried grabbing before and after a kite, and once i got zapped just in the middle of nothing.

I liked it, it worked well, just maybe there could have been a "more enemies approach" text or something to indicate it was deliberate!

Gameplay felt very smooth, and the enemy types interesting! The tutorial was well done and the music and sounds fit very well.

I liked the stun on the bow and the big knockback from the pulse! I also love the drone enemy.

Only complaint is that the archer enemy was hard to distinguish until it shot at me.

Cute art with satisfying mechanics! Shooting off the walls was quite fun.

The physics were a bit too floaty for my tastes, but it was manageable and the movement options felt good. The biggest issue was the stored velocity where I could not turn around without using a blast.

First run I ran out of time with one robot remaining, second time got them all with 0:32 left.

Subway surfers but you're the villain. Honestly it's their fault for running in the middle of the highway!

Fun gameplay, I liked the music. The guys started randomly screaming *really* loud which was very obnoxious. Other than that it did what it set out to do!

11/10 tutorial.

Short but sweet. I liked the detail of the dead slowing your movement. The graphical style is stellar and fits well.

The first time a second wave spawned I thought it was broken, would have been nice to have an indicator for that.

The intro was very cute, but I found myself overwhelmed and permanently stunned in the enemy room.

I think the early areas should have fewer enemies, and don't make them respawn.

I like the flower sprite and the lil bugs!

How cute! I love the angry cloud and rain effect! The music was also lovely.

The wind mechanic added a lot to the game, it was a great surprise.

Around 40 points, the humans spawned a lot faster and I didn't have the movement/attack speed to keep up with them.

Good to know! I also think that starting the player with the rod + digger (or disabling other crafting until they make them, incl. disabling rod once they make one) could make the intro a little more generous and less softlockable. Teaching the player crafting has its own merits though.

Nice music and cute theme!

The first level had the world light up around you... then it was just fumbling blindly in the dark!

I accidentally used all my shocks on level 1 and had no way to charge the star on level 2. Level 4 is impossible since you are out of charge? This also makes shocking the fish pointless and actively harmful.

It wasn't immediately clear it was tank controls, perhaps allow the player to rotate in place?

The exit portal still made sound but did not let me win if I touched it in the dark.

Neat little game!

Please don't make me restart the *entire game* for failing a level, especially when the hazard jumps are so precise!

It wasn't clear when I had electricity in my hand or not. Also, when I was told I could use the hand for other purposes, I tried to drain the hazard and was a little disappointed I could not.

It was also unclear why some plugs worked with some sockets and some didn't?

The menu was lovely, the difficulty was weird. Level 2 had a very precise jump (in the dark) and I didn't realize power was limited until I was permanently out.

The panicked escape section was cool but restarting the whole attempt when dying felt harsh with the precision required.

I think spending time on the music and menu is perfectly fine, it was a good balance!

Woa it's snake with stellar graphics!

Had a lot of fun, I like snake games with multiple "apples" a lot!

The patterns on the segments were really cool, any lore behind those?

Only complaint is that I felt like I had dropped inputs sometimes which was especially tricky at high speeds.


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Very fun once I figured out the early game, would be nice to be able to spawn the wave sooner. I had infinite resources and weaponry by the time the first boss came.

This game makes me feel like I'm playing Factorio with how many circuits I have to make. (in a good way!)

(No circuits factory D:)

Seems like a bug that your turrets can hit dropped scrap piles.

Also, what does power pulser do?

The keybinds were weird but I got used to them after hitting escape and going out of fullscreen half a dozen times .w.


11/10, bike went fast and crashed and sent me flying up onto a construction site.

Biggest complaint is that the camera was constantly too high so it was hard to platform. The jump felt a bit much too.

Rest in peace Quinn.

The jumbled options during the panic and closing your eyes were a nice touch. There was one text bug with "can't" showing a \ but other than that I didn't notice any issues.

This is cute! Fun mechanics and nice art and music.

It would be nice if the movement showed an arrow or max range so I didn't have to hunt down where 8 tiles away was! The circle also kinda blends in with the tiles.

It would be nice to move the camera with WASD (or the cursor + have the camera follow that)

Shriek is selectable while moving, then auto cancels upon arriving. Might be nice to disable the button if you aren't stationary.

I also think the level design would be more interesting gradually mixing the enemy types instead of all the same. That way the spreads and order are a bit more varied! (And of course, more maps?!)

The camera could also move to enemy position a little faster, found that it was pretty slow waiting for that for the enemy to be able to move.

I appreciate the volume warning, funny game

10/10 secure password. Good job grandma.

(On that note, I wonder if I had my grandma turn screen rotation back off...)

The "why hello there" plays when you focus the window, and the main narration starts immediately. Since the game opens in a new window, this results in the audio overlapping unless you're really quick with it.

Made it to the EMP!

The hitboxes on the batteries felt a bit small, and they were kinda hard to notice (maybe give them a thicker outline?)

Not sure if it was intentional but it was fun using the enemies as platforms. I also originally thought I had to shock them TWICE, especially since they can still damage you when "killed" (the breaking animation).

