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happysquared

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A member registered Oct 27, 2020 · View creator page →

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I really love the visuals of the game. Game was in a nice spot where you could immediately jump in and start customising the bag because of how simple the UI is. I think the colour palettes were great and love the variety of chunky charms. I like that things aren't locked onto the bag itself so you could also get creative with the background. Just a very chill,  straightforward, fun experience helped by how cohesive the art all is. 

I think this dress up game has my favourite UI. It is so immersive! I don't think it is inherently a bad thing but in a lot of dress up games you feel like you're locked inside a box and the UI is there to just sort out and organise the clothes. I really liked how in your game I felt I was properly shopping and browsing a store, sorting  through hangars... The collectibles were a cool thing to add. They worked well with the concept of going through the store and the reward of using them to customise your outfit more was great. The art and fashion was a lot of fun. I really enjoyed the wide variety of pieces to pick from. I also thought the detail on the make up being stackable was great. 

Favourite thing about this game is definitely the layering. Think it makes the combinations way more dynamic! The promo codes were fun to hunt for as well. LOVE!

Thanks for the feedback! Yeah I think it was more a happy accident that we found it could technically run on mobile though it wasn't intentionally built for it.

Thanks for  the kind words! You technically can play this on your phone if you open the itch page on your mobile's browser.  :P

It was an interesting card game. I wasn't sure what was causing the end game situation when you're done with the buying phase. I would have enough money to buy everything in that phase but clicked continue and lost which made me think maybe I should have just bought those items. I think knowing you would lose if you click continue would help. I wasn't sure what the purpose of buying new locations were. Sometimes I felt pretty comfortable with having the sweet tag or some other tag on the clothes so didn't feel the need to change up locations at all especially considering they were a lot more expensive. I think greater feedback on the point system would be nice to let me get a feel on what decisions I make that are "good" or "bad". Maybe it wasn't punishing enough with how many rounds I was able to get in and not knowing what it was that was "working". Wasn't sure if intended that that I should know which environments correspond to which types of clothes. In my first few playthroughs it was just remembering oh right this environment is the sporty on etc. I think when I knew about that a bit more, it was easier for me to justify buying a new environment. I did like the variety of styles and  clothes that were out there and I liked the card game style of it. I think that was pretty unique and cool. 

This one was really engaging and I spent a long  time on it. The artwork was super charming and the sheer variety of outfits was really cool! I did wish to have more than just the white option for outfits and I felt I was buying duplicates of outfits. Also felt there wasn't much to do when styling because you could just remove the person's outfit and submit it and they'd give positive feedback with a good amount of money anyway. I really loved the curtain animation. I found it fun to visit shops though wasn't certain  what the shop in the middle was for. I found it a little  confusing that what you clicked on to buy wasn't necessarily the item you'd get and I didn't realise I had to buy a jacket multiple times to see all the different variations at first. The way to publish and share outfits was super  fun. Loved buying things that way and seeing what others make of it. Everything about this game was so charming and I always looked forward to unlocking more outfits.

Nimikins are very cute.

I noticed I could get one stuck between two  crystals that they'd continuously bounce between.

I also set make a killer bunny.

I think I would have liked if the resource collection continued even if you were on another screen like the shop or checking something else out. And I think it needs to be clearer that you can put nimikins on the field to help  harvest the crystals. Has a really nice foundation!

Yeah definitely see what you mean. I think it'll be great if you hit a balance between it being janky and bouncy and also not feel stiff if it happens to be in a bad situation. Funnily enough reminded me a bit of going full speed on Halo's Warthog. 

I encountered a bug where all the health was super high and I could no longer click on the screen:


Overall, I think a lot of my fun came from wanting to  hatch the eggs to see what the next creature was. I was also interested in unlocking the new attacks to see what they did and appreciated that the abilities were thematic to each animal. However, I felt the battle got really trivial at a certain point and I could just spam the fox and deer's 3rd ability and it would basically just wipe the screen. A bit of sfx would have made the battles feel a bit meatier and engaging. I wasn't sure what the purpose of abandoning a run was I guess it was so I could maybe swap in a new companion but it didn't feel punishing if I didn't abandon a run and just kept going until I was dead. I appreciated the initiative meter on the side but I think I would have liked there to be more distinction as to which was my turn and the enemy's turn besides just colour - which might be more an issue to the colour blind but I think I'd have liked there to be an arrow pointing at which were my creatures so it would be easier to tell at a glance. It was cool finding all the animals and getting the journal filled up and I liked they each felt like they had a unique role to play though the battles didn't really necessitate me switching it up from just going pure burst damage. Maybe if the big abilities had a cooldown that didn't reset between runs.

