Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered May 14, 2017 · View creator page →

Creator of

Recent community posts

Thanks for the kind words! I am happy to hear you managed to figure it out :)

While the rocks where left as a clue, the taunting tone of dialog was not entirely intentional, but actually quite fitting now that you mention it to get ppl to continue trying. The focus was really just to make a game-short, while having some fun with the environment, characters and effects. Hopefully more will come soon in the future.

(1 edit)

Np! Always fun to play and comment, but honestly its always easy to be on the side of the critic, as we are not involved in the effort making the thing, so do take my reply with a fist full of salt.

With that said, I feel it really depends on what you want the end-result to be, are you a board-game with strict rules? or a more free-flow "things-might-change-at-every-turn" type of game? or whatever in between.

As the mechanics are quite few and very tight right now, all new mechanics basically change the entire paradigm of how the game is played, with what tactics are better/worse etc. So while that can be exiting, it can have huge repercussions. That said, personally I am rather partial to seeing something more, as the game is a bit to "board-game-like" right now for my taste and does not make much use of the digital-medium (as-in, you could make a 1-to-1 copy of this as a cardboard game without much extra management). Maybe something that has do to with a turn-timer, like making a burn-effect take X-turns instead of instant, so you have to plan the timing. The same could be done with a type of flying movement maybe, that you can fly to point X, but it takes two turns etc. You get the idea.

I really like the thought of having environmental changes, as this does not change the games core, but makes you adapt to the environment itself of what you should do, which feels like a great direction to go in. It has potential to create a interesting single-player experience with levels that are continuously varied and challenging instead of just playing against an AI over and over again using the same tactics. I can already see like a Dragon-Slaying Knight as a hazard, that kills dragons close to it and maybe even moves randomly every turn.

A board editor is nice, if a bit ambitious, I feel that's should be in the "wish-list" pile of things, as for a level-editor to be useful you need a good player-base to begin with.


I gave it a try! A rather simple thematic variant of a match/control board game. It's really what you have described, and it works well. The theme is fun, if a bit bland, the drakes are cool and love there almost ball-like design, but the rest around is a very generic. The colors especially feels like they all have the same tone, making the game lack contrast.

The game really does what it does, it has its rules, and you try to win within those parameters. My only issue is really that: Its a digital board game, its no more or less then you get from ONE match. Especially as the moves you can make are rather limited (3-4 I think? Create a new dragon, Move a Dragon, Move a Dragon Uphill, Burn a tree). And while playing against others might bring some create strategic value, its a shame if you don't use the digital-space to create more content.

What I would love to see is the game taking a puzzle like progression, and its an area I feel you can expand the singleplayer experience without adding more features (as that would defeat the purpose of the elegant board-game-design). Have linear progression with "board-challenges" levels, where you play on strange board setups, maybe even the AI has preset pieces etc. still using the rules you have now to win.

A great example of this is Greed Corp, it has the game idea of using a "board-game" design space, but has several levels you progress within those boundaries.

A great one-clicker game :) Not that much to say about it. Like other similar good games in the same style I feel you nailed it, the amount you need to click, the progress speed, the tension between clicks etc. What I really liked about this however is the amount of times I felt "I can make it!" when there where a large color collection to make me maaaaybe able to just speed though a hexagon. It really tests your patients :)

A rather basic platformer with a fun gimmick. The idea of having a character die-and-repeat is not super new (Reminds me of the game "Life Goes On" and "The Swapper" (to a lesser extent)), but it always fun to see what can be done with it.

Its a 3hour game (I think I got it right this time) so there is only so much time to explore the design-space, you got the basics of it all down but would have been great to see the design more explored. For one, in this game I feel the "go-around-the-edge" part of the design is rather unnecessary, as it has very little impact on the "die-and-repeat" mechanic. There is even one level that does not even use the death mechanic because of it.

