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A member registered Jul 12, 2017 · View creator page →

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The art style is great and really cute! The combat felt a little floaty though

The art style is really great! It's a really interesting approach with the cardboard cutouts. I think if the camera was a bit more zoomed in it would help though

Interesting concept! It really uses the theme of the jam well, the main problem I was having is that the mouse sensitivity is painfully high and was hard to control

Congrats on the release of the game! I really enjoyed this in the jam and it's great to see that it got made into a full game!

Thanks for the feedback! I'll have to investigate that slowdown, not sure what it could be

yeah, I didn't have much time for the level, but wanted to make sure there was a good tutorial. Thanks for the feedback! I hope I can make some good open levels for it in the future.

neat concept, though I was kinda confused about how to really tell which one was real

fun idea! some of the challenges felt kinda confusing as to what the solution was, but overall it was a fun challenge!

I like the idea! the jumping felt a bit too floaty and it was sometimes confusing trying to figure out how you're supposed to beat a level. But I liked the implementation of the slowmotion and how you can hurt yourself!

Interesting concept and the puzzles are cool, only problem is the bugs I came across as others have as well. Bishop not taking pieces, pawns overlapping, and not being able to move after the king piece was introduced.

nice! the controls feel good and the levels felt relatively fair!

Love the polish on this, looks good and has some good music. The main mechanic is neat and makes for some good puzzles. Just wish that there was an indicator for where enemies will move and where teleporters take you so that it isnt trial and error.

The way the player bounces around off of obstacles can make the physics pretty unpredictable and a bit frustrating. Neat concept though and I like the graphical style

Cool concept, the arrows being the 45 degrees to the board was confusing, and there were a few bugs like not being able to move in the way I programmed it, and one time I got moved to the next level without completing it.
It's a neat game though, unique concept, and the presentation is great.

Nice! What did you use for generating the voice?

This is a really interesting idea and really fits the theme well! Having all the enemies do menu options is interesting as a game mechanic, as the rewards and punishments for hitting enemies are really unique and sometimes quite funny when you accidentally send yourself back to menu or something.

The art style is really nice and the game feel is good (except when I hit a mute button haha)

The one problem is that it's a little too easy, there's a lot of waiting for enemies. and there doesn't seem to be much cause for moving around

great game! sorry the comment is short, wanted to get this in before time ends!

ty for the feedback! It would be nice to update it some more post-jam, but just trying to think of ways to improve it without moving too far away from the core concept.

ty for the feedback! Glad you liked it so much!

Unity's standard post processing stack, with AA, Ambient occlusion, motion blur, bloom, chromatic aberration, grain and a vignette

Its a pretty complicated topic and not something that can be learning by itself, it's more a combination of many things. It's generally just using similar artistic techniques and styles for everything, as well as everything kind of fitting a theme. And yes, a shared palette among things you wish to associate is one of those techniques for more cohesion.

There should be similar geometry among parts that want to be cohesive, similar palette, similar sizes, similar level of detail, etc.

In games, generally the first enemies will be introduced in an easy environment for the player to learn about them. Then every enemy henceforth is introduced in reference to that first. If a new enemy looks similar to something you saw before then it's assumed it will behave similar. If a new enemy is stronger maybe in terms of maybe health and attack, then it will usually be bigger, if an enemy is showing new geometry or color, then it is probably going to have new mechanics. If you see a new enemy like the ones previous, except this one has a really big spear, then the player will inherently think that this enemy is the same as the previous one in every way, except that it will use this spear.

You can break conventions, but you have to be really good at introducing these new conventions to players. Because there is a thing called game literacy, and subverting that will more often than not just unecessarily annoy players. Like if you make the left analog stick control the camera, or make up arrow on a controller equal to jump. These things break convention for no good reason and make a player relearn mechanics that they could've already know. And the same goes for art and sign posting.

For my game, I originally had more detailed sprites for the enemies, but the rest of the game was minimalist, so while I personally liked the sprites I made, they just didn't fit the game, and I ended up just making the enemies squares 

This is the kind of thing I've had to fit to, this minimalist style and also the pallette I chose. The enemies are grey because they couldn't be the same color as the player, they couldn't be allowed to blend into the background, and adding too much more color to the scene would've made it muddier, so they became grey.

But then also, the little indicators on my enemies don't fit the pallette that much, because I purposely want them to stand out as they are an important game mechanic, not just art.

The mechanics felt good and easy to control, the box spawning wasn't a bother at all, and felt good.

