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A member registered Apr 19, 2016 · View creator page →

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Use the random number generator to make some really cool games. Like procedural generation, cool AI, random drops, random items.

That makes so much sense. The tutorial is gibberish and people need to know what to do to make it legible. But the instructions for that are on the first line, which is illegible from the beginning. Massive design flaw here, not sure what I was thinking. It really should tell you where to start.

I have absolutely gone back and quickly fixed this so that now, the first line of text is visible right from the get go. I love feedback like this because right from this you have shared with me your experience and I can see exactly how to make the experience better for others. 

I like Carpal Tunnel Syndrome Simulator 2018. Made me laugh when I read this. I absolutely thrilled that you enjoyed this. 

Thank you so much!

There is a small ui at the top right. Maybe needs to be bigger but it shows energy and hunger. I was trying to keep the editor as clean as possible to make it feel like your standard text editor and the ui kind took away from that. The  "contract current" command will show you a list of all your current contracts. Technically, you can scroll, but it also scrolls the entire webpage, so you can use the arrow keys instead. The console does have a backspace feature.

Glad you enjoyed it.

Thats very true. You will be happy to hear then that I have just changed some things regarding the pacing and flow and they overall make the game more fun. 

But the biggest change related directly to this is that time now moves at 20% speed in the console. I actually made this change before reading this comment, so this comment only reinforced that this was probably a step in the right direction. So making mistakes should be far less costly. The curve has also been fixed so you should survive the first day(if you watch your energy and hunger).


PS. you can also now change text colors.  Hint: Try the console command.

Im glad you eventually figured it out. I will be balancing contracts in the next couple of days so that they pay according to the lines of code you write, not by how many scripts you create.

Actually, making mistakes currently have no penalty. Except for the annoyong noise that it makes when you do. This is probably bound to change as well . I may implement some sort of bonus for less mistakes.

Thanks for the feedback. My biggest concern has always been the learning curve, the biggest of which is the console.

Glad you enjoyed some parts of it. Check back in a couple of days for these changes. 

I absolutely love the idea of a hidden story inside the code itself.

I agree that this game can get boring pretty fast. Even as I was builing it I was thinking about how it could be more fun but quickly ran out of time. 

This game was also made for another jam simultaneously where the theme was basically clicker. Again, upgrades would make the game a whole lot more fun, but again ran out of time.

Anyways glad you enjoyed the aesthetics(theres not much there though). I am probably going to be working on this over easter to see what i can do about the fun aspect being almost nonexistent. 

Thanks for the feedback!

Cool game!

Fun game. Especially liked how the large enemy ship would warp in. 

Great soundtrack!

I felt this way about spawning as well. But an if statement to check if the spawn was too close to the player would have sent my line count to just over 100. Really appreciate the feedback.

(Edited 1 time)

My personal best is 4350. Try and beat that!

Thanks for the feedback and I'm really glad you enjoyed the game.

 I have had an update in development for a while now that comes out with more levels and more enemies. I am also trying to find a better way of loading levels so that I can easily include community created content. Unfortunately I have been incredibly busy with schoolwork, but the update should be coming out in the next couple weeks when I find some time to polish it off.

With regards to means of communicating with me, you can drop me an email at jwiggs.dev@gmail.com. 

Thanks for your interest!

Thanks for your feedback. Since I don't really have much feedback on this game, every bit has a huge impact on the updates and priorities I have for the game. Every little bit goes a long way. Thank you for also bringing up the story aspect. I have been trying to work a way to incorporate an overarching narrative in this game. I think that there is the general idea that you are escaping from a lab, but the why is not there. I was planning on finishing the story as one of the last polishes, but your comment has made me think(in a great way) that the story should be tied to my future enemy and level design.

I'm glad someone is checking out the devlog as well. I mostly update it so I can see what I have accomplished in the past week and what I would like to accomplish in the following weeks.

Once again, thanks for your valuable feedback.