I like the ideas you described that could have been added (the eye thing really fits the character design!), but feel even smaller things like: a limited death allowed, limit the amount of corpses at one time, or have them simply dissipate after a while, Just simple things that take the entire "I leave my old body here" into focus and something I need to balance. At the moment it just becomes a mechanic that forces me to replay the same level several times without much timing or skill needed.

Just a side note, love the hat and its animation! Would have loved to see more with it as the focus. maybe after your death the hat stays where you died, and you will die permanently if you don't have the hat on you, forcing you to first collect the hat before dying again.

Overall, I feel just a platformer in 3hours is nuts. So great work :)

I have to admit when I'm wrong. The bomb strategy you described was something I did not even consider, and I also completely miss-played the game! I think that's a first I have made such an error. Completely missed the orthogonal movement freedom, I was just so used to the limitations of match-3-games that I did not even think you could move more then one step at a time (Strange, as I did play it for quite a while.)

So with that said, I can differently see now the strategic death that it creates, and the bombs make perfect sense now. Was way more fun, great work!

Its a "match-3" game, not that much that I can comment on that design. If anything, extremely impressive to have it finished within 3 hours! Feels ambitious :O

The goal is rather strait-forward with the point barriers and like the bonus move intensive you have with the crystals. The point-balance seems fine if, even if I find it difficult to see how anyone can reach the higher scores. However, I do feel the explosives are way to punishing. 1000 points feels like its a lot and it often felt the screen slowly got covered in the stuff, making the entire higher point gain all down to luck. Luck is unavoidable in mach games, but combined that you can get punished rather harshly just felt quite bad.

I also would have liked to see a bit more variation to the art of the rocks. all the rocks have a very similar color pallet, making you almost have to squint at times to know what needs to be matched. If the rocks have small gems stuck in them, why not use more variation on there colors?

Awesome, feels like I have fallen into a strange alternative dimension and testing out a odd digital toy reminiscent of a Tamagotchi or Game-&-Watch.

Everything together makes it a great audio/visual experience: the small screen format and low rez, the strange words, the odd screens that seems to have no point, but everything still has a function, creates a really odd "retro" feeling to it, but something that still feels "off".

Love that things (buttons etc.) have functionality with no really point to it more then to progress the game.

Played and finished! ) Se you really like your negative-space games ;)

A solid concept! Seen similar ones before, and most the the levels also shared a lot of classic elements with moving "around" the screen to connect to the right side.

I can see that the idea most likely was that BOTH characters where suppose to enter each of there doors, so I will judge it on that (otherwise the mirror world is rather pointless), taking that in account the levels are relatively challenging as you go along.

What I did miss was just something more to flare out the otherwise rather simple levels. Its hard to create that in 3-hours, and honestly just the amount of levels is impressive for that time (+ the transition, love it!), but just something that adds to that mind-bending-feeling I want from these types of games. I think the grey blocks was a great start, but only the loop-around-level really used it to any effect. I would have loved a feature/mechanic that's similar to the glitch transition effect.

A fun play :) Make more and take it to the next level!

Like it! Great effort for 3 hours. The instant death is an awesome feature in this format and can be expanded so much (parts mentioned in the missing-features).

I do feel the game with the instant-death features of ONE mistake lends itself better for a more puzzle-like play-style, where every step needs to be calculated, however the long level with just makes you want to walk FASTER and mistakes instead happen basically just because of impatience instead of a planning mistake.

I feel more effort could have been spent on getting one enemy or another puzzle mechanic to flesh out the gameplay and leaving the level more or less just screen-sized.

A awesome effort for 3 hours :) A classic concept with a clear visual obstacle.

If there is one criticism that fits that time is that thing is that the camera is static, i feel either the level should have been completely strait or you should be able to rotate the camera, as the limited view when going sideways became the more difficult part of the game.

So many thanks again! Loved it. While its a short game, and also quite old-design, you make some great points! If I remember correctly the visuals where really a result on the time constraint, as I started quite late in the week with the game, but still am really happy with the result it gave.

