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A member registered Nov 16, 2020 · View creator page →

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Yeah, there's only one red gate in the game.

Thanks for playing! Looking forward to more of yours also.

Thanks so much for checking it out!

I'd be curious to know more about the bits that (temporarily) stumped you. I did aim to make the game challenging but not frustrating (generally an impossible challenge :) ).

I'll look into the bug on the front end, thanks again!

Thanks for all this great feedback! I have no idea what's causing the sound bug, but I think it can probably be solved by just replacing the sound effect. As for the animation bug, it's been surprisingly difficult to resolve. I'll get to it eventually. I also would like to add more abilities... and more puzzles... and eliminate the possibility of soft locking the game. :)

I was most proud of the character-switching system, something I had never done before. I'd like to employ it in future projects.

Thank you for sharing that. It's always gratifying to hear that the writing is appreciated! I would like to explore this futuristic feudalist setting more in future games.

Nice music. Great animations with a lot of personality. Responsive controls. Above all, clever platforming puzzles. This felt like a Metroidvania on a small scale; it remained challenging without outwearing its welcome.  I actually chuckled to myself when I managed to solve a couple of the puzzles. Well done.

Thanks for your kind words! So glad it kept your interest. 

I'm curious what it was that first brought The Gnawing Hunger to mind. The writing style? The art style? The setting? 

Beautiful environments, lively animations, great music. Well-written too, with a strong period feel; reminds me of Wilkie Collins.

The one-hit magpies were a little frustrating, and the surprise algebra was about as welcome as surprise algebra usually is. :) Also, while the backgrounds parallax beautifully in the horizontal, I do not think they should parallax this much (if at all) in the vertical.

The story is clever, but it would have been fun to have more agency in the discovery of the secret (rather than relegating that portion to the last cutscene).

Overall, a delightful little game with a great sense of setting.

Thanks! Glad to know it worked smoothly.

Love your channel!

Always thrilling to get a playthrough from you, Meeka! 

The family perished in a flying accident not long after the events of Proxima Centauri b--Dagger was never himself after that. I also originally meant to create a branching storyline, but it wasn't feasible within the timeframe. I may develop all this a little more in a later update.

The bug where it takes too long for the crawling enemies to kill you has been fixed, along with a few other subtler ones.

Thanks so much for checking it out! Were you using a Gameboy emulator? May I ask which one?

Very smooth controls. Excellent variety in enemies, both in terms of appearance and behavior. Good pacing and escalation of difficulty.

Superb visuals, including the ships and the backgrounds.

A couple of very small nitpicks:

1. The music is catchy, but at times got very "noisy."

2. I couldn't tell what all the power ups did.

3. I didn't see a health bar for the boss--did I miss it?

Thank you for your kind words. I'm glad you enjoyed.

Nice shooter! Very nice art, including the HUD, and wonderful color palette. 

The controls are smooth, but it's not an easy game. I tried it 5 times and only got about halfway threre at best (love the progress indicator, btw).

The music is very cool at first, but it does get grating after a couple of minutes.

Yes, it does add to the creepiness. So this becomes a difficult design choice. :)

Looks fantastic, especially the environments. I enjoyed navigating the mazes, and appreciated that there is some flexibility in the order you tackle the exploration.

The music is also good, though it begins to feel a bit much after a while.

The ontrols felt a little sluggish for a game that required dodging enemies. Also, having to be in just the right spot to walk through a door annoyed me a few times.

OK, I finally got it to run! :)

Wacky and very original premise. The main character manages to be simultaneously adorable and very creepy. Very nice music.

Some of the visual design could have been a bit clearer. It was not always obvious which colors represented obstacles. Also, the teeth always appear to face the player when standing still, but in reality, the character is always facing either right or left, which matters because of aiming the fireballs... so I would have preferred if we could always see which direction the character is facing.

The central mechanic is extremely clever. I don't think I've ever seen this trick in a game before, and you do a good job of implementing puzzles that require the player to swap back and forth. It really gives a different perspective to 8-bit games.

Unfortunately, I got stuck fairly early on--I got passed an obstacle that required me to be in platformer mode, and then was unable to return to top-down mode. :(

Very fun game! Great graphics, very good music.

Also, thank you for the map. I would have been quite helpless without it. Even as it was, I got lost and failed to find the third key. :)

I must say that I couldn't really tell the difference between the three weapons. I assumed they were light, medium, and heavy attacks, but I could not tell when or why I should use one instead of the other. So I just mixed it up randomly.

May I ask how you constructed the pseudo-3D environment? It looks really good.

