Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Iris xii

61
Posts
20
Followers
15
Following
A member registered Sep 04, 2016 · View creator page →

Creator of

Recent community posts

Incredibly thorough thoughts, thank you! The tip on handling visible_characters is great, the way text moved around did feel 'off' to me, but I didn't really know what to do about it. Turns out you can just do that!

Honestly kicking myself a bit for that one bug, I was aware of it and kept deciding to put it off because it was easy to just avoid and fixing it would've involved untangling some unwise code decisions made in a rush. Turns out several people have run into it, and if I'd fixed it I would've had no major bugs at all as far as I'm aware. (Just dubious behaviors like the visible characters thing, ie 'not a bug but less polished than ideal') 

Thank you a lot for your thorough thoughts on the game!

The art is really well made. It felt a bit short overall, though there's something about it that's fascinating. Why are we swiping cards? What is the minigame selection screen all about? It's mysterious in a compelling way, as though there IS a coherent bigger picture to grasp, but you're getting such a small slice of it you can't possibly put it together. The music adds to this feeling too.

Overall more short than I'd like but it did make me feel something, which is much better than long and bland imo

I have to admit it ended up getting a bit too hard for me to finish, but that was an incredible amount of moving parts all working well for something that was made in a week, and there's quite a lot of strategy to be had in exactly where to attempt to cleave a network in half for maximum damage. I also tried to steal resources, though that one didn't really work. It didn't look like it was going to work (as the color of the fountains is different) but I had to try :P 

Very well made, enough so that I thought this game had been made by a team of at least two. Very juicy and and enjoyable play, and I liked that it introduced 'twists' later on such as the multiple paddles to keep it from getting stale

Played this one for a long, long while, enough so that I forgot to rate it and had to come back specifically to do so, which probably says enough about how fun I've found it to be. The upgrades can be 'cheesed' into quite unbalanced combinations, but it doesn't detract from the enjoyment of it too much 

Fairly well made, though I wish I could've played more of it, as I unfortunately got stuck with no clear way to make any more progress that I could figure out. The style and look of it works so well despite being simple, too.

Incredibly impressive game for having been made in so little time! Very enjoyable, though as a small nit I would've enjoyed more feedback on what the attacks were doing. Incredibly well made beyond that and some walls not having collisions, blew my socks off
Wouldn't advise flirting with a watercooler though

Oh I totally missed that there was an in-game way to set the sensitivity, that's on me then. The movement did remind me a lot of ultrakill in like the best of ways, definitely a big highlight!

Beautiful game and concept, though I found it a bit too difficult... though in a way that sorta fits the theme

(1 edit)

Incredibly creative, really chaotic tetris variant. Took a bit to get used to shapes being mostly unimportant and the elements being vital, but I ended up playing for quite a bit. It's also impressive that you made a sim of this sort for a jam game, even if it's a small one.
Also is that thumbnail a Noita reference or is it just me?

Fun and really unexpected theming with lots of style, the mercury visuals are wonderful. The level select is also a nice touch. It did load really slowly though, but I suspect that's a 'it loads like that for me specifically for mystery computer reasons', an optional non-web download might've been nice to alleviate that unless it would've taken time away from the game itself, most people probably wouldn't bother after all

That would've been ideal yeah, definitely going to try and remember 'please stop for a second and make sure the exact way you're supposed to interact with this is made very clear' to my mental checklist

(1 edit)

Thank you! I saw you playing the game, the 'points' in the boxes were only meant to start pipes, you were supposed to click anywhere else in the box instead to end them, so that's what happened there. I never explained that, though. Honestly if I had even *considered* the possibility of somebody thinking to use the points as endpoints too I would've made that nicer. But it's hard to consider people might attempt to play in ways you can't even conceive of, bit of a blindspot that always bites me. I thought I'd avoided that this time by making *both* click-and-hold-dragging pipes and click once to start and click again to end both work, but alas.

There isn't much but what there is is fairly solid, enjoyed the monochrome look, and the location/lab was bigger than I'd expected

Very well made. Unfortunately, I got stuck, it was a pinch too difficult to me, but what I did get to play through was very enjoyable. It was also mysterious in a really fun way.

Incredibly creative take. I wonder if it has an ending, I'm assuming that it doesn't? I'm also assuming the position of ingredients is random? because I got really screwed over a couple of times with unwinnable situations. Simple but solid, though I do wish it wouldn't place you in unwinnable situations sometimes

(1 edit)

Simple but extremely well made, the aesthetics are unforgettable too, and I mean it as I saw the image when browsing submissions and went 'oh it's that game I saw being made I remember that'

I have no idea what is actually going on but it's creepy and unsettling, well done on that

Loading takes quite a while and the sensitivity setting is on the main menu, which is a bit painful, you have to go back to the menu and then wait for it to load whenever you realize 'no that's not quite it' and need to go back to adjust.

For me there's a bug in which the camera constantly moves down towards the floor even when I don't move the mouse at all. I remember that happening to me once (making a game with that exact same bug) but sadly I don't remember what the fix was but it seems to not happen to many people (though it always triggers for me specifically) might be an OS/my computer kind of thing.