Ya, I usually don't care to much about the surrounding area for the game as I kind of think the game is whats important in the end, but what background its pasted on, but in this care with-out the possibility to go full-screen I can really see the issue with just having a standard-white scree. Will make a greater effort on my later games to actually improve the first-time impression of the thing.

Took a look and managed to clear about 10-ish levels! (so do note that I might have missed a few later levels, as it got a bit late here. Hope to see a "level-select" later on :) )

Have seen the theme of "black-and-white"/opposites have been explored a lot before, with similar mechanics, but all games like these lives (and dies) on the puzzle design and the overall presentation. Here are some of my thoughts:

Overall I think its has a great package for a puzzle game! A rather straightforward gimmick/main-mechanic, puzzles getting gradually more difficult and more complex step by step with what has been explored so far, and then the introduction to more complex "moves" as we go along (like pushing a person within a block).

The puzzle design itself I feel is a bit of a mixed bag. Some levels just felt a bit to long, and some later levels being way easier to clear then some others before them (aside for the level teaching you a new mechanic, that should be rather easy/straightforward). I think this "unbalance" would have been fine if there was a "skip" mechanic, so if I find level to frustrating I can skip it and continue and maybe finish it later on (especially as its very subjective what one player might feel is frustrating and another not). However, overall I found the majority of the levels fun, even if I found myself enjoying the shorter challenging ones better, as the larger levels had a tendency to feel a bit "trail-and-error" like, with me just slamming one character in the wall until the other character was at the right spot. I think the best designs where the more elegant ones, where I had to be more careful in how I made my moves in what order (as at times, as mentioned, I just did not care and just brute-forced it faster then thinking carefully).

The visuals was simple but works! I do like the character designs, even if the rest if a bit simplistic for me. I would have especially loved to see the detailed level you had in the first level for the rest. I'm guessing its a time-issue that the rest of the levels are missing that better tile-set, but I hope you add it later! as it really makes the world feel way more alive. A smaller issue I had was also with the boxes, as I feel they are almost equally Black and White (got confused a few times). Might have been better to make them a bit more clearly one color. I also would have loved to see a bit more "juice" in the few actions the game had, like a small puff-particle cloud when pushing a box or hitting a wall, something that made the action the characters take feel a bit more impact-full. You already had it for the character exit, so just add more of those! Especially for a game with such a minimalist visuals small animations etc. go a long way making it feel more "alive".

As I mentioned before, the controls need a bit of tweaking, do make the "forwards" and "backwards" a single button :) (Q and E, or something close-by).

Lastly, the sounds and music. It is honestly what I think made the game, the sound-track creates a soothing and mournful mood, very much fitting the black-and-white presentation, it felt like a story in-of-itself that you followed, adding a sense of character/mass/weight to the game that otherwise would not have been present. The sound effects where also a great edition and fits in what I like about smaller details, adds so much to otherwise simple actions you take (especially liked the rewind-forward sounds (that I sadly however almost never used)).

Great game overall! More please.

Thanks for playing! Was for a small jam, had a blast making it, and will continue making more hopefully just as fun games :)

Thanks again! Always so fun to see someone live playing the game :)

I really liked this! A great take on the theme, and a very unique mechanic that actually also feels functional. You have some nice pixel visuals going and a sound track. You have several enemy types and several levels. So well done! With that said, I do have some small pointers.

I did not find that the light-effect did the game any favors. At the moment it serves no function of hiding anything (as the dark parts are not perfectly dark), so all it does it make everything darker and unclear, even more so as your color-pallet is rather boring with mostly browns and greys. I think it would have just been better to skip the light-effect all together and add some more color to the world, make it a bit more interesting! Make the important parts pop! Or if your going for a more "grim-dark" world the style itself must reflect that better and go FULL dark instead and make the designs a bit more serious (you main character for example, just looks a bit to "nice" for that).

