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ixoreus // rowan pippin

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A member registered Jun 16, 2020 · View creator page →

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Hi! Thanks for letting us know (and sorry for the delayed response). Were you using the "C - Paw" control while the cat was on the bed in order to open the curtains? If not, can you try that and let us know if that works or not? And if it doesn't - let us know what browser you're using, so we can make note of it as a potential bug! Thank you <3

Glad to hear it! Yeah, we wanted to include more tutorialization and to tweak the controls a bit, but we were pressed for time ;v; maybe we'll be able to polish it up a bit more in the future!

Copied from above, just to make sure you see this too--Just as a bit of troubleshooting - in the first room you must [in no particular order]: open the curtains, clean up the trash, and clean up the laundry before you can unlock the next room, at which point you must then headbutt the human to get them to transition to the next space. Can you confirm if doing all of these things still glitches? We'll keep an eye out if so and see if we can nail down the bug. 

Just as a bit of troubleshooting - in the first room you must [in no particular order]: open the curtains, clean up the trash, and clean up the laundry before you can unlock the next room, at which point you must then headbutt the human to get them to transition to the next space. Can you confirm if doing all of these things still glitches? We'll keep an eye out if so and see if we can nail down the bug. 

Surprisingly challenging, but thoroughly enjoyable! What a creative, hilarious twist on the theme and on the stealth genre. I really enjoy this, and I love the style of the dog sprite especially. Well done!

I love this game! The music fits the mood so well, and I love the tonal shift from when you have zoomies vs. when you're just walking. I also really love that the interactions with the cats is positive as opposed to chasing them. I would love it if there was some kind of on screen indicator [like a sniff-dar or something] of which direction missing bones would be in, because once I got to the last eight I started struggling a little bit, haha. Also would be really nice if some of the wandering sprites had a little variation in shirt colour/hair/skin/etc; ditto with the cats. Incredible work for 48 hours, well done!! 

I love this game so much! It was so much fun trying to follow the prompts and guess what it was as I went along. a few times I had to start over or go back a step or two, but that made it even more satisfying to finish. The prompts were so clever, and I loved how you themed them differently each time. Some constructive feedback: I would love it if the cursor colour changed to indicate what colour you've selected! i thought it was broken at first because i didn't think to draw to test the colour change after clicking it, and thought it was stuck on black. It would also be nice to be able to see how big the eraser really is. I'd love some kind of indicator for how far into the game you are, vs how many prompts/drawings are left, too. Finally - I think this is probably unintentional - but i was unable to exit the game manually and had to use my task manager to get it to close, which was a little anxiety inducing, lol. Having a built in "close"/"exit" button would be great, but barring that, having the "esc" key trigger the game closing would be a good alternative too. Wonderful work! Congrats on being top 20, it's well deserved!

thank you! I'm so excited to play your game, the concept looks incredible. 

complete coincidence! I will look that song up tonight, though!

Thank you so much!

omg thank you! and thank you for being how I found out we made it into the video 8D;;;

This is an incredible compliment. I'm so glad our game helped you feel seen. Thank you!!

Thank you so much! ;v;

this is such a weird, funny game. some of the controls were a little confusing to figure out, and i wish i had been able to progress manually through the opening narrative instead of waiting for it to progress, but i had fun playing this! the gradual degradation in quality of picture/sound was super creepy and a nice touch. 

sorry about that! we were hoping to add more tutorialization/in-game text but we ran out of time :,D glad you enjoyed it!!

This is very clever and cute. I really wish there was a "try again?" screen after failures so i could take some time to look at what i had done and why it didn't work and decide where i wanted to move things to next time, instead of it immediately resetting. That eventually frustrated me enough that i gave up ;v; still I really like this idea and the execution! 

this is so clever! I wish there was audio throughout the whole game, it cut off well before i finished the level. That being said, the audio that is there could stand to be turned down a bit - I had to turn my volume down to around 2-4 for it to be at a reasonable level, which is nearly off. More feedback would be great - I had a hard time figuring out if I actually placed the sprite correctly or not, and a lot of times the player would input commands that didn't make sense that made me wonder if I wasn't in the right place on the map. Still, really cool game, would love to see this developed further. 

