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A member registered Jul 01, 2014 · View creator page →

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Took me longer than I'd like to admit to figure out that attacks had to match weapons.
Nice to see a combat card game where the goal is something else than killing you opponent.

Neat monochrome graphics. I also like that it lacks music; it gives it more of an Early PC retro feel.

Level design could use a bit mote love.

Sorry for being vague. It's hard to a void when I'm not even sure my self exactly how it's going to work (yet).

There will be a linear story though, so I guess that makes it plot-centric in some definition of the word.

(2 edits)

The rules state the following:

While other game elements may be present, the final piece should be largely identified as a "visual novel".

How far from the traditional sprites-and-text-boxes are we allowed to venture? I want to make something akin to an interactive comic.  Quartett! (=definitely a VN) is fairly similar in it's style of presentation style to what I imagine, but I also want puzzle mechanics; It will probably be a short game.

(Edit: Punctuation mark after quotation mark, not the other way around)

I'm a bit perplexed, or hungry. Not quite sure which.

Also: Great tunes!  🎵

Nice to hear you like my "programmer art". ;)
My intention is to make the game less confusing in future releases, once the mechanics have stabilized a bit.

It's really helpful to see the game be played by someone who never played it before. I now have several new things to fix in future release.

The game is  submitted, although it's still a prototype and in need of a lot of tweaking (and graphics and sounds and levels and features and..).
I recently started at new (day) job. The place is really sweet and everyone there is helpful (and really smart!), so it if very fun. There is also a lot to learn, so I'm fairly drained when I get home  😵.
This prototype really has potential though. So I'm hoping to get back to it once things have settled a bit.

I think it's really cool that we picked the same cartridge. It will be interesting to see different we have interpreted it.
As for making bread you combine flour and water. Other ingredients add flavour to the Flour and Water, but then they have to have the same flavour to mix.

10 days to go and graphics is the sprites and their graphics are slowly falling into place (no pun intended).

Also Elm 0.19 was released recently. It's a bit tempting to start porting and toying with new built in onAnimationFrame , but I might also be me getting distracted from the "Must haves".

Top priority:

  • Sprites!
  • Score!
  • UX hints

*starts hunning the bonus level musig from "Super mario land"*

Looking good!

I've replaced the Unicode emojis with sprites. Graphics are really an Ugly Baby at the moment. I have slightly better stuff, but it's still literally just on paper.

The debug is hidden; there is now some room for score, combo counter and all that stuff.

Looks like the jam just got a time extension, so I don't have to ship it in this state.

Looks like we got an extension (as I sort of expected). 2 more weeks to go!

Looking nice.

Also: Playable enough to start bothering with UI, with 10 days to go. That's good progress.


These days go by a design philosophy that a although a game should be interesting to design, it should be more interesting to play. The logic behind it is that if the reverse is true, if the game is more interesting to design than to play, then it will never be completed because the designer will just keep designing on it forever.

The short version of this weeks progress  is that I might have passed the point where the game is  more fun to play than work on. Although there is definitely still lot to tweak I actually find my self getting distracted from working on the game because I incidentally started playing it instead. This is a good sign, even though it has a slight negative impact on productivity.


Highest priority right now (in no particular order):

  • Fine tune gameplay (drop rates, difficulty etc)
  • Improve UX to reduce cognitive strain (make it easier to see what's going on)
  • Unicode emojis -> Sprites

My initial thought is "Esther", probably because it sounds like "Esper".

The name should match the story some how. Have you tried ?

This is starting to look great. I don't thing you can spend "too much" time doing the foundations of anything.  You can always submit it as a prototype and carry on after the Jam end.

Sounds like this is going to be a quite trippy experience (literally). What are you using to build it?


Ingredients #1

Early sketches of ingredient sprites
The game will feature a small set of ingredients that combine into different forms of bread. Clearly communicating to platers which ingredient is which is a must have, or the game will be practically incomprehensible.


As of Friday it is now (theoretically) possible to reach a 'Game over'. You lose whenever the board fills up and all the ingredient spawning tiles are covered by ingredients.

The high priorities right now are (in no particular order):

  • Figuring out the correct board size
  • Deciding on turn based vs. real time
  • Getting started on aesthetics

Thanks for the tip. I'm horrible with picking colours, so intentionally reducing the number of options will probably help me.

I might need a musician (if I have time to implement sound support at all) for a puzzle game. It's an open source game, so any assets produced could potentially be reused in other contexts without you explicit permission. Would you be OK with that?