The combat itself also felt a bit soft?/unclear? I think whats missing here is better visual and mechanical feedback that makes your hits feel more impactful! At the moment there is no knock-back or mini-stun/interrupt on any of your hits, making the enemies feel like they barely react to any of your attacks (other then that they die after a few hits), with-out this I am also force to play rather defensively as the enemies just keep going strait for me. A old Zelda game is a great example (like "Link to the past") on combat with attacks that are rather "simple", but with added hit-feedback makes it very tactical. Now, adding this would make combat easier as I can now knock them away, but that can be balanced with adding more health, speed or other stat to the enemies instead.

I cant be to harsh on this as you got some great feedback already: sound effects, some particles (even the swords of the goblins move!) etc. Love that! always makes the world feel more alive. Just don't forget the mechanical aspect of feed-back.

My last issue is that the worlds themselves are rather boring, do think about adding some environmental hazards in the future, add more props etc. to make it feel a bit more interesting! Its just all just very brown right now.

Lastly, a small bug. You could get stuck with the hook-shoot if you shoot at the edge of a corner:

Hope to see more! Great work.

Ha! Great game as always.

Not that much to say as the execution and idea is rather strait forward, and to be honest with what it does you did not really need more for a jam-game. The graphics are minimal but clear, and there is some sound-effects for the more important interactions like the collisions and a music track to spice things up. The mechanics worked great, the AI was a great amount of stupid/odd and functional (could still race, but was not too overwhelming, but always felt like some where as stuck as you where) Liked that if you got hit there was a strong force transference, was great to get a boost of speed from another car.

Really enjoy these types of games that just test one crazy game-mechanic and keeps it in focus, and has . So if anything just keep that in mind, as this is a great example I think of making a game with focus on whats important.

That said, if we think more long term on the visual side there could always be nice with some more visual-feedback details: like small hit effects (particles, scale-changes etc.), to visuals on how fast your going/accelerating etc. Things that really takes the game and makes it feel more "alive" then the rather solid and gliding cars you have now. However, details take time, and in the end should not be the primarily focus (if its not the point of-course).

Looking forward to your next game!

haha! Well, its all well deserved! If nothing else I hope that you at-least continue making games in your style, and based on your rather extensive game-log I don't think I need to worry :)

Not a fan sadly. While I can really appreciate the effort put in to make a "pure"-text-adventure and jazzing it up with a cool-font and having a fitting haunting-soundtrack, I just feel its a bit uninspired-game-play wise. Mind you, I have no real issue with the story, a murder-mystery and a rather fun premise with Sherlock Holmes in the future. I do think you need to re-read it and work on it a bit more however, it does not always have a very good flow and you often just basically wrote: "Do this" instead of letting me try to figure stuff out.

I do not like that you have a dead-end that makes you instantly lose, it felt like cheap trial-&-error situation where I had 50% chance of loosing. Something that really should not be in a detective game, I must be able to deduce something and make a choice based on that (or, at least not get punished if I make the wrong one). Also, it seemed I had no use for anything I picked up? was there even a point? It can be ok to have some red-herrings, but if EVERYTHING is, then having items at all is pointless.

I also found the action-text to be extremely inconsistent, what I could type to continue was written in so many different ways it just became confusing what I could and could not do. In a way I like it, as I really have to read the text to find what I can do, but at the same time it felt un-elegant and could do with a clearer mechanic (like highlighting words I can write, show the options in a separate text-flow etc.)

In the end I just think you could have done more with the theme. What you have is a extremely literal theme interpretation with no real "extras" or unique twist on the mechanic. Even if you wanted to keep it to a "classic" text-adventure, you could still have added things to the text itself: have it animate, change color, have text disappear/appear, use different fonts for different observations (for example, instead of using the blood font for everything, you could have only used it when observing morbid stuff, like the headless body). It needs more LIFE and personality.

I hope I did not come across as to harsh, honestly a good effort! Hope to see you continue. Cheers!

A perfect jam game! and so far my favorite! It's brilliant in almost every way. The theme is taken and implemented so literally that it becomes humorous by itself, then combined with the equally silly story/presentation it becomes very enjoyable to play!

