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A member registered Mar 12, 2020 · View creator page →

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Thanks!! :)

Very satisfying!

Really great concept!

This thing is dangerous in pubs lol, try not to lose your mind

Mixed perfectly with a healthy dose of random crits. :)

Yeah, definitely needed a start menu haha. Thanks for playing! :)

Thank you! You're right, we didn't have the time to explore all the mechanics properly. We wanted 20ish levels but had to settle for 7, some more tutorial levels would have gone a long way :)

Thanks for playing! Hopefully you got it figured out eventually, we should have had a better tutorial haha :)

Agree, we needed more levels to introduce the concepts better :) Thanks for playing!

Hahaha, our original idea was even more luck based! Thanks for playing our game :)

Thanks! Yeah a tutorial is much needed, we had planned to have 20-ish levels in the game but didn't quite have the time :)

Thanks for playing! I love our concept, but the execution needed a bit more time haha :)

Thanks for playing our game! It was all made during the jam! :)

Thanks for the kind words on our game! :)

Thanks four playing our game Henry! We got lucky by finding an amazing artist. :)

Thanks for playing our game! You're totally right, we ended up running into more development issues than we expected and so we didn't have as much time to make the levels. :)

Thanks for the feedback on our game! I agree, the initial concept was kind of flawed haha. We probably should have ditched the timer and just made it turn based. :)

Here's a few websites I use for free 2D assets, hope this helps!

Really clever mechanics, great work on this!

This game goes hard.

This is a great start! I can tell you put a lot of heart into this. The narration was witty and charming. It reminded me a lot of Portal in the best of ways! I'm really looking forward to seeing future projects from you, it seems like you've got a great mind for learning based on your videos I've watched.

Super cute game! I love all the bug animations and the rocket jump inspired mechanics. One thing I think you should look into is the sound design, some sounds (like the spider and death sounds) seem much louder than other sounds in the mix. I think allowing the wand to rotate a full 360 degrees would also help, I found it hard to aim directly below the character because the wand wouldn't track to my mouse if I aimed straight down. The shrines are a great idea, but some feel kind of slow to activate. With the game being so focused on movement and momentum, it feels very strange to have to slow down and sit still for so long to save the game. I'd recommend making the save shrines instant rather than taking a few seconds to interact with them, I think that would speed up gameplay a lot. Same goes for the mana regeneration, having it regenerate slower while walking seems very counterintuitive. It felt like the I would gain good momentum while blasting, but then would have to stop moving for a second to regenerate my mana. I think having mana regenerate at a consistent speed when the player is grounded would speed up the gameplay too. I hope some of this feedback helps! :) I adore the style this game has going for it and it has so much potential, keep up the great work!

Very impressive. I love this concept and you did a great job executing it! If you continue this project, I think a good addition would be adding more color to the "ground" blocks to help the player visually distinguish the layers. You could also add small landmark aesthetic pieces to give the same effect. Maybe a 3x3x3 statue that the player sees cross-sections of while traversing the different dimensions. This is the first game of yours I've played, but judging by the quality of this one I think I'll have to check out the rest of your catalog. :)

This is such a cool concept, I love how the rocket drifts when changing directions! I think that one design choice adds a ton to the feel of the game. I really respect how well thought out each mechanic is; the boxes bounce instead of going off screen so that the player can't sit and wait for debris to go away, the out of bounds box is a bit bigger than the screen to give the player some wiggle room, the player can hold a move key to get a specific direction or spam-tap a key to get a really large turn. You could totally make a whole game out of this idea, maybe a scrolling game like Gradius or some kind of bullet-hell, but what you have here is a really fun core idea. Awesome work man.

My high score is 9... I may suck at this game lol.

Even with simple sprites, you managed to get the game looking super polished! I also appreciate the work you put into teaching the player the mechanics through gameplay, something I also appreciated while playing your previous game Nectar. Cool stuff all around, I'm excited to see more from you!

Hey Kyle! I'm really impressed with how ambitious this game was for the jam, I wish I had time to rate it before the jam ended. I noticed in your description that you took on this whole challenge by yourself and that you're looking for a team. I checked out some of your music, and I gotta say, you've got some real talent. If you're ever in need of a team, don't hesitate to reach out to us over here at Grouch Co! I gave you a follow on Twitter and our DMs are open if you want to talk further. Once again congrats on second place in the creativity category! If we won first and second place individually, I'm sure we could knock another jam out of the park if we put our heads together.

Congrats on the wins! Definitely deserved, this game rocks.

Thanks Minidevs!

Thank you! I'm very proud of what everyone in the jam made, there were a lot of really great entries!

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Is it janky? Sure. But this game is a lot of fun. I really appreciated the collectibles you added in to each stage, it really put an extra layer of depth into the game. I love the execution of the theme as well, and your narration in the first level gives me Portal vibes, which is always a good thing. For 5 days, this is something you should be very proud of. One of my favorites so far, good job!

I'm a big fan of procedurally generate puzzle games, and this one was a super cute entry! I like the small details you added, like the "bad" foods having a slightly red background. One thing I think could help the game fit with the theme would be having each food affect the player differently. Maybe the healthy foods like broccoli and apples reduce your score,  but give the player some kind of positive status effect. There are a lot of places you could go with this, good work!

Love the idea! I think showing the enemy positions for a few seconds before they spawned was a great way to let the player prepare for the next attack, it felt very fair and rewarding. If you wanted to keep developing, I think a progression system would be awesome. Maybe after every wave it opens up a little bit more of the map, eventually expanding to become a huge sprawling play area. Overall I was a big fan of this entry, keep up the good work!

Probably the most interesting interpretation of the theme I've seen so far! I love the overall atmosphere, the only problem I see with the game would be the conveyance of the mechanics. Also, the music is super cool. Great work!

I showed my game to a lot of friends who didn't have accounts. Thanks for enjoying the game!

I love grapple mechanics in games, I think you did this one justice. One thing however is I wish the grapple visual would still display even if you missed hitting a block or item, that way the player knows how much they missed by and where to aim in the future. Overall nice work!

I'm pretty shocked that this game hasn't gotten much attention, I really like it! I've seen a lot of these jam games use the "take the powers of your enemy" approach, but I think you've done it the best. Each enemy's power feels very unique and deliberate. Good work!

I love grapple mechanics in games, I'm really happy to see you embracing them for this jam! Being able to change the player's gravity is really cool too, but it can feel overpowering at times. Consuming a lot of air when you have forward momentum pretty much guarantees that the player will be able to reach the end since there isn't really anything stopping him from just flying above the whole level. I always enjoy seeing other people's takes on first person movement games, and this one was super creative!