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kieronhiggs

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A member registered Apr 24, 2024 · View creator page →

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Ah cool! I like the idea of taking the "mirror double puzzle game" genre and tasking the player with killing the double instead of trying to co-operate. Great job on the hint system and especially the undo system, that ain't easy. Requiring the player to rotate the other room for some puzzles is devious. The level select screen is cool. Having a lyrical credits song is sweet.

Well executed idea. I like the character designs and their angry expressions when they don't get their pizza. Limiting player rotation to the Y-axis worked well here.

You can really get some speed and air which can be satisfying. I appreciate that the color of the environment changes as you progress, suggesting levels or progress. Multiplayer looks like the best part.

This is fun. It is satisfying how the player's trajectory matches the angle of the wizard's pogo stick. I like the Tony Hawk-style trick score system, the wizard character design with the coil/spring wizard's hat, and the trick animations!

I like how the main gameplay is introduced as a flashback from the interrogation room. The urgency of the timer is effective and the policeman who arrests you at the end of the two minutes is startling!

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Neat concept with the detachable limbs, I see why you required a controller, using the triggers and bumpers for the limbs is intuitive. I like how the tutorial images are presented as pages from the doll's manual. I am impressed with the number of puzzles and length of the experience. AND--the music is very good, I like how the elevator screen has its own version of the theme.

A charming concept, well executed. The UI and in-world tutorial panels are very nice. The final cutscene art is a touching story reveal.

Solid writing. Vibes are strong once the music kicks in. 

Fantastic art direction! When I realized that you traverse through comic book panels like Comix Zone, I was like "Oh hell yeah!" I couldn't figure out how to pick up the lighter, but got to see most of the content using the number keys.

The UI is wonderful. I like the cat cafe owner character design. Also: "Meeeeeeeow!"

The herding mechanic works well, I like the writing, and the painterly visual effect is very nice.

A solid effort. I like the isometric perspective, the architecture of the house and outer walls, and the transparency effect around the character. I couldn't get past the sake preparation part, though!

Effectively creepy. I liked some of the subtle anomalies, like the doorway shadow in the Living Room, the chair shadows in the Dining Room, and the lamplight faces in the Library.

Cool concept, I am reminded of the behavior of different chess pieces. I like how the player character strikes a pose between dance moves, and how the footsteps/trajectory to the next chosen space is relevant when trying to avoid obstacles.

What a slick project. I like the fairly large scope of the environment, the visual style, the boss design, and the "choose from three upgrades" power-up implementation.