Concept was a lot of fun! I like the idea of the loot drops being something that gives you options for the dress up game portion. I think my main gripes are related to game feel where the collisions didn't feel quite right and the character's movement felt too fast. Things better telegraphed with sound cues could be helpful as well. Balance wise, I don't think I ever felt like I needed for anything so it could be a little more challenging as well. I liked the transitions between the rooms and variety of silly cosmetics.

The inventory art of the items is so beautiful it is just a shame you can complete the game without opening up the inventory. I also liked reading the flavour text to learn more about that magical girl series the protagonist is a fan of. It was nice that you mixed up different ways to get items and it isn't just looking for the sparkles and interacting with them. UX  wise, I think having the mouse didn't make much  sense when confirmations could be done  with key press. The game was also showing controller bindings even when the mouse/keyboard was in use. The dialogue was cute and didn't overstay its welcome. But yeah main thing was that I'm sad how missable the pretty inventory art and fun flavour text is!

I enjoyed finding new flowers by reading the hints. At first I didn't realise that moving to a new screen still keeps my cursor locked in the previous environment. Also liked how you had to pick two different flowers to stop the spamming. However, I did  wish the game was clear if you picked a flower you had already picked before. I found going back to the main menu and the UI flow a little clunky for a game that relies on it.  The flowers and hiding spots were creative and fun. I liked the cave hint and ended up finding all flowers!

I hate my lime children abominations and any lemon child that feels Lemon Hope shouldn't stay in the bathroom! 

Did about up to 11 days but wasn't able to know what key I was supposed to press because of the glitch effect. Is there a final day you can get to? I liked the aesthetic of the game and found the upping creepy factor to be compelling. However, because I was invested and wanted to read the emails, I felt a bit torn between just doing the tasks quickly and reading the emails to learn the story behind it.  The time limit made me feel like I couldn't really "explore" what was going on so just focused on completing as many tasks as possible. I think the drag and drop folder portion had this issue where it wasn't clear I was succeeding initially. For typing, you can see how many letters you had next so you knew that your input was correct. But for the folders, I initially thought the new folder appearing was because I was getting something wrong and I wasn't dragging them correctly. I also encountered a bug where typing  letters made me go into the negative and I wasn't able to complete a task. That aside, I really like what you did with  recreating the desktop and the detail of being able to just pause the music. I had fun messing around like pressing the printer, starting and stopping the music and wondering about the creepy flower so felt the time limit was a bit in detriment to that. 

Love me a janky physics game haha. It was fun experimenting with different ways to park the truck whether it is just parking it super early and seeing it slide on or toppling them over on the other side. There was something funny about the theme as well like you'd expect it to be about parking  and then the character just makes a comment how all of this is for a makeover. There was some stuff I might have bugged by spamming P but it could be trucks offscreen that might have toppled? Wasn't super sure. Art design was simple but effective and I liked the music's mood.

Cute game! Enjoyed the chill audio. Would be nice to see which combos created potions you made before as a QoL. I think it was fun combining different ingredients and just seeing what comes up. I think some more juice would be nice but I did enjoy the potion changing colours as you added things in.

I liked the concept of mixing scoops to create flavour profiles! It was fun experimenting with different flavours. However, the line of customers made me feel like I couldn't experiment too much as I needed to serve customers quickly. I guess that could be the point but there were so many ingredients that I wasn't sure if I was internalising what each combo did. Some feedback on if what I served was good or not would have been nice because I wasn't sure if leaving in flavours a customer didn't ask for would be ok or not. 

