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A member registered Feb 15, 2019 · View creator page →

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I don't know why you're so down on your music. I just listened to Album, and it's really professional-grade stuff! Even the old songs use motifs pretty well. But then again, all my songs are samples and simple guitar riffs, so what do I know?

Also gave Niefel a second play. Only real issues I have with it are typos ("THE GROUND IS CRUMBELING?!") and the obvious superficial comparison to Celeste (red-haired girl climbing via a dash move). I like the visual style - reminds me of Platform Masters if it had more thoughtful lighting, and the cutscenes are pretty impressionistic. Are you aware that the Discord's down? I assume so.

Played this a day or two ago and it's pretty compelling too. I actually got through it without dashing.

The visuals are really charming and the music is absurdly good for a jam game (this is actually the case with a lot of The Collection too!).

Anyway, thanks for having interest in my game!

I could, but it would take a good while to recreate everything in C++ when I'm already working on another project on top of a number of other things. Is the Java download from the Oracle website not working correctly for you? I remember a friend had trouble installing it once. You might need to restart your computer after install, too.

Really interesting and novel!

-I was able to catch myself and twirl outside the walls. Ironically enough, this was how I figured out the way the catcher works.
-I locked myself in a room, although that's an obvious faux pas.

-All around, this started out pretty tense and gradually got more cognitive as I figured out everything naturally and eventually locked the enemy away for good.

Thank you for making this! it's great! If I ever come up with anything I think you'd be interested in or a good fit for, I might hit you up on that offer!

It's been a bit since its release, but I just wanted to remind everyone that SKEETER, a narrative-based game I made with Brianna Reagan, Emerson Eads, and Jack Helmericks, is out right now! The odds that anyone cares on Christmas day? Slim to none. I just hope the few people who are interested can enjoy it. It's a very concise, approachable experience, and one everyone worked hard to create.

It's located here: and completely free to download.

Any feedback or exposure is appreciated!

Thanks for your time, everybody!

OK, it seems the Pro Controller was causing the problem.

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I'm running the game on a Dell G5 with Windows 10 and the keyboard and mouse that came with my Dell Optiplex 360. I have a headset, an audio interface. and a Switch Pro Controller plugged in as well. Maybe that's what's causing the issue.

I have a consistent problem where the text on all of your games will instantly speed by without me pressing any buttons...

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OK, starting off with bug reports:

-If the player accesses and then leaves the secret area of the Power Plant (swinging past the fake wall/ or respawning above it and then dropping back down to the normal level), the background will remain black and the music will stop playing until their next death and respawn outside the secret area.

-As you acknowledge in the first area, it is possible to get stuck in walls, although this only really becomes a problem in the Centrifuge.

-During one of the gravity-flipping sections in the Event Horizon's secret level, I somehow got the Pesach to appear consistently squashed after holding down while gravity flipped, which also lowered their jump distance. This was fixed on respawn, however.

Other things I've noticed:

-Was this game influenced by Solgryn's I Wanna Kill the Guy at all? It has some similar choices in terms of challenges and music.

Overall, I really enjoyed the new areas/secrets and they easily justified a second playthrough. This game is extremely competent and complete for a beginning project, and I'm still amazed by it.

I just saw the updated trailer and it looks even better now than it was the first time I played through it. Also, holy shit, six new areas.

You are a goddamn wizard and I have no clue why you didn't have more confidence before. Many thanks for preserving the original walkthrough and description for posterity's sake, you brilliant madman.

Andres, this masterpiece took things to a whole other level of brilliance that I didn't even know existed. The immersive environments, challenging questions, and tense boss fight all served to make this epic an absolute blast. This game is hardcore. This game put my coding knowledge to the test and made learning an incredibly fun experience. THANK YOU SO MUCH.

Cool idea and exploration, but I'm sorry to be the bearer of bad news and tell you that Soundvoyager, Blindscape and Real Sound: Kaze no Regret all did this first...

Or there are the people who look vaguely like Deltarune characters. I did see that line though.


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I know that a massive number of people are going to say this, but thank you so much for making your games. Dweller's Empty Path brought back the kind of uplifting hope-punk vibe that made Undertale so revolutionary and fascinating when it came out, and seeing people like you and Toby be so unafraid to express yourselves openly in your games is truly an inspiration to us all. This sense of "heart", as Toby put it, is such a great thing to see in a world where art (and even the indie game sector) is becoming incredibly cynical and reserved. Call me a hypocrite (I mean, my games are really dark and weird), but it's just really nice to see creative development executed this joyfully. This kind of escape in game form is rare now to say the least, and the hard work you put into both of your games really shows.

Like a lot of game developers, I think you're a little tough on yourself. Yoshiro Kimura and Demensa seem to be the same way. Don't be afraid of disappointing anyone. Don't be afraid of tackling dark themes in good taste. Don't be afraid of being yourself. Too many people are, and it destroys them.

Sorry for the long comment, just wanted to put all that out there.

Now I feel kind of stupid for not seeing the path...