Thanks for the feedback. I have been getting some comments from friends as well about the first couple of levels being a little mechanically tough and not directly intuitive. In Alpha 6, I made some changes to the help tips displayed at the bottom of the screen to be more helpful. So they no longer just tell you what to do but also offer some tips and tricks to clearing some levels.

Tip: Hold S until you reach a maximum height and then jump at your highest point.

Glad you enjoyed.

Thank you so much for the encouragement. I still have a lot of work to do on this game(check out the devlog). Great idea to promote my game on kongregate as well. I have plans to put this game on Steam hopefully by the end of this year.

In my early play testing after the submission, I found that the one hit death was a terrible mechanic. This would require you to play the level perfectly which was incredibly difficult. This issue has been dealt with in the upcoming update, due to release in the next couple of days. and by dealt with I mean that you take damage and some knock back when getting hit, but don't have to restart. 

I have reworked double jumping after looking at some online sites about creating good platforms. You will literally have two jumps when you are on the ground, enabling you to slide off the edge, fall a little and then still jump twice.

I admit the final level was way to difficult. I myself only beat it once or twice. Thanks for your input! Glad you found this game fun. 

The issue is that i didn't take the time to do all of the signing and mac stuff in order as an identified developer. Simple but sketchy fix: http://osxdaily.com/2016/09/27/allow-apps-from-anywhere-macos-gatekeeper/

I got it to work after following these steps:

  1. Quit out of System Preferences
  2. Open the Terminal app from the /Applications/Utilities/ folder and then enter the following command syntax:
  3. sudo spctl --master-disable

  4. Hit return and authenticate with an admin password

I really loved this game. Great idea, good execution. At first, I kept missing all my attacks, but once you play a few times, you start to get the hang of it. Got a couple sweet combos.

I'm pretty sure you have thought about this but it would be great to see your health whilst in a battle and not leave the battle once you miss. Maybe have a "flee" or "run away" button to leave the battle.

Thats all from me. Overall a lovely game to play. Great job!

This looks like an interesting game, but I cant run the program because the VCRUNTIME140.dll is missing. Tried to reinstall the program, but nothing changed.

Interesting game idea. GameMaker can do a lot more than this though. Its a great start though!

Check out my game made with GameMaker: https://itch.io/jam/XJam2016/rate/76701

Hope my game inspires you to go to greater heights with your next game. :)

The graphic bug has been fixed. Please give the game another shot. Thank you FireWeb365 and HikkeNikke for sharing the error with me.

This is a pretty sweet game idea. I like the idea of farming on floating islands. Great job for making it in 5 days. :)

By the way, my game Islands of War is fixed. There was a bug that messed with the graphics scaling. Hope you check it out again.

Here's the link: https://itch.io/jam/XJam2016/rate/76701

Hello guys,

I quickly updated the game so that there are now more enemies. Just re download the game to have the new content.

Have fun playing!

Hey there! I saw this game and it is pretty cool. One small question though. Is it made with Game Maker? No problem with using GM and I develop using it too. If it is, then this is a fine example of how amazing it can be. What gave it away? The loading screen. nothing wrong with the default loading screen(I use it too). Just wanted to tell you you are doing a good job! Keep it up.

Hey guys,

Just wondering what the theme was. Couldn't find it. Maybe cuz the jam only started 15 mins ago.

Also, is it okay to use GM Studio 2? Its still Game Maker so I think its fine.

Lastly, which platform would you like us to export to. Windows or HTML5?


Thanks for the competition. I really needed some inspiration for a new game and the floating islands theme was perfect. I think I'm still gonna work on this game after the competition.

I had a ton of fun and I hope you do this again!

Hello Everybody,

If you have played my game Islands of War, you would have noticed that the graphics are not scaled correctly depending on what screen resolution you play on.

It has been fixed and you can now correctly play the game without the bug.

Link to the game: https://itch.io/jam/XJam2016/rate/76701

Thanks for playing!