Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

IzzyBoy1993

15
Posts
6
Followers
3
Following
A member registered Mar 16, 2017 · View creator page →

Creator of

Recent community posts

Thank you so much!

Thank you! Very good feeback.

Thank you! Yeah we probably should have tuned the scene-transitions a bit so you got to soak in the vibes more.

Thank you! Congratulations!

I loved how the game was put together, the graphical quality was also very high and music on point. Would have liked more scaling in difficulty but I'm just impressed you had so many levels and navigation between them.

Great graphics, I was impressed how everything followed a similar aesthetic and hope you could expand this concept.

Cool way to do a short an concise point and click. I enjoyed the art and sound effects for all the characters plus the soundtrack was amazing haha.

I enjoyed your interpretation of the theme. Haven't played a lot of these types of games but I liked the way you handled the menus.

Yes the game does not have a failure state but were happy you played it through to the end regardless.

Haha the game does not have a failure state but we're happy you enjoyed the music so much and found the experience satisfying.

Thank you! The campfire was something I worked on, really happy you found it visually pleasing.

Thank you so much for the feedback! The game has no failstate but we're happy you were able to enjoy it still.

Really great pixelart! It was kind of hard to see what direction I was moving in on the map so some more visual feedback would be great. I like the way you used the theme to have a sea expedition with crewmates that you have to take care of and random encounters that could affect you travels.

We were unable to implement all the dialogue for each scene, there really isn't a failstate but we hope you can appreciate the chill vibes and the cooking mechanics we were going for.

Yes sorry, we were able to fix it through a viewport hotfix. It should work as intended now.