The art is pretty sparse, and the fire kinda looks out of place, but the simplicity works well for the game.

The tutorial is good, and I like how it's set up to be necessary if you don't know the game, but easily avoided if you do.

Could definitely do with more gimmicks in the future, as right now there's only really the fire and simply spawning the box, so puzzle options will be limited past a couple levels.

I liked it!

Did you read the controls on the main game page?

It's definitely lacking animations.

But it's also lacking an overarching theme, and artistic style. The pieces just don't seem to fit together and make a cohesive whole.

The sprites feel like sprites in a game, they don't feel like creatures that fit into a world.

The music is very good for it, very tense! and the sound effects fit it very nicely and communicate the game mechanics well!

The graphics are also simple but quite nice! brings focus towards the gameplay!

The gameplay is quite challenging, and while I started to get better at managing things as I played, I think it may still be a bit unbalanced. It seems almost impossible to grow lots of trees while also putting out the fires.

It could also benefit from a tutorial as the mechanics take a little bit to figure out.

Good game though! I had fun playing it!

The art is really quite lacking, there's no real theme, and the SFX are sub par.

The gun didn't point in the direction of my cursor which made the gun kind of hard to control.

Shoot to move means when I try to shoot enemies I just fly away from them and can't see them, then they shoot me from off screen which isn't too fun. The only reasonable strategy was to just sit in a corner and shot enemies that come near.

The enemies were just complete bullet sponges, you shoot them a tonne and they just never die, and there's no interesting mechanic to make them better, just point the gun at the enemy and hope it dies before it slowly walks towards you.

you put screen shake on the gun, but it still lacks juice because the sound effect is really not good and there are no good visual effects to go with it.

My score also never went down after I died, which doesn't really make sense.

The player seems to have an invincibility timer after being hit, but there's no indication of when they can or cannot be hit, the player should flash or something when they are invincible.

Keep at it! this will be a good learning experience, and you can improve for next time!

Since there is a flashlight mechanic, I'd suggest maybe removing the circle of light around the player or at least make it smaller, it would make the game more tense as you have to check behind you all the time.

The gun is also really piddly like a pea shooter, it's lacking game feel.

I wasn't entirely sure how the mechanics with ammo worked either, I just shot enemies and sometimes ammo comes back, idk. 

The enemies are also really easy to kill, I had a horde of like 10-15 at one point, and killed them easily. The boss is a challenge, but he's just a bullet sponge, nothing really special about it it seems.

 the atmosphere of the setting was nice though and fit the theme well!

it has some potentially mechanics here, you just really need to add some juice to the game.

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thanks! working on a tutorial/practice level for the next update!

The art is really good! and the gameplay is simple but a bit of a challenge

it would've been nice to have some sort of timer, because I was never really sure how well I was doing with respect to lasting 12 months. And a reset button was definitely needed.

Very nice, simple game though!

The wall climbing mechanic was pretty hit or miss, and I had to wrestle with it a lot. And that red animal was really annoying to try and beat, especially when there were no checkpoints and you had to spend a lot of time getting back there again.

Art style was nice though!

Glad to hear that the lines were of some use at least! Yes, I will probably add a tutorial in a later update, thank you for the feedback!

I'm about to get to work on it now, hoping the new unity version won't break it. I'll put an update on this page when I have a new build!

Yes, it's true the controls are a little hard to learn, thank you for the feedback!

Yes, sorry, had no time for any sort of tutorial level, hope you had fun!

Thank you! Yes, it would've been nice to put some sort of tutorial level in to get used to the controls

I really like the aesthetic, and the star effect is really cool!

took me a little while to figure out that you absorb bullets by taking damage, but I figured it out eventually!

The gameplay is really tight and good to control, and the balance between ammo and health makes it a challenge, I like it!

I like the aesthetic and the mechanics are very interesting! the puzzles are designed well to fit the mechanics, the only problem is the ball is a little hard to aim sometimes.

Yes, there are some bugs with the hit detection that I unfortunately was unable to fix in time.

And yes, I tried to design the level to be optimal for these mechanics but couldn't get it perfect, thank you for the feedback!

Yes, I've noticed that, but unfortunately I didn't get enough time to fix all of the quirks, thanks for the feedback!

The character looks like a backwards duck, not a slime

Really nice game though! the aesthetic is really nice, the SFX really fit, and the music is simple but suits the type of game. The game itself is quite difficult but also well designed and doesn't feel like fake difficulty, so makes it quite fun and makes you want to go back again for one more try.