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A member registered May 30, 2017 · View creator page →

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I want to like it but I'm really struggling with this. is the bar on the bottom right the snow meter? it never goes down no matter how much I skid; it just hits max, stays there for a while and then I lose. You did a great job giving feed back about my skids (love the effects) but gave no feed back about how they affect my snow problem.

I really dig the Mode7 style, too

I feel like the winning strategy is just to rush forward and pray

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It's short but I had fun! I was hoping the actual moving around would be more puzzling but the ability to move horizontally when sideways makes getting around pretty trivial. It seemed to focus on action platforming and timing, instead, which is cool, but detracts from the themed mechanic, imo

love the cut scenes, the graphics, the dithered sky. Love the music, too. the game is fun but i felt the end arrow was frustratingly unhelpful, in general getting through and finishing the level took trial and error rather than skill and finesse. In general I wish a lot of games like this zoomed out to show whats ahead, it will feel less speedy, but I get to react to things

It says C to attack but I don't seem to ever attack, even when I have power

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Cool game, a fun unique style of puzzle-platforming. Nice graphics and overall vibe. It felt nice a really nice winter game between the pacing, music and graphics.

The gameplay felt a bit tedious and grindy, It seemed like you wanted me to break every iceblock which just takes a long time, as you have to loosen each individual clear block. I felt the shop and currency overall hindered puzzle and exploration aspect.

It's nice to see a game without literal "rolling", a combo mechanic system is just as much "gaining momentum" as physically rolling, but that said I felt like the size of my combos were predetermined by the level layout, and I never once felt like i was "on a roll"

To be fair I played 2 games where I died pretty early, before I learned how important farmers were.

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Man, I went real hard on this one, and got really into it. love this concept, but it gets a bit monotonous. The mystic forest was cool, but I don't know what the doctor does. Day 50 with like 17 people, farmers are key.

The graphics are simple but the animations were nice and everything was snappy. The theme is there, it's decent, but any resource management game will fit so it's not an interesting use of the theme.

they don't even need to have action animations, just move the corresponding person up before the overlord eventually takes the lead again.

I want more, more levels and more juice. I think the concept can go much further, but it was a decent amount for the jam. would also like little animations for when the dragon removes trees or someone sacrifices themself, because it wasn't always clear what was happening.

Fun game, do more

you can try pixel perfect collision, or what I did in Ritz with it's big ol spikes

I like the style, and it seems pretty fun, but the last bit of the second level is pretty ridiculous. plus you seem to like cheap deaths when the camera is panning, and that's always a mood killer. I'd love to see the rest of the game but I've tried 10 times and every time I fail I go back to the start, save that for New Game+.

I didn't really see the theme in the gameplay, which is where I look for it in jams. regardless I plan to visit back here periodically to see where you take this.

fun little game, I wanted to get all of them but I gave up on that tiny little guy hiding behind the big guy.I wish my bearing indicator showed my last angle rather than telling me the number in a different menu.

other than that this is well executed and nifty

I love the concept but I had a hard time getting into it just from the numbers, They spawn faster than I can kill, overlords seem to take way too many bullets, where buddies die faster than teens in a horror movie. I'm sure it's fun if I can precisely and quickly kill a few overlords and get a few buddies, but I'm having a real hard time doing that.

It'd been nice if maybe the starting enemies were weaker and it got stronger once you had a chance to get a decent army. but the fact that I can't spray and pray against damage sponges is really holding the game back. I had better luck in sacrifice if I just camped out on top. 

With some more time, some number balancing, some more progression this can be a really cool game. 

I feel like there's something I'm not getting, the best move always seems to be to not move and stay in my safety zone. most of the time if I move away from it they can snatch it up in 1 turn, but then again sometimes I seem to lose and i have no idea why

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got 26

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I tried to solve it mathematically, by determining the number of lines needed for 26, compared to the max possible in a 19x19 grid, but i suck at math :'(

got 25 on the biggest and I'm 2 away from 26, has anyone beat that?

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I was unable to submit scores after logging in, nothing happened when I clicked submit, played another game after logging in just to be sure and still could not submit.

I like that you stuck with WASD orientations of keys. cool game, but way too short

the best execution I've seen of the scrambled-controls type of jam entry

macbooks only have 1 control key

winning doesn't seem possible, which is true of RL Karens too

I don't see why the feeding has to take so long, and there's no real decisions to make

I don't see why the feeding has to take so long, and there's no real decisions to make

I would have added some health. I usually die right away because it takes some time to get used to the game so I spend more time restarting the game than learning how to get better at it

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There's so many ways to use the theme that don't involve cumbersome and annoying controls. this was just kind of tedious and the bouncing only added to the confusion

Cool use of the theme. It's fun to juggle all the different mechanisms. The dials on the left could use a bigger, more stable hitbox as I found them frustrating.

Looks like you didn't choose the correct window size, I see text getting cut off

I really enjoyed this, fun concept with a nice and simple execution. changing the arrow for the first time wouldn't always work, but other than that it worked fine

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Holy cow, I get that the gun is supposed to be out of control, but it would be nice if I could comprehend what happens when I click it!

Cool idea, great graphics and art but the incomprehensible physics just ruined it for me. I'm on level 3 (I think) and it feels like I just need to try random angles to thread the needle on this gap

I like the look and sound but the gameplay quickly became "back up and shoot, forever", it definitely didn't feel "out of control"

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At first the player would move when all 4 directions had tiles in them, but after the second or 3rd turn I seem to have to wait 20 seconds even though there's nothing I can do or interact with. I reached a room with 4 doors next to another room with 4 doors, it didn't register that they were connected and I died. I've lost patience, sorry :(

took me a while to stop spinning, then i just moved forward fast AF, never hit anything, never saw anything but rocks and never saw my O2 deplete. I don't understand what I should be doing, now

Level 1: I reached the finish and died, twice. Nothing immediately happens when I reach the exit so I got impatient, clicked and died because I ran out of moves. It would be less confusing if it just said level completed as soon as I stop moving.

Level 2: I walked up and turned right and touched the gate and the game broke and my browser asked if I wanted to kill the process. Maybe that's a browser issue only but I'm on mac so this is my only way of playing.

It didn't really come together, keep at it

I couldn't really make heads or tails of this. Sometimes pressing up makes me float and sometimes it didn't. I never saw the theme-fitting mechanic because I would die in seconds from hitting  a non-threatening looking wall. the controls are just impossible

to be honest the concept of flipping controls is done to death. Rather than just flipping directions you scrambled up with left and so on and my brain just can't handle it. 

not playable in the browser

Cool idea but my brain just couldn't process the match 3 pattern. I feel like plotting future moves in games should be a means to a goal rather than the goal itself, because right now I'm just staring at squares for 10 minutes.

I would like to see a version of this where it test how many moves I can predict in a short amount of time, rather than giving me unlimited time to predict a certain number of moves.

I should mention I'm on a trackpad and this would probably a little less difficult with a decent mouse, but I found this to be quite frustrating. The play area took up less than 1/16 of the game's window and the mushrooms were only a couple pixels wide so when it came time to mass click it required tiny movements while clicking extremely fast, which just isn't possible for me.

It would be nice if I could just hold down the mouse and drag across mushrooms to collect. IMO this would focus on the puzzle aspect more, too