At first I thought that the mechanic might become rather annoying after a while, but I got into a good "grove" and you kept adding more ways to interact with the world that nothing overstayed it's welcome. The story progressed at a nice pace and had a great length (you even managed to add a finale!). I am also very impressed by the cut-scenes and scene-changes, and honestly think it is the glue that sold the game-experience, it made me really want to continue and see the next area/event (they also worked as a good "mini-pause"/breather for the interactions). Also just love the presentation, from the sound & music to the detailed 3D assets and animation, combined with good camera-angles, it all adds a ton of personality and makes the world feel alive. Details are important! and this shows it. (personal also love this budget/quick-look of 3D style).

Most of all: It was fun. It was fun to control, and it was fun to see what would happen next, even for such a basic story you managed to capture the "detective" feel rather well with the ducktectives small observations.

That said, some smaller things. The game-screen-size was rather small, with a game this detailed it felt unnecessary. You also made it unnecessary to actually look at anything in the house, as you could just walk strait to the window and be done with it. Not a major issue as the "difficult" controls encourages the player to interact with whats closest first, but I do feel there should have maybe been one step/part more to "unlock" before getting to the final scene (on the other hand, it might have become to bothersome then, as the player might become "stuck" and because the controls can be a bit frustrating, just never unlocks the final scene. So what you have might have been the right choice).

A small note at the story as well: at the moment, nothing from the observations actually point towards who took the pie, its just a big coincident that you look out the window and see that the thief has not yet left the scene of the crime. While the story is suppose to be silly/absurd, I do find it more fun when (some) things might point/give you subtle hints too the right direction (the danger can be, if the game has a more complex puzzle/part, that it becomes a "bad"-old-school point-&-click, where no interaction makes sense and it all becomes trial-&-error solutions).

All I'm hoping for now is a part two! Thanks for making this.

Thanks for giving it a go!

Ya, its a odd game, basically you play as a very incompetent detective, so some things that should be suspicious are not and so on :P It's also meant to be very easy, as I wanted character cards you could solve, but I only managed to finish one right now.

Clues can be found on the card, with the 3 interaction buttons, the one you missed was just talking to him I think.

Was fun to play! Still very impressive production, especially if you had other commitments during the week. Best of luck on your next game! Will definitely keep a eye out.

While it has a bit of the same charm as your last game I played, I cant help but feel its a bit lackluster, and would have loved to see push the games you make a bit more then right now.

You got a great base here, a funky physics-based movement with a good zombie design, making more use of the physics by having him designed as a puppet. Also love the "low-effort/unfinished" look on the art as always , but It's a fine line at the same time. To little hand-drawn visuals and to many "blocks" or "short-cuts" it backfires, you have a very fun style, and I would love to see you add more of it to the environments. I took a sneak-peak on your latest jam game Sprits and I think the visual balance there is a lot better!

Also a side on colors: Do try to avoid using pure-black colors, it becomes a very harsh color to look at if its to abundant, it would help just to have it a bit off dark, like a very dark grey.

That aside, the game-play works for a small jam game, but it can be improved. Would love to see a bit more details in the design overall, a few simple things that can surprise the player, like a speed-powerup or moving blocks etc. Especially when the movement is so open.

Keep at it! Your on a roll of games. Love to see more.

(1 edit)

Np, always fun to test games. Was worried I might have been a bit to harsh, but happy to hear some of it might have been helpful, wish you the best of you next games!

(1 edit)

I really like this. I am sucker for a rather stylish-game using minimal graphics effectively, by combining it with great effects! It hits a great spot of being clear, but without feeling stiff. The button animations, the lights, the pulsating radioactive core and the really awesome table-flip transition. Have always felt that the power is in the details, and your game is spot-on!

For a jam-game, this is a great production, with only a few smaller issues I found. That said, if you look beyond that there is some space for improvements/development. As Vanne already mentioned, the little switches where a bit difficult to handle compared to the rest. It also broke the input pattern, forcing me to "hold-and-drag" rather then just clicking, something I would not see as much of a issue if the game was longer with even more control types, but with only 3 button-types the input difference stands-out and makes it less elegant. You also had controls for turning/zooming, something that I feel is completely unnecessary in this version of the game. That said, if you continue developing it, I would love to see more complex boards where turning the camera or even zooming becomes a necessity.

