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Haasio

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A member registered May 20, 2021 · View creator page →

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Woo!! I'm so glad to hear new players were able to have a good time with it

(2 edits)

Hey all,

Here's an example writing submission, with the plain text and the images you'd want to include.  

This would be considered a writing submission under the "fun stuff" category.

REQUIRED

Plain Text:

Limited-Time Overtime Cocktails!
Written and compiled by amateur barkeep, Kayden “Crash” Carlson.  Proofread and prepared for print by Haasio.

The views and opinions expressed in the content of this article are those of the employee, and do not necessarily reflect the official policy or position of the Agency or the Public Relations department.  

Working overtime?  Thank you!  Join fellow PR Agent Kayden “Crash” Carlson for exciting ARC-themed drinks and levity!
Providence, Rhode Island Branch
5-9pm on Fridays, this month only!

So you’re stuck here afterhours. 
Tragic.  Go ahead and slouch over the bar, I don’t mind.  But hey, on the bright side, you’re stuck here with me.

Aight, what can I get you?
I’m no Barista, but I’ve been slinking through this city’s watering holes long enough to mix a good drink.  I’ve concluded that rents are high but the spirits are higher.  And while this isn’t some piece of proper journalism, documenting the best brandy to the least piss-like beer, I did take inspiration from a few local spots— Proper culture and well-watered people!  Consider that my lifetime contribution to this dry [redacted redacted redacted] company.  Especially you, [redacted Eugene Weinberger], can’t mix a drink to save your life.  Watch and learn, piano boy.  

Consider this your code of conduct, law of the land, the rules of the road.  To know your drinks is to know your people.  To know your people is to know yourself.  You don’t show up to work in a smart risqué hoodie, else everyone and their mother calls HR on you.  And you don’t serve a tooth-melting cola n’ soju to your boss.  Same deal.  Gotta learn the language of your environment.  Talk the talk and walk the walk, so to speak.  

For Work
Aight something uptight and high-brow enough to fly in these slanted walls.  Nice and easy cosmopolitan.  Get some brownie points for serving in a triangular glass.  Serving sour coworkers?  Don’t be afraid to double, triple the lime.  Hell, throw some salt in there.  We’ll dress it up like a tequila shot.   

Classy Cosmopolitan

  • 4 parts vodka
  • 1 part lime juice
  • 1 part triple sec, if you can
  • 1 part cranberry juice
  • Lime wedge for garnish
  • Salt to taste
For Real
You want something real?  The real deal real?  Never hurts to have a sweet drink.  I don’t subscribe to that whole “oHhHhh tHe dRiNk TastEs bAD to wEeD oUT tHe wEak pEOpLe” thing.  Go find your favorite thing and get real good at making it taste real good.  

Crash on the Rocks

  • 2 parts cola
  • 1 part mango soju
  • 1 part crushed ice

Riding into the Sunset

  • 2 parts pineapple or mango juice
  • 1 part soju
  • A splash of grenadine
  • Maraschino cherry for garnish
Something Different
It gets real weird real fast here.  Now, I’m not naming names, but if you’re into that, hey, good on you for knowin’ yourself.  I fancy myself something weird now and then, and I don’t mind sharing with the class.

[Redacted]

  • 2 parts stout beer
  • 1 part lemonade
  • A splash of raspberry syrup or jam
  • [[redacted]]
  • [[redacted redacted]]
  • [[redacted redacted redacted]]

Images:

https://unsplash.com/photos/brown-wooden-shelf-with-bottles-Lwx-q6OdGAc

https://unsplash.com/photos/half-filled-wine-glass-beside-half-empty-clear-pint-...

OPTIONAL:

Formatting Request:

Can this be formatted on a dark, moody backdrop?  I'd like "FOR WORK" to be Agency-red, "FOR REAL" to be Reality-yellow, and "SOMETHING DIFFERENT" to be Anomaly-blue.  Use the unsplash stock images in the background.

Example Layout

yo!!

i'm not currently working on this project anymore, but if i'm ever struck with the coding itch again, adding a save system will be at the top of the list :)

WOO!! GOOD WORK

cool concept!! love the factory vibes with this.  felt satisfying to play through and link up.  i think it might be cool to switch up the orders of levels 3 and 4 since 4 teaches you that you can mop up discarded tiles, which would help a lot with solving 3 (i got stuck on 3 for a bit).  nice work!!!

quite addicting, and satisfying to hit the buttons to the beat.  good foundation, would love to see the idea expanded later on (rhythm patterns, maybe? more juice/feedback for hitting things on beat, etc)

lmao that ending graphic with the conference room meme is peak- i think the game maybe could benefit from some clearer instruction on what's going on/what the player should go investigate since I got quite lost, but the dialogue is great and the premise is very charming

its peak!!! (the execution, vibes, art and sound direction, concept, etc)

some of the mini games i felt were not explained or framed in the best way (robot wires- would probably benefit from having the topmost wire connection more clearly in view, it's a bit too close to the time bar.  salad tossing- i could never get the hang of it, are you supposed to fling all the salad out or keep it in? it might just be a skill issue on my part)

super fun and engaging play tho! nice work!

felt pretty tight and easy to control- love the aesthetic too. very early 2000s internet vibes.  the box despawn/player death sound was a little jarring, but the backing track was a bop.  nice work!

well paced idle game!  the little buzz sound effects from clicking the buttons were nice sound design.  

the progression felt very well paced, and the art and color palette was super charming.  love the retro western vibes going on here.  the deltarune explosion effect for the spawning enemy got a good chuckle out of me

the sound and art direction for this was super cool!!  the multiple ring system added a good bit of challenge to it (notably i'm not very good at rhythm games so skill issue i guess).  made it to around 1500 on the piano level.  plays pretty cleanly though! it would be cool to see more juice added to hit effects (since right now, sound cues are all the player has to differentiate at a glance whether they hit or missed... maybe some musical note particles on a hit?) . nice work!