Beautifully executed! However, the timing required for this is really rough. Most of the time if I jumped up to dodge a bullet, I'd immediately hit one overhead-and vice versa. I couldn't get past the first level. The attacks on my side were also were almost always automatically dodged by the hero - I think i hit them only once in three playthroughs of level 1. I really like the idea and would love to see this developed further!

thank you!

this is such a cool idea! challenging, though. I definitely wanted to click with my mouse to call the bystanders to a spot instead of pressing space, because of how that kind of mechanics has worked in other games. Would be interested in seeing this developed more!

fun challenge! a lot of front-loading of info in the tutorial, was a little hard to remember everything at first but I got the hang of it. Cool idea, well presented.

Thank you!

This is such a fun, cute game! I could probably play it for hours. The puzzles are clever and the difficulty curve is really well done, with each puzzle building off the last - great work! I definitely didn't realize the orange sprite you "become" was meant to be a mummy that the player-character is cooperating with; I thought it was some kind of helmet or portal somehow. It also wasn't super clear -why- you had to "become" the orange sprite to move from one level to the next; if there was a specific barrier that only that other sprite could go through, it might make more sense? Didn't impact my enjoyment of the game at all! Before reading your description I assumed that the role reversal was in how going through the blocks made them impassible, and having to work around that, as a trope reversal from usual platforming/dungeon exploring games (where normally you have to worry about falling and hitting obstacles being the puzzling aspect). Great work!

Glad to hear it. Thank you for playing!

Nope, that's the end of the game! you have to jump on the couch and paw at it to encourage the human to sit down and pet you, which triggers the end screen. Figured it might be a little confusing since the couch doesn't light up like the other triggers do, good to know that's not immediately clear and needs to be tweaked. Thank you for playing!

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The art style is nice and the idea is interesting - unfortunately the controls are really unintuitive and it's hard to tell what/if you're getting close to a win-state. I wasn't sure what the circles on the ground were supposed to be, and for a while I thought the hospital was like a tomb or mausoleum. I didn't realize I had to click and drag on the zombies to target them somewhere, so for a while I was just aimlessly spawning them and waiting for them to get killed. I like that you included the tutorial screen, because it's really needed - but it doesn't explain a lot about the game, and actually contradicts some of the gameplay mechanics; i.e. the only thing it tells you is "click on tomestones to spawn zombies" - but then the zombies cannot be click/dragged or targeted and they wander off on their own, as opposed to staying in one spot like they do in the live game. I also couldn't figure out how to get out of the tutorial and back to the game itself, so I ended up reloading the game each time. This game has potential - I just feel like it could use a lot more polish, especially since you submitted it 20 hours before the deadline.  EDIT: just saw your comment about technical difficulties. That's unfortunate! I hope you are able to come back and work on this some more. 

The movement feels nice. The upgrades system would probably be better placed in between "levels". Having additional levels - maybe with different places in the world, time of day, or country/town/city with increasing difficulties - would make playtime feel more rewarding. As it was I ended up just drifting back and forth from wall to wall shooting things and passively abducting people and wondering if the game had a win-state or not. Destroying the buildings is kind of fun but the inconsistency makes it confusing; also confusing because you don't seen to "gain" anything by destroying them, and it seems a little counter intuitive to be blowing people up if you're supposed to be abducting them. I also wish my missiles destroyed the ships or completely destroyed turrets (or if they do-more reliably so, because I couldn't tell if I was just missing/hadn't hit them enough or if they couldn't be destroyed at all). Final gripe is that the health bars and the reloading bars are visually confusing/unintuitive; I didn't realize I had a health bar at all for the first two thirds of the game. Perhaps switching the colour of the reloading bars to something less health-associated, like blue? It would also be nice if the alien ship shot lasers instead of missiles, so that there was some difference between the defenders and the aggressor weapons. 

