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Jimmy Cushnie

A member registered Jul 18, 2017 · View creator page →

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Absolutely loved it.

- the art is charming and very cohesive

- everything feels very polished, with all the little animations and effects during gameplay. It's a joy to play!

- Ryden's quips during gameplay were hilarious, and did a great job of setting the tone of the game

- the gameplay itself is simple but very well-executed and fun. I get totally focused and "in the zone" when I play RR, which is a difficult thing for a game to do.

A few points of criticism:

- I don't feel like the plot was explained well. I wasn't ever really sure what was going on.

- It was very frustrating to have to start from the beginning of the game each time. It would be nice if you just restarted from the level you were currently on.

I made a video with some highlights of my time playing the game:

Really fantastic work, I hope this group makes more games together in the future :)

We are planning on $12 USD

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Sorry, I didn't see this comment when you made it. Logic World will be releasing on Steam in February 2020.

Thank you very much!

Thanks for letting me know, I've reported the false positive to AVG.

Press esc or p to pause the cutscene. There's a "skip cutscene" on that menu.
The ` key, just above the tab key, toggles the console.

Hey man, could you click "edit game" and click the checkboxes for OSs next to your downloads? Until you do this, you can't download the game through the itch client.

Hey, could you please upload the original in addition to the HD version? Or are there technical issues with that?

Modding requires the fan-created modding framework, which you can download and install here. Once you've done that,  you place the mods in your "mods" folder, which will be next to the game's executable.

There's no centralized place to get mods (something we should really fix). You can download a bunch here, and here's two more. There's also this guide for creating your own mods, if that's your thing.

Cheers. For now, multiplayer is a fan-created mod. I believe it requires some specific steps to work on Linux. I encourage you to join our discord and ask the people there for help getting it to work.

Hello, could you please provide some more information? In what way are things breaking for you?

Highest score I've been able to get is 101,125. Really fun game!

Excellent game, well done. A genius take on the theme. Difficulty curve is perfect. All the game mechanics work super well together. I also love the music. Unreached is a tense, tight, exciting experience!

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Thank you! We were super lucky to have Ken (voice actor) on our team. He gave the game so much personality!

Really nice game. Fun puzzles & challenge.

Great atmosphere, I love the music and visuals.

Very interesting game mechanic. I also love the artstyle.

This is a great game. The level design is excellent, especially the final couple levels. How many people worked on this game? If it was just one, then this is absolutely jaw-dropping for 48 hours. I played through the whole thing and was enjoying myself for all of it.

My one wish is that you could pull objects. I'd frequently push stuff into corners by accident and then I'd be fucked because I couldn't get to the other side to push it.

Neat little game, it's fun to play. What's enormously frustrating is that after dying, "press any key to restart" doesn't work. I have to close the game and reopen it.

Very nice! I love the goofy as game mechanics - the first time I busted down a door (by accident!) I just about squealed with laughter. It's very fun just absolutely destroying the house. The visual style and the music are also great. I have just a few suggestions that could help improve the game:

Firstly, make the physics even goofier. Make the player's arm really heavy, so the impulse when it smacks into things is really high and they go super far. Increase the gravity on the objects as well, currently they feel kinda floaty, and it would be satisfying for everything to come crashing off the shelf when you knocked it over.

Secondly, fix a few rendering issues. The player's arm should render on top of the world, and the near clip plane of the camera should be closer so we can get nice and personal with the house objects.

Overall it's a nice solid game and probably my favourite one that I've played from this jam! Great work, guys.

Interesting game. I like the concept, but I feel like it was held back enormously by bad controls.

  • there's no way to tell what you're looking at/what you're going to pick up
  • mouse movement feels floaty and weird
  • while holding something, you can't change the height you're holding it at by looking around
  • the player moves excruciatingly slowly
  • the controls are never explained. I had to go to your itch page to figure out how to pick things up, and the instructions on your itch page are actually wrong! I only figured it out via trial and error.

Good controls are one of the most important things for the feel of a game, and I think you need to spend more time and effort on them next time.

Neat little game. I found it extremely challenging! A few suggestions:

  • When you make a long move, that square should become red
  • you shouldn't be able to hold down a key to continue moving, each key press should only mean one move. I found myself accidentally moving too far because of this.

It's also annoying that you have to have an installer for the game. I've never used gamemaker, so I'm not sure what the proper procedure is, but you haven't done it correctly; most GM games I've played just run as-is but yours involves an annoying installer.

This game is so silly, I love it.

Nice little game you've got there. The art, music and sound are great; I particularly like the look of the witch from the training. The whole game has a really nice atmosphere.

However, I found the gameplay itself pretty frustrating. There isn't any cue, visual or audio, about when to swing your staff for the invisible ghosts. I just have to kind of guess when the ghost is coming, and that's not fun. I continually died because of the guessing, even though I had remembered where the ghosts were coming from.

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Thank you so much for all your kind words! I really appreciate them, and I will pass them on to the rest of the team. Sorry about the jumping bug, absolutely baffled as to why that happens :P

I appreciate your confidence lol

I quite like the art. The fucking muffin man music is drilled into my skull now though.

I agree with the comment about shoehorning in memory. C'mon, man, just pick a single jam and do it, no need to triple dip one game into several jams.

Very interesting concept! Great use of the theme.

Trippy O.o

I did not enjoy this game.

  • Not being able to look up or down made the controls feel really weird, especially since there are ramps that you walk up and down - you can't look to see what's at the top when you're at the bottom and vice versa
  • (spoilers) there was a lot of tense buildup, with the mysterious foggy maze and writing scribbled on the wall, but pretty much no payoff. I felt kind of ripped off at the end. Also, the instructions say to enter the codes inverted, so I did that, but then it turned out I should have entered them uninverted. What the hell??

If you'd spent more than 5 hours on it, it could be a really cool experience. But as it is, Who Ate My Pizza is rushed and unfinished, and it shows.

Excellent game, love the Neon visuals. Very satisfying gameplay as well!

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Game link:

In Stanley the Good Dad, you must steal babies from storks in order to be their dad. Features an emotional, cinematic story, an original score, and hundreds of babies.

We made this in 48 hours over the weekend for a game jam!

Thanks for checking out our game! It was super fun to watch you play it :)



No comment at this time, sorry. It would be really cool though.

Haha, sorry, but this game won't be updated again. You can ride dragons if you have really good balance though :)

Oh wow, thank you so much. It's my dream game too, that's why I'm making it :)

I hope you'll share all the cool things you build!