that nighttime enemy design freaked me out the first time i saw it.  the artwork was super cool!  the procedural animation was really unique, and the snake's movement was awesome.  i love how much polish was put on the visuals.  a point of critique is that it felt frustrating falling off of islands and not being able to get back up, especially early in the game.  maybe there could be hanging vines that you could use to climb back home with?  nice work!

cute art and concept!  i'm a sucker for biology themed games.  pretty good readability as well, which is impressive since the screen is almost entirely red.  it felt a little difficult to navigate, and I would've benefitted a lot from having a minimap or even arrows pointing at where certain organs were.  nice work!

i love the atmosphere you built with the artstyle, music, and how the movement of the player affects the playback of the music.  the mirror levels were super cool, and theres a lot of potential for expansion!!  the control of the jump could use a bit more refining (it felt floaty, and like the charge up time for a big jump was too much), but i love how much polish the rest of the game got.  nice work!

the audio work was fun and i got a good chuckle out of the crashing and skidding noises.  as others have said, the controls feel a bit unintuitive, especially because pressing up made you go forward instead of upwards.  

natanco pixel art goes crazy 🙏🙏🙏

super cool idea!! i just started learning guitar irl so once the chords popped up i was like "OH THIS IS SUPER NEAT".  it felt challenging to juggle the controls, but the sound work was absolutely phenomenal- especially that guitar bag plop and unzip that plays while loading. 

i like the take on the theme!  the flow felt a bit rigid, but i guess looping-without-touching-enemy is part of the challenge.  the music was neat!  i like how crunchy the chip was.  would be cool to see some art on the snake- i like the goofy googly eyed snakes in the background, would be neat to play as one of those!

controls felt good, and the polish on lighting was awesome!  i think the intro cutscene could have benefitted from a fast-forward or click to advance text faster function.  the skill tree was neat though, and progression pace felt satisfying.  id love to see more polish on player hurt/feedback in later builds

i really like the relaxing atmosphere you made through the music, art, and progression pace.  scratches a similar itch as cookie clicker

you got the flash game feeling down really well!  felt chaotic but fun to play, waiting for the cars to line up and then sending a bunch was really satisfying

very fun!  i got stuck right around 84% but the sequence of going back and chasing the boulder back down the hill was great.  reminds me a bit of QWOP in the best way

the art and sound design is peak.  kind of a brain frier, but theres some neat puzzles.  the use of visibility was really creative!

cute concept and art!  the backing track was spunky too.  some of the controls felt a bit finicky , looser fast circles wouldnt always register, which got frustrating at times.  i wouldve loved this as a mobile game as a kid !!

huge!!!

the scope of this is super impressive for 96 hours! nice work!! the mechanic also made for some fun puzzles in 3d and the physics felt well done

some of the rooms were kind of small and tough to navigate while holding an object, which made the playing feel confusing at times though

i love how the water source could delete buildings too!! makes for a really interesting balancing act between defending your water while also keeping it from destroying your buildings.  nice work!

nice work!!  the room layout was nice and clear.  eventually settled on a strategy putting a bunch of boxes in the middle and then running items from the conveyor to them.  it took me a bit to figure out that i couldn't just bring items to the boxes on the side though

LETSGOOO CAPITALISM TOOK OVER THE UNIVERSE

fun game lol i liked how different the minigames were.  also 48 hours is nuts lol.  i noticed on my computer (browser) the game was kind of 'freeze' every time you earned money, which was kind of jarring.  is this an intentional feature or a bug?

neat rhythm game!  i like the variety in bullets you had to hit.  it would have been nice to have another input though (like space bar), mouse can be finicky sometimes.  nice work!

got to 1000.  really fun story!! loved Bill lol
some of the cuts felt kinda brutal to do on mouse.  the thin long ones felt especially punishing.  post-jam i'd love to see this expanded on ! (and maybe with thicker outlines on some of the cuts haha,,, my poor wrist)

absolutely love the art and atmosphere of this game!! would love to see it with post-jam polish this reminds me of the flash games id play as a kid


some of the recipes seemed a bit hard for me to understand (and sometimes hitting the button on the machine woudln't do anything) but i like how theres always something to be doing in this game.  the time limit on the orders makes the multitasking compelling as you're bouncing between brewing and feeding.  nice work!

really cute concept !  the music and art made for relaxing vibes.  I think it might be good if the hints window was always up/if the animal art told you more about what kind of house to give them though, since I found myself opening the tutorial a lot to cross reference

this was really fun!! i made it to the third area before coming to write a rating haha

had 10 turret bases on.  i felt like there was a lot of backtracking (walking backwards to avoid enemies, and then back forwards to progress) that felt unsatisfying but being able to stack up weapons and upgrades made for a great gameplay loop.  nice work!

using enemies and scales objects to navigate spike pits was really cool!  the visual polish in this game is fantastic too.  the jump felt a bit floaty at times (tough to see where i'm landing), but otherwise controls felt pretty tight and good to use.  

i like how there were multiple ways to solve each puzzle!  this game is nicely polished too.  the player controls also felt tight and satisfying.  nice work!

yo this is really cool!! some of the levels were def pretty tough lol (68% on the wellerman,,, welp).  the scope of the project is insane you have so many songs up here for 96 hours.  My bit of critique is that the notes spawn too low, and are kind of tough to react to.  maybe have them spawn higher up so you can react better?

the sound effects were awesome lol i love how the huge frog felt to play as.  i got 70 seconds