Art is really pretty. I liked the concept of it too. The fun was when you had to juggle all of the tamas and they were all buzzing like crazy! For my first run, I never pulled another tama so wasn't  quite sure how to get a ton but I ended up getting a ton on another run I had. My first run was mainly stickers. I liked the variety in all the different tama device designs. It would have been cute to see variations in the pet designs too. I think the decay could have been a little harsher because I was able to keep the obsession going for quite sometime. The polish was just nice seeing all the vibrating tamas and the character's expression as you progressed. The gacha rolling onto the middle of the screen was also a nice touch with satisfying sounds. 

I think it would be nice to see all the bunnies hanging out on the main screen. It makes it a bit easier to manage the bunnies as well as you could maybe see all their statuses up in the same place as right now I felt I had to click and go through the list of bunnies that I had to see how they're doing. Would have liked managing their stats to feel more involved as well. UI wise, it wasn't super intuitive how to close each menu and having a bit more feedback like showing what you're hovering over could help. The evolutions were cute and the animations were nice to see. Not sure why but I just liked the bathing sound with how crunchy it was too.

Really funny theme! I  think my favourite mini game was the typing one. It did take me awhile to realise I was meant to  type something though. Would love to see it expanded with more multi tasking mini games too. The photo one I thought I had it bugged for awhile. Maybe saying you got a duplicate photo would have let me know that I am just fishing for the right one. 

Art is really cute. I liked the design of the character and the logo. I think some juice would help it feel more dynamic. The sky seems to move a bit slowly for a character that is falling and having  some more feedback when you pick up the items could also help. I wasn't super sure if I was meant to collect everything or just the stars at first.

I enjoyed the bubble popping sounds and like managing  the aquarium. Having more upgrades would be nice aside from the tank size. Each fish growing up was surprising to see so I looked forward to that. The BGM loop was a bit short for a  game where you do spend quite a bit of time in. I tried muting it but that also muted the sfx. I think UI wise, some more responsiveness when things are clicked and knowing what you're hovering over would be helpful.

I really liked the theme. I think the music choice was nice and the camera sound effect was very satisfying. I think the fact you could spam click to find something didn't feel super rewarding so you could just find a random combination and just click everywhere. I think the art, cosy atmosphere, and the little snippets of text through the journal really made it feel very immersive though!

I really enjoyed the mechanic. It was fun to see what the flowers gave as well as how you could kinda think about what load out you wanted when exploring. The whole map felt really well designed. Like how the plant that  roots you is placed near the catapult strength one. And having a home plant from far away. It was nice that you could figure out the abilities without needing to go to the research table as well. Felt like it fit in well with the idea  you're like a florist scientist and can just observe how things are working. I think having there be different ways to collect plants spiced it up. Like when the research table told me that water plant could let me ride up the waterfall, I immediately went ohh I wanna go back and see what is up there! So those little puzzles livened the game up. I think the music loop was a little short for a game I wanted to spend time in to keep wandering around more. The plants  were pretty and the well sized map was just fun to go around in. Also the capybaras were  cute!

I really enjoyed it. I liked the character flipping when she jumped. Kinda liked the slidy floaty movement as I got used to it to quickly get through the collection level.  It was fun trying different routes out to optimise the gem collection. It almost made me feel like having combat simultaneously like a tower defense would have been cool. The pikminy gems were very cute. I think sfx would add a lot to the satisfaction I already felt playing the game. There was a little lag because I think of how many gems I ended up having. Just some polish on signposting what the player is meant to do and go next is helpful as I was a little confused what a failure state would be. All the gems dying seems ok as you can go back to the collection area to have them. Is the point of the combat level to eliminate all enemies or just get to the exit door? But even though I wasn't super sure on that part, I still found the game fun to engage with and very satisfying.

Absolutely LOVE the theme of this one. The sound of putting body parts on is so good. Find the whole concept very charming. Hooray for grave robbing! I do like the loop as well where you go out to grave rob. Sometimes seeing all the choices on the screen for other dress up games can feel overwhelming so it was nice getting parts in small batches. Also like how that plays into the frankenstein style really well of creating something with mismatching body parts. Art and outfit variety was really great too.