When it comes to level design, you also did the right choice. Have a level to introduce the new button type, followed by a more complex level using that type, and later finish the game with a "extra-hard" level with a more demanding radiation-level. I feel you hit a good sweet-spot on the amount of time it takes to clear a level and the total time it takes to clear it for a jam-game. It never overstayed its welcome.

I think you already have a decent grip what could be added, but if there is one thing that I would love to see explored is the use of the board itself. For example: being able to rotate the entire board and have buttons in odd locations. I'm thinking of the game "Keep talking and nobody explodes" as a great example of this.

Love the game! A very strong jam-game. Hope to see more.

No problem, always fun to try and comment :) Happy to hear something might be of use. Do keep in mind I'm just one person with my own goals/thoughts of what makes a "good" game. In the end its your game, so use/change what you feel is right for it.

I'm going to be rather blunt with my comments on this, I do think it has some redeeming factors but its really needs more work. I guess you know most of the issues already, but might add something that you find useful.

Lets start with the good: the visual-presentation and music-loop are the strongest point of the game, the pixel-art is great with some good designs and animations (also the fun interpretation of "RADIOactive" was a fun twist used here), the fish-men where my favorite! You even took the time for a rather nice menu, with custom buttons. That said, there is space for improvement. The jump at the moment is rather stiff, there seems only to be a down/falling animation but none for the jump itself. I am also not a huge-fan of using different pixel-scaling on a otherwise pixel-perfect game, the UI stuff looks like its around 4x the scale of the world and (for me) looks out of place and would have rather seen everything being in scale (this world however make the hearts rather small, so might need to be redrawn larger).

Next comes the game-play and its very weak. The platform controls are very odd at times, with the character stuttering, getting stuck on walls and when hitting enemies. Sometimes I also took no damage from the enemies. The shooting was also very slow and felt extremely dissatisfying, making taking down enemies boring (the shooting sound was also extremely hard on the ears did not help). Also, whats with the count-down timer? It really served no purpose, I'm guessing it became an unfinished main-feature? but honestly, with what you had it just became a hindrance to the game as I could not play at my own pace, would have been better without it. That said, at-least there is interactivity, and I think it does a good job showing/giving the player the basic idea what the game-play can be if nothing else.

So, all-in-all, the game works great as a visual-presentation, and with more work on the game-mechanics fixing the bugs and game-feel can become a fun experience as well! I hope you continue. Great work in the end.

The game looks great, the visuals of this game is its strongest point and combined presentation of dialog using icons, relaxing/soothing music, fun dialog-sound etc. makes it a real treat.

That said, the game-play is rather weak and think the classical platforming is more a hindrance then a boon. I am mostly against having something that does not serves any function in a game and I find that the platform controls themselves really have very little use here. The jumping mostly so, as there are no dangers to avoid its purely used as a very light vertical navigation without any challenge. If that's all its for why have it at all? It can even be said had a negative impact of the visuals, as you had to spend time doing a jumping animation, taking time from improving other visual-aspects (also, the jump animation feels very stiff, as the height you can jump does not correspond/fit the jump-animation that looks more like a small "skip" then a high-jump).

Also, even if there actually was something that made the jumping "useful" it just does not fit the mood/pace of the game. The jump in a platformer is often used as a very intense input/action/challenge, where a jump can mean everything. Your game, however, has none of those moments, its just a spam-able move without much function, it makes it cheap.

Instead, I would have rather seen a simplification of the navigation (just "walk left-right" could work)  and a continued exploration of the other mechanics of the game that are a lot more interesting , for example: The environment healing + key-combo part I think can be used/expanded into more parts of the game, like make the flower/creature interactions a lot more interesting! Maybe have a list of "combos" you can again and use to solve/unlock certain parts (more then the healing), get less radiation gain if you make a good combo etc. Add some dynamic/choice in how so solve the issues at hand (as right now, you only have one choice).