The description mentions shots and recoil but we have a shockwave attack? I'm a bit confused there.

Cute little puzzle game, successfully saved the computer! \o/

The mechanics were neat, though it would be nice if the player hitbox was smaller (maybe just the feet?) to make standing on the checkered tiles easier.

I appreciate the audio slider, but there's no audio at that point so it's hard to meaningfully set the volume!

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Very fun take on air hockey! Discharging adds a cool depth to the gameplay. I ran into a bug (I think) where the players sometimes wouldn't gain charge even after hitting the puck across the center line.

I will second that it would have been nice to have bot play.

Neat concept, the idea of a "reverse survivors" game is kinda cool.

Loved the grass/tree/leaf texture you used for the walls and the robot step sfx.

I don't know if the gameplay was especially interesting though? I got to 948 on wave 25 but I had to actively try to lose and it took 3 waves to do so. Since you keep going if even a single human is left, it's not that hard to just go and go forever.

The game also got VERY laggy starting around wave 16 when there were a lot of humans bunching up.

I bought a few upgrades but didn't really feel like I would have a different experience playing again. I got something that "weakens human abilities" ... what abilities?

Neat platformer, felt fairly good to play. The enemies with shields were cool.

The physics felt a little bit floaty? It was hard to stop myself where I wanted to land, but I don't play a lot of platformers so it may have been a skill issue. The platform with the shield turrets underneath felt like a very high difficulty spike.

It would be nice if the gun was autofire when held rather than promoting spam clicking. There was also a message when dying that was already fading and hard to read.

What a fun puzzle game! The background music was calm and fit well, and the graphics were clean and readable. I loved the "snap" when putting a battery into a slot!

Looping a charge was NOT expected and was very unique! The last level was challenging but fun.

Fullscreen would be nice, and I noticed that I cannot drag the 3/4 power batteries out of their slots after placing them and sending the charge?

Neat concept, though it felt quite trial and error since you couldn't really tell where to go / where spikes were unless you already died to them and remembered it. The sound design is lovely.

Once I figured it out, the mechanics are very fun!

The game initially wouldn't let me zap the first wall open (I tried +2/-2/and a bunch of other values) before I reloaded and tried again. It wasn't apparent that the orbs are checkpoints (they are sorta hard to see in general)

It was not immediately apparent that the floating numbers were indicating attacks.

The game would also benefit massively from having sound.

The aesthetic of the shader is very cool but it made some of the tiles very visually noisy and hard to read. Loved the animation on the charge bar. The charge flip tile has no indicator at all, which was rough.


I also found myself losing charge from + tiles against the first enemy. The enemy had a - charge, so I attacked him with + charge which just gave him more health. It feels strange that the instructiosn say to use the opposite charge, but you are actually supposed to use the same charge.

Neat game, interesting core loop.

Clicking the jump points felt like my inputs were dropped sometimes. Unsure if it's a time window thing (I had already died) or a hitbox precision thing. I think that given how short the window of opportunity is, a more generous hitbox (or larger window) would be nice since a lot of that time is spent waiting for the camera to move into place. The camera felt way too slow in general.

The "tutorial" mode didn't actually explain to do at all, what was its purpose?

Very fun game! It has been a while since I played something of this genre, and you certainly did it justice. The SFX and graphics are lovely, and the patterns were interesting and got to be challenging! 

It felt a little weird that the level could go from a bunch of complex ladders with 3 bolts queued to straight easy ladders with one though, rather than continuing to ramp up, but it was nice to have some breathing room!

The playable character is adorable!
I also quite like the worldbuilding you've done here!

Very fun game, albeit a little hard. The shield didn't seem that helpful, though I forgot about the special attack. Died on the final boss.

Cute hamster!

What does 5.H.0.C.K. stand for? 

It was cute that we keep reviving the hamster to keep running, but I had it bug where despite 3 checkmarks (and 3 x) I couldn't escape that screen. I also liked the "kaizo" style spikes that moved as you approach ( assuming that was the intent? )

I also had some times where I ended up failing a jump, leading to a chain of constant revivals.

The second mode was more fun as I felt I had more control, but the surprise spikes felt worse on that mode.

I don't remember seeing a third trial?

Very cute game! I love the descriptions on all the objects!

Gorgeous visuals and interesting storytelling! I really wish it had some music and sfx, especially for things like the keycard doors sliding open.

The laser turrets firing instantly felt "unfair," but the difficulty was seemingly designed around that, so it didn't really matter.

Very fun game! The music, sprite, and puzzle design are all great! I beat every level, the final room was quite fun!

I did have a few times, especially when walking diagonally where I fell in a hole and didn't expect to.

It would also be nice if there was a slight indication that the floor panels were about to open. I found myself waiting a while just in case, so I didn't have to restart a room.

Cute mini games, I loved the reactions of the clients when you game them the orders!

Cool concept, I found the shock attack very hard to use. The camera system was neat!

Very cute game with fun and interesting mechanics! The spritework and bgm were also lovely!

I got stuck on level 4 with a scientist walking endlessly into the door on the right side of the power room.

I also had a guard aggro upward, then shoot rightward which I was not expecting