It's kind of a shame because the movement is *incredibly* sick and well made. Even with the bug it felt really nice though the bug did make aiming unfortunately very, very difficult. My computer's cursed sometimes and it hit a weird bug. 

'Sokoban but diagonal' works better than I would've thought and is a nice twist, but in case that's not enough the game does throw other things at you too which is nice. The loading sound is nice. Pretty enjoyable entry!

Simple but well executed and the choice of a robotic voice was great. "It is coming" it sure did come. Accurate

Incredibly well made and polished and stylish, though the controls messed with my head a bit. That ending was definitely something, huge mood

The style and theme is very charming, it's a big shame you were squeezed for time, I think more time is the one thing it could've used, but it wasn't too hard to work around the rough spots and just be careful with animations and the like. Having the snails meditate was certainly something too, I wasn't expecting spiritual snails. I also found the mechanics mostly intuitive and self explanatory which is always great

The art and style are extremely good and it's very polished. The ending was a bit tricky but there weren't too many things you could try so I eventually figured it out, though my first instinct was that you had to hide in the cone somehow. Very high quality

Oh! One more thing, barking was bound to CTRL and (at least in firefox?) CTRL+W closes the tab, naturally I tried to bark while walking upwards at one point and oops closed it. No biggie though since it's fast to get back into

The ending being what it was was pretty unexpected and funny. The gameplay is really solid and others seem to agree! There's a real sense of dread when multiple of the void things show up on different corners of the board and threaten to wreck your tiles. Tiles downgrading rather than being downright destroyed at first was a welcome kindness though!

Had to read the comments to figure out how to start, but once I did it was actually good fun! I missed a way to change the sensitivity, and I softlocked myself towards the end because enemies stopped spawning and I hadn't been very diligent about feeding the orb but I genuinely had fun with it! Good job and congratulations on submitting!

Very cute with some lovely art! Also alchemy games are a weak spot of mine, it's a theme I really like. I do have one suggestion, the pixel art looked slightly 'blurry' and I'm not sure that was the intention - for some crisp pixel art you might want to set your texture filter mode to nearest next time so it doesn't blur. It has some caveats but I recommend experimenting with it next time so you can get the art to look the best it can!

Feels and controls a lot better than I'd expected, didn't expect so many movement mechanics and so much going on. It feels a little rough around the edges at times but the core is very very solid and quite fun

Cute game with very well made art, music and of course the lovely page. The gameplay is fairly light but it's very polished!

The interface and art are both pretty good, and the game was fun enough! I do agree with some of the other comments that it feels a bit automatic once you figure it out, but the game's fairly forgiving and doesn't last too long so that's not much of an issue. Having the dice rolling around on the table like that was pretty satisfying too

Well that was lovely. Reverse-kafka adventure in which you learn to do human things like say 'hmm hmm yes' throw dice and emote is extremely creative, and the adventure itself was so very charming. The art style's a fun one, and there is also *so much to do*. How is it this huge? Impressive.
Also many of the names for the bugs were pretty funny, along with the "card game time! wait no nevermind you creased it"
Extremely good and high quality

Thank you! There is in fact a bit of leeway (though maybe not as much as there could've been!), I'm assuming what might be happening with everything being tiny is that you've played it on a screen much larger than mine, feel free to correct me if I'm wrong - screen sizes are a toughie, can't really test on bigger screens on account of not having them. Maybe my choice of stretch mode wasn't the best, but just stretching textures to fit a bigger screen can look... 'ew' to put it mildly, esp with the pixel art font and other pixel perfect assets. Next time I might just add a toggle (if I can) to let the player decide whether to make that sacrifice, definitely good to know that can be an issue

As for the rest, thank you very much for the praise, and I'm glad the vibe I was going for landed well and that you enjoyed the puzzles!

The art is *delightful* and the game plays well. Short, but sweet and extremely good looking and polished, enjoyed it a lot

It's a shame it's unfinished, moving around feels pretty good and the animations are lovely. Of course there's not much of a game, but it looked like it was going somewhere good

Fairly solid and forgiving platformer (and I mean that in the best of ways!) though I did get a D grade (I assume because I died a bunch). Blob's still adorable. Surprisingly long too, I did not expect that! Levels are hard so congrats on that!

It has *so* much going on, wow. I'm not entirely sure what went on by the end, though I'm sure that's partly by design. Was it real? Imagined? Are you being kept against your will there? Definitely the kind of ending that leaves more questions than answers, very intriguing.

Also hotline miami point and click hybrid is something you don't see every day. Both parts were well executed, and through the level reuse on the hotline miami part was pretty obvious it was still fun all the way through to the end. I also love all the shaders

The art is of course really creative and neat though that almost goes without saying. I did not expect our bug to turn out to be some kind of eldritch creature, but at least it's a cute one

Delightful art and UI, pretty creative idea. It was fun to experiment around for a while and make some cursed creatures. I think one of them evolved into a particle accelerator. Ah, physics. Never fails to amuse

The art is delightful and amazing and it just makes you smile. Wonderfully adorable lil game.

It's got wizards. It's got gambling. What else could you want?
Sillyness aside the UI was surprisingly delightful and felt really good. Also staying a wizard worked surprisingly well, so I guess the lesson is don't gamble?

We love gambling spells.