Also, a small note on the visuals, while I really love the look! (Reminds me of a story book, can recommend checking out the game: "Child of light" that uses a water-color style), I am not found of the ground, it really breaks the otherwise awesome presentation (I think you already know this). A quick solution to this that does not use a detailed tile-system, is to place a detailed foreground/foreground-parts on top the ground to hide all the sharp edges etc. (if you want even more dept later you could continue adding a foregrund-paralax layer after that).

Great work! Hope to see more.

Not really-ish, is auto-generated then I edited the result a bit, so cant take full credit for it. Even-so, it adds something, and happy for that.

Thanks for playing! Great to hear that this as a base seems solid to continue on, was what I was mostly hoping for. Am personally quite found of mixing styles and will most likely experiment even more with 3d/2d stuff later on.

I do agree that there are some very big balancing issues at play, the shooting enemies take something like 15 hits, don't know why I thought that was a good idea :P but that stuff comes with testing. Nice that you noticed the shielding! Might have to add a bit of a hint of how it works, but wanted a system that not just "health" and think this regenerative "health" works well in a space-shooter setting, and as you say, changes the way you play depending on the shield status (able to take more/less risks).

A had a very long wish-list of stuff I planned for, spent way to much time thinking up stuff. So power-ups etc are very much in the works :) Was even thinking of having direction ship-upgrades (that changes the ship), in-between missions etc. but we will see. Love the idea with branching paths, now that you brought it up I think I have seen it before in other top-down-shooters, will look-up some examples of this. Would differently add both more repeatability and make the levels themselves more interesting.

Also, great score! The Super End was really there, as you mentioned, for me to have a somewhat of true "ending" to the whole thing :P So added extra spawners that made it basically impossible to continue for long after a while.

Thanks for your thoughtful comments! Hope to update this in the coming weeks.

Thanks! Rather happy with this one, was a experiment and I think it turned-out very well.

A classic avoid-the-walls maze game! A bit basic, but was quite a few interesting extras that elevated it, the visuals are not bad and has a pleasant music score that fits the pace of the game. With that said, I do feel there are a few issues.

First of, I am not a fan auto-rotation of the ship. The game-type is about precision movement, its then very jarring that the ship auto-rotates (even worse that the rotation is instant) making me feel less in-control and afraid every time the ship turns that I will make a mistake (even if the hit-box remains the same, its about player perception). Secondly, the issue was made worse with the shooting mechanic, as the ship only shoot in the facing direction that I cant control myself. When I got it the first time, I missed the rotation location, so I ended up having to move blindly to find the spot that turned the ship in the "correct" direction, it felt very odd. If you use the auto-rotation as a mechanic, then there must be clear indicators where that happens, especially if it actually effects game-play and is not a purely visual change.

Also, another small side note on the shooting: why introduce a shooting mechanic (with text even to explain how it works) to then never use it again on another level after? Usually when a mechanic is introduced you expect to use it for a few levels after. It got especially confusing as the next levels introduced a enemy that I thought I was meant to shoot, but no, I was suppose to run away.

Continuing, I was felt the level-design overall was sadly lacking. Not that the level themselves where to difficult/unbalanced, they just felt a bit uninspired. All the levels are completely linear, with ONE path and one path only, and almost every one is a tight corridor that moves in a wave pattern. Would have liked to see a bit more diversity, use different patterns, have levels with multiple paths with a shorter but "harder" path, or other with a open area but moving asteroids etc.

I think why the levels bother me is because they don't feel built with the space esthetic in mind, the levels feels like they are designed as a cave systems, rather then a asteroid-field. They are all too tightly packed and to tidy, with every asteroid is neatly stacked in a tight pattern outside the corridors. It ends up looking very stiff/unnatural (that all the asteroid animations are in sync also does not help).