Dweller's Empty Path community · Created a new topic Stuck
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I got through most of the game and went up to the hint bird, and it said that I should "check on the wolf girl near the cliffs". I talked to the scavenger demon thing near Yoki's house and to the people lost in the woods, and I couldn't find any other cliffs. What am I doing wrong?

Also, there are a few typos, by the way. The wind crystal is said to "omit" light rather than emit it and Yoki says "you're" instead of "your" on one of the occasions where she meets Zera (if my awful memory serves me correctly, it's in the Dark Lord's Domain). Also, the dragon says "existence" with an "a" instead of the second "e".

Glad to see you liked it!

OK, here's a link:

Engine, or RPGMaker game? My favorite engine is either this or Game Maker, and my favorite RPGMaker game is either the Training Cave or OFF.

Andres, this game took the edutainment experience to a whole new level. The clever use of the card system kept me coming back for multiple playthroughs! I eventually got ALL 5 CARDS!!! Was this game insipired by the mechanic in Deadly Premonition where you can fish for cards? It's a great new set of mechanics that makes the learning all the more enthralling!


Andres, is there nothing you can't do?

You have no idea how hyped I am for the rest of the Computer Science vs. Morgas Noss Saga!!!!!! These games are the best!!!!!!!!!

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Hello all. I'm another one of those thousands of itch users who's uploading stuff. I've been making games in Java since I started learning how to a couple of years ago, and here I am now. Itch says I can only recommend one project, so I'm just going to ask what anyone might think of Aeruhbiss, my latest major game project. I have something new in the works, but it won't be out for a good long while, and I hope that someone gets something out of at least one of my existing games. I think it's best to be brief here and not waste too much of people's time waxing poetic about game development.

Oh, and since they're all JARs, you'll need Java to run them.

Thanks much,


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Andres does it again!!!!!!!!

I somehow managed to accidentally start a cheat command prompt, which let me spawn infinite guns and Naders. Maybe make that harder to get to?

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Hoo boy. That was a rollercoaster ride. Where to start.

This is going to be a long comment.

1. Yes they can. In fact, I think they do already, as is! What you have here is a kitschy masterpiece. I am honestly in disbelief that you made something this offbeat, thought-through, and sizable in a month with no prior GameMaker experience.

2. This game is not only well-paced, it uses pace in really interesting ways. When you first play through the levels, they're a tad basic - restrictive in structure and discouraging momentum, never getting that complex. But when the game finally shows that it's doing the NieR thing of revealing further depth of gameplay and plot later on, you're on the edge of your seat and really get into the zone. It actually helps that the standard levels aren't that challenging, because it makes the second playthrough when searching for the secret area a quicker and more contemplative experience. Then, right as your expectations are completely set up for more rote combinations of lasers or red tiles, the game throws a creative curveball at you, every single time.

3. The music choices definitely work well. I actually think this game's use of pre-existing assets helps it subvert expectations and create its own bizarre aesthetic, and the music really helps with that, in addition to fitting the tone in the moment.

4. The hints are generally good, but I'd change the "look for a light in the darkness" to "look for a light in the darkness above" to make things a bit easier to infer. I actually had to use the walkthrough to get past that riddle.

5. Words fail me. I started out thinking this was yet another GameMaker game, yet another itch game, something I'd play for five minutes and get bored of, but the strange wonder of the game's world and gameplay made me see it through to the end in one sitting. There are some typos, a few glitches, and the writing can get unnecessarily sesquipedalian at times, but this game is a far sight better than I expected (especially for something made in such a short time). Even the name, "A Proof of Concept", adds a lot to the experience.

It's amazing that something this cool could come out of quarantine. This is one of the best itch games I've ever played, and it runs well even on my crappy computer. Thank you so much.

Edit: I also like how you can play the endgame levels on the first run if you know what you're doing.

Andres, as a long-time fan and fellow game developer, I must applaud your masterful use of the gaming medium (and the RPGMaker engine!) to further education. During these trying times of coronavirus, your work is a beacon of hope for Computer Science students and game developers alike!

get the cigarette

I am HerpDerpityPurple, also known as Gage. I'm an amateur madman and I make games in Java. I like coming up with games I consider interesting and original; I also did all of my games alone except for Always the Sun. My games are short and distinct. I, as many of us here do, foolishly wish to one day be a professional developer.

I guess you found it out.

A masterpiece of our time

It seems like this game is destined to go under the radar despite being so original and entertaining. Buy it.

Hello. I'm HerpDerpity Purple, an amateur indie developer who's been making small games for the last two years.

I am happy to announce the release of Rong Wrong November '19 earlier today! The aforementioned is a magazine of my previously released games, compiled into one download for the sake of both the player's and my convenience; it contains five previously released games with development information as well as a game exclusive to the download. The estimated play time is roughly five hours or so, and it's completely free, no payments allowed.

I do not believe in the alleged infallibility of traditional game design.

One thing of note is that all the games are programmed in Java, so downloading a JDK from the Oracle website is necessary to run them. It's not that inconvenient, and Java is multi-platform, so the games run on PC, Mac and Linux.


This is unrelated, but I really want to see someone turn The Saga of Rodney Toady by Giles, Giles and Fripp into a picture book