I think it was rewarding that after awhile you kinda got into a rhythm of planning out your path at the start as you begin  to learn the layout of the store. Balance wise, I think the earlier levels could be a bit more generous with the time. Funnily enough, I had a much easier time on the later levels due to the more generous time allotment even though there were more items. I think some sounds could have made it feel more satisfying. I enjoyed this take on "collecting".

I liked how the game felt like it was opening up. At the start I was frustrated that I couldn't get some of  the higher  stars and later on when I was given the jump power I had the ah-ha moment where I wanted to go back to collect the other things I couldn't. I did feel the jump was a little weak especially when flying came into the question so the jump didn't feel super satisfying. It was a little hard to internalise how many clicks to get the specific ability I wanted. Not sure if a wheel or some other indicator would have helped. I do like the simplicity of the controls but maybe if a click is being used there are other ways to express it other  than just number of times abilities are scrolled through. But maybe a format with smaller puzzle like rooms could have made the movement express itself better. In a bigger open room it felt a bit more of a hassle to get around. The music  was pretty funny and I liked the effect of the parallax in the background with the brushstroke textures.

I think my favourite thing is when I changed the game to night time and also found the alien costume. Hunting for the costumes was fun but I think the added day/night thing and how the  alien one didn't show the same highlights as the other costumed areas gave me a sense of delight. 

I really liked the look of the game! I think my biggest feedback just that the music loop is a little short and adding some simple sfx would have helped a lot for interacting with things. I enjoyed the setting and thought it was cute seeing your friend follow you around the beach. Relaxing and charming.

I tried buying a new item and the game crashed.

Aside from that, I enjoyed exploring the island to find different flowers further out. I think having an indicator where the garage is to return would be a nice quality of life. Part of me felt the steering of the van to be clunky and another part of me liked the jank of bouncing all over the place. Maybe because it took awhile to get up to speed but it does slow down quite a bit on hills. The detail of seeing the boxes fill up with flowers was a nice touch. Cause the game crashed, I wasn't able to buy an item but I was thinking upgrades for the truck that were more than palettes would also have been fun. Definitely enjoyed myself.

The opening cutscene was pretty cool. Felt like the start of a 90s tv show especially with the basketball scene. I wasn't able to finish the  game as I couldn't find all the clues though and found the dialogue a bit confusing as to what was going on. I think having sections split up into shorter parts would make it easier to follow along and guide the player on what to do next.

Hey sorry as it is just an exe file, I don't think we can do installs. 

We don't have plans right now because we do not own a Mac which is necessary for the export. If we do get our hands on one, we'd also have to consider other technical details that we aren't sure of yet so we can't promise anything even then. 

It's about ten hours and longer for 100% completion but atm we have various circumstances that make it so we can't charge less than what it is on Steam.

GAME HERE

Hello!

My friends and I recently finished our first major game and managed to get the full version uploaded on itch (we have had a demo on itch for a while).

Rusted Moss is a challenging metroidvania with a physics-based grappling hook and high action gunplay with full 360 aiming! Heavy on the platforming, learn to move across desolate landscapes and hostile terrain while battling powerful bosses and discovering various weaponry scattered across the map. The grappling hook is easy to learn and difficult to master with a very high skill ceiling that enables sequence breaks and cheeky movement. 

The story is that of a post-apocalyptic faerie tale where as rust takes over mankind's iron machinery, the fae-folk and magic are finding their way back into a nature drenched world. You play as a changeling determined to bring humanity to an end and learn the secrets behind mankind's fall.

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TRAILER:

We released a pretty big patch for most of the major bugs but there's still some minor ones + changes that are coming. We think we are going to be on standby for about 2 weeks while we get another patch together.

And for itch, we are discussing putting a build together for it. There's some steam stuff we'd like to pull out of the itch build so wasn't as straightforward as we'd like as the level editor is also tied up with steam workshop for sharing levels. (might need to have the level editor function more like the demo's editor...) 

First time we've had such a big game so dealing with version control is a bit new and we should have been working off different branches a bit more haha :')  

I did not make those other games. Faxdoc did. She doesn't have plans for Linux versions for her games. 

Sorry I can't promise a Linux version. We definitely won't have one on release date and I'm unsure if we'll be able to after as we aren't sure how hard it is to do. Don't want to promise anything that won't happen.