I like how your design process seems to be aesthetics first, staring with the cartridge then figuring out  the game from that. As more of a a mechanics-first designer it's  interesting to see someone start at the other end of the spectrum.

Really digging Byxbys 3-color palette.  It has a very distinct NES-feel. What resolution will this game be in?

Guns that fall asleep. More games should probably have this.

I should stop and smell the birds today! (My short term memory is not that good, what did it really say?)

Mai-chan's SWEET BUNS
Louis/Web developer & comic artist
In this deliciously tricky puzzle game, you must grab Mai-chan's SWEET BUNS to stop them falling into the wrong hands! The nefarious RAT KING and his dastardly râtisserie will stop at nothing to ensure the world only eats nasty SAVOURY BUNS!

Picking this one was a no-brainer. I already knew I wanted to make an  action-puzzler, and the artwork on this cartridge is stellar.

Three days (keeping a comfortable pace) in and it's almost something playable (although the  graphics don't really do the cartridge justice quite jet). 

The game is written in Elm, a  purely functional language that more game developers should try out.

required bumblebee petition introspective mythology tax bingo stuffed chef pants saxophone ham sprinting unintended allergy keyboard song sprinkler multitasking news

(Or am I to late? Can't seem to find the jam theme on the jam page)

There:  I'm in!

*start quote*

And in the end, the criminal won't be marked for you - you will have to choose from the list of suspects. And if you are wrong, the game won't say it directly, because every suspect has motive and means, and there will be a chance to accuse everyone of them. And if you choose the wrong suspect, you won't get the correct answer, so you'll have to start again.

*end quote*

First I thought: So basically, you can never be sure you got it right? It just ends and you never really know! This is a very realistic game O.O

Then I realized it wasn't a randomly generated scenario. So it's not that harsh.

Anyway. What platform are you targeting?

I've been contemplating doing  Open Source for a while now. This might be the game that finally gets that treatment.

First Weekend progress

After valiant efforts there is now a (very early) deduction UI. The idea here is to let  the player chose what observations are relevant to complete a deduction. There is no limit to how many or how few observations may be required. The player must find an exact match.

Doing it this way makes it practically impossible for players to brute force their way through the game. Every added observation, be it relevant or a red herring, doubles the possible permutations.

(This is still not integrated into the actual story. Colours will have change a bit to.)

That specific one is done using Heap.  I've used Calq for previous games and that has worked fine to. Most web analytics tools have funnel support these days.

The big advantage with Heap and HTML-based games is that, after you've added their script to the page header, Heap automatically tracks all user interaction events on the page. In other words,  metrics instrumentation is requires a very small effort as long as your in game actions have unique link/button texts.

Holmes as a real estate agent? Sounds less like "a little absurd", more like "a little brilliant" to me!
As a fan it's also marvellous to see more people putting the great detective into light from new an unexpected angles.

Above is the Full playthorugh funnel metrics from v0.1

Looking at this graph makes me a bit sad since the new mechanics are going to be after the drop of. So unless I do something about this then only 20% of players are going to ever experience the new mechanics.  Something will have to be done about this.

For this Jam I'm going to try something I've not done before. I'm continuing on a prototype from a previous JAM. It's a (extremely) short adaptation of the Sherlock Holmes story 'A Scandal in Bohemia'.  My goal for this Jam is to take it from minimal interactive fition to something with more mechanics.

Since it's been in a previous Jam, there's already a game page for it:

AFIK itch does not have one. Does this JAM have an "official" discord? (Or do we just use GDL?)

I plan to design and implement mechanics, continuing on a prototype from a previous jam.

However, I'm not a (skilled enough) writer. As a work around for that I'm using an existing story (The scandal in Bohemia) as a template. That said, A.C. Doyle left some blanks, so if anyone feels like helping out with shorter blocking and dialogue snippets, then that would be highly appreciated.

An illustrator, preferably with a matching style, would also be awesome.

sheilaheady - Might get back to you on this one. Can you also do atmospheric sound-scapes (something that subliminally heightens immersion, but does not have a melody or anything attention grabbing)?

Basically any illustration draw or photography taken during the Victorian Era should be in the public domain by now. But that said I'm a bit insure what applies to contemporary compilations/collections (books, websites, etc.)  of this material.
Perhapes you can contact the history department? They might have an archive and Univerities usually like to share.