Gorgeous little game! Really challenging, but not in a bad way. I didn't realize at first that you could actually move the planets around, which was a fun discovery! I still struggled with it because in the first level where I had to move the planet around I either wasn't quick enough to stop the ship from getting out of range and running into the wall or, when trying to go faster, by exploding my ship by running the planet into it accidentally. Still, really cute and enjoyable - one minor complaint is that I didn't realize the super nova was a black hole at first, I thought it was a star or explosion that I needed to avoid. It would be really nice to have this as a scrolling level, so that instead of hitting the wall ending the game, only hitting obstacles ends the game. 

The controls are super sluggish to the point where I couldn't get past the first level before getting frustrated and giving up. It's a fun idea and the art is really cute - but it's counter intuitive that you're initially told that your scissors are resistant to stone, and then the first level you constantly get killed by a rock (I'm guessing you have to wait for the circle to fill up with red before the role switches? I never managed to stay alive long enough to see). 

This is a fun idea! However, the cursors don't really seem to chase the player so much as ping-ping around the screen for the most part, and the cookie inherently moves faster than the cursors - which don't automatically click on contact with the cooker, rather it seems almost like you have to hold still for a second to let them click you - so I ended up just zooming my cookie up-left-down-right around the screen for about two minutes before I got bored and let them click me. Having the cursors immediately take a life upon collision/contact with the cookie would up the challenge significantly. Not sure how to fix the roaming/ping-ponging vs chase issue though. (Your page says you created the vast majority of the music but I didn't hear any audio - just a head's up in case it was glitching).

Fun idea! Only confusing part is that the "lives" system is a little unclear - I think if you hit the ground without hitting a worker it's supposed to cost a life, and three times you're out? But I tested it a bit and sometimes hitting the ground without workers didn't cost a life, and sometimes hitting workers cost lives, so that was a bit confusing. The sound effects were very amusing and the controls were a fun challenge. 

surprisingly hard! it would be nice to have more of a delay in the beginning for how long it takes the heron to get you, and have that gradually increase over time to make the difficulty have a bit of a curve. I also didn't realize at first that i needed to "leave" the water to use my tongue - maybe an added animation of bubbles if you try to use your tongue when underwater as a visual cue? I just thought the controls were glitching at first because there was no feedback/response to button pushing. Overall a fun game and super cute art! Great work!

Sorry about the confusion there! The way you trigger actions is by using the "paw" action, and you can get the human's attention by meowing, and get them to move to the next room by headbutting. We're going to try and make this more clear when we polish it up post-jam. Thank you for playing!

thank you so much! and yeah, I think if we were to revisit this we might find a better way to introduce the "z to grapple" information; more than a few people have gotten confused about it, unfortunately.  :') Live and learn!

hi there! thank you so much for playing (: the heart will stick to the wall if thrown (be mindful of the distance; if you're too far away it will bounce off the wall instead) and then you can press "z" to grapple across the voids! this is how you can get the very first key to progress further into the game. here's a tip, though: don't try to grapple across spikes! spikes can't hurt you, but they will hurt your heart. <3

Figuring out how to make the guns/shield work was very confusing, even with the notes under the game screen - once I got that set up, it was still pretty clumsy trying to control it without breaking things. Definitely a fun concept, though, and delivery is solid. Worth expanding on!

A melancholy, meditative game--I wish it had audio! Solving the puzzles was really satisfying and just a little mindbending. Nice progression in difficulty. Didnt make it all the way to the end--I got stumped. Still fun!

Super tricky, but satisfying puzzles. Wish the audio was actually part of the game, but it does suit the mood pretty perfectly. 

Super cute! solving the first puzzle was very satisfying once I figured it out. The visuals are really cute and suit the mood/mechanics perfectly.

Cool concept, but the controls were clumsy to the point of making it basically unplayable for me, especially since the level of bounce/roll the ball had was inconsistent, and I kept getting stuck on corners in a way that felt more buggy than intentional. I gave up when I got to the second area and couldn't figure out what to do, since there was no hook to try and grab, and the one I'd gotten in the previous zone didn't exist, and nothing I was doing seemed to make a difference. The visuals are very clean and the hook throwing mechanic is pretty satisfying, however. Definitely worth exploring further.