Thank you for your kind words!

Thank you so much, happy you enjoyed!

Thank you for your kind words! I'm glad you enjoyed it.

Thank you for checking it out. Glad you enjoyed!

Very smooth and fund little shooter. The sprites are delightfully huge, the music is catchy, and the visual design is clear (thanks for pointing out the player character's hit box in the tutorial screen, btw).

In the spirit of constructive feedback, it would be fun to have more types of enemies, besides just asteroids. 

Aha, awesome! It's nice to be remembered.

If you enjoyed The Gnawing Hunger, Dagger's Last Testament actually takes place in the same futuristic neo-feudalist universe.

Ha, brilliant.

Awesome soundtrack! I really like the theme, too.

The physics is impressive and feels original, although I found it very difficult to control the player character.

I think the color palette could have been more inspiring; white/black/gray/brown feels somewhat bland.

Thanks so much for checking it out! Glad you enjoyed. :)

Thanks for your kind words. I'm glad you tried it and liked it!

The enemies respawn because I wanted to create a little bit of tension in the house. I realize it's not really an action game. I was hoping they'd be easy enough to avoid...

Thanks so much for trying it out, I'm glad you enjoyed!

I knew that cranking out a novel wouldn't be everyone's cup of tea, but that's where my inspiration took me this time. :)

Excellent, that's probably the best way to do it. :)

Fascinating. The main loop sounds solid. Can't wait for this game.

I've been curious about the ship identification book since I saw it in The Enemy Below (the film that, as I understand it, was the inspiration for Balance of Terror, the excellent Star Trek episode that introduced the Romulans).

Very clever puzzle game with an original premise. It didn't take long to get the hang of switching between the hero and the prison walls, but the variety of puzzles designed from this simple idea is tremendous!

The visuals are a little spare, but get the job done. Music is pretty good too.

This is brilliant. If Pokemon and Megaman had a baby, and that baby was actually good, it would be this game. 

Very smooth controls with a surprising variety of moves, amazing variety of enemies, well-designed levels.

It's a bit nail-bitingly hard at times, but then again, I suppose it takes after its father, Megaman.

Great music and art. The characters have so much personality, and the central premise is absolutely off the wall.

Unfortunately, I found it really, really hard to control this swingin' duo. I was not able to get past Level 3.

Thank you, I'm glad you enjoyed!

(Don't leave until you have no other choice. :) )

Thanks so much!

I really enjoyed this. I was expecting anything but an economic sim / puzzle. :) 

Good graphic design, nice soundtrack.

The font was a little blurry, especially at the smaller sizes. Some of the numbers got very hard to read (is that a 5? a 6? an 8?...).

Beyond that, I have one complaint--without a persistent HUD, having to constantly jump through the menus to check how much money and water I had got really tedious, and I often miscalculated as a result. I realize this is a GB Studio issue and there may not be much you can do about it.

One of my favorites in the jam so far (and I've played almost 60). 

Solid action. Very clear graphics (never easy with a 4-color palette!). Utterly ROCKING soundtrack. Fun story.

I wasn't sure if there was any way to acquire different weapons or ammo. Regardless, I was able to beat the game (Ending 2) with just my initial ammo.

I'm fascinated by the pseudo-3D environment (a la Scarab of RA and other classics). How did you create it? 

Nice graphics and music.

I think it would be best if the first enemies who appear take fewer shots to kill; later waves of enemies can be tougher.

Diagonal shooting would have been a great option, too.

The game ended very abruptly for me--I think I beat it, but I just got the credits, no narrative about what I accomplished.

You've built some Impressive systems here--you have the infrastructure for quite a strategy game!

The graphics are clear. The music is pretty good, although it gets to be a little much after a while. 

I'm not sure if I was doing something wrong, but I couldn't get any tactical options. In every battle, the only thing I could do was fire the pulse cannon. Additionally, some enemies were not fighting back.

Excellent music and sound effects. Good choice of colors, and nicely-drawn graphics.

The intro story makes me think "Ah, this is Star Wars, from the Empire's perspective." :)

The ship controls are remarkably sophisticated, feeling more like a simulator than an Asteroids-style shooter. Unfortunately I was too clumsy to really be able to get very far. 

One issue, which is always a problem when depicting ranged combat from a top-down perspective, is that I often could not see my enemies even when they were quite near me. This is partially ameliorated by the little crosses in the HUD that tell you which way your enemies are, but I'd rather be able to see them. On the other hand, zooming out further at this resolution would not be an ideal solution, either. Many difficult choices.