With all that said, Its still a fully functional game, and I did have fun playing it! Hope my comments may be of use. Cheers

Thanks for playing! Glad you enjoyed it. Completely agree about the music, but it was that or nothing, and I felt it was just quite without anything. Actually planned for even more enemy types, but then I did the smart thing and cut them out before I wasted all my time on design :P Will continue building on it and see where it takes me.

Thank you! I try, for whats there It does function in the way I wanted, so small victories. Wanted to have it as a complete experience with a boss and everything at first, but ya, time :P Will however continue working on it, so will aim to add all the things I had on my wish-list!

Am I doing something wrong? I like the idea and it's actually a very solid base-concept for a TD-game. However, the start seems way, way to slow, starting with 100$ affords me: one blue tower... That has super slow projectiles and a useless range, so one side of the planet will get hit (or even the same side, the tower aims directly at its target, making 80% of the hits miss if its not right next to it or if the meteor is directly above it), I did not even have another 100 after the third wave, and then I always die, as it is. the game is unplayable.

This would not be a issue if you stared with more cash, so I'm guessing the low starting value is just a bug/mistake?

Other then that (even if it is a rather big issue), it has potential. The placement of the towers is very satisfying, and as mentioned from this base you can add so much content. Would have loved to have some more sound effects however, and some smaller details (like the heart icon on the planet pulsating or similar, a moving background etc.) would have been great to make the game feel a bit more alive.

A good entry!

This is one of those games that I feel should not be so fun as it is. At first, the visuals/presentation and sound feels like nothing that special, and the game-play itself is just a "move-towards-the-mouse-and-shoot" like many other jam-entries have done, but after playing it I feel you have really managed to create a very fun experience, with some nice solutions/mechanics to some common issues. The game really grew on me as I was playing. I am Impressed.

As mentioned, at first I thought the visual/style just felt a bit out of place, but when you take a closer look there is a surprising amount of details there, and its a style that grows on you (or at-least for me). Also like that the very strong neon colors actually made it clearer to play, especially because the game is rather fast. Also like the color-coding: green/yellow is good, and red/purple is bad, so it was clear what to avoid and what to collect.

The collection mechanic was a strike of genius honestly, the building of the ship is very satisfying, as it is INSTANT and you get a very clear result of every piece you collect. It helps give the player a direction/in-game-goal of what to do etc. Also, that you could even get a shooting upgrade made you feel more powerful (especially the backwards shoot, that really helps as you cant make any strafe movements with the mouse only controls).

Lastly, I think what sealed the game for me was the speed. Its fast (and short) and it needs to be, it does not overstay its welcome, it plays quickly and without nonsense, I get a great build-up of power even during the short play-duration as I play and a goal that's easy to understand.

If there is one thing however, is that you should maybe have had a hint of where the "exit" was, as its at the moment just a item that looks different from the rest. Also, you can open that things really fast, maybe make it a multi-layered door? so you need to collect at-least a few parts to get in.

Overall, a surprisingly fun game for such a simple concept.

My favorite game so far on the jam, you nailed it. The style is great and really consistent, love the mix of a old-game feel with newer mechanics, and just the quirky nature of it all just floating in space FIST-FIGHTING aliens, how can one not love it? (also helps that its a mix of some of my favorite games, love the old-school first-person dungeon crawlers). Reminds me a bit of the indi-game: FIGHT KNIGHT, an equally odd setting where you are a fist-fighting fantasy knight.

Honestly, just at the top of my head I cant really think of any improvements/changes I would like to see, maybe there could be a place for a story-line? that could bring a bit more context too the hole thing? Maybe being able to meet some characters and interact with them etc. also, the goal itself could be a bit clearer, as your kind of just thrown in without as much as a clue at first on what to do. But really, as a isolated experience its already great.

Will test your other games after this!

Love that description, thank you for playing :) The details really was what I was going for, as the game itself is nothing special, but was never meant to be anything ground-breaking. Honestly still not quite happy with it all, and want to continue upping the smaller details, still missing sounds/effects all over the place but managed to at-least add the most important ones, but great to hear I'm on the right track.