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A member registered Dec 29, 2016 · View creator page →

Creator of

Recent community posts

Thanks for playing and commenting on my game. :)

Thanks, I'm glad you liked it.

The Gridbugs exist to make the shortest path non-trivial. Without them, you could play the game with moving left and right. Now, for a good timed run, you should ideally dodge them (typically 1 to 2 extra minutes vs the 5/10 minute penalty for hitting one). Sorry, they aren't very complicated at the moment.

Doh, I apparently displayed both the "You win" message along side the "You beat this level" after level 3 and only got rid of one of them. Sorry about that, I'll fix it and push an update. There are only three levels at the moment, so you won the game it just bugged out at displaying it.

First, your watercolor box art really caught my eye. The sprites also felt very flowing in motion and made it feel very quick and active even as a turn based game. I also liked the arrow mechanics, it was fun making the robots shoot each other by mistake.

Some minor quibbles I noticed playing (and no worries if you were already aware and just ran out of time). Maybe have some command buffering so that a command pressed during an animation will trigger after the animation? There were times when I was trying to jump across gaps, had the key commands down but the animation ate a command so it ended up not crossing the gap as intended. I might also suggest having an on screen reminder for the verb keys (ZXC) and what they do. Some people (*cough*myself*cough*) will forget what does what and I couldn't scroll down afterwards. I couldn't get Chat to seem to do anything and couldn't progress past the second level (those monks wrecked me ;)

Very nice attempt and sorry that you all weren't able to finish it.

Added the only 'monster' of my game: Gridbugs. These glitches will cost you minutes of your workday if they happen to touch your cursor.

Working on a 20% joke game regarding playing a rogue-like in a DOS-era accounting program. Might not get it done due to work schedule, but giving it a few hours when I can.

Thank you for playing my game. Sorry that the instructions were not as clear as they should have been. It was interesting to see you play the games rapid fire as it really reinforces how quickly game jam games need to get people up to speed. Lesson learned for next time. :)

Sorry, didn't realize that the game page info wouldn't show up here too.

Some quick start info.

Controls are ASDF and Arrow Keys.

Access begins hacking, attempts to escalate your user privilege
(dealing damage to the enemy console). If you finish a command line with
Access which finishes off the console, then you will unlock a door or
increase your max health (depending on console).

Scan gives your current status and inside hacking will act as a multiplier for the next command in the command line. Multiple Scans can stack. If you finish a console off with Scan, you receive some information.

Defend allows you to heal inside the hacking minigame. Had I had more time, I was intending to have mobile enemies where Defend could be used to brace, take cover and hide. If you finish a console off with Defend, you recharge to full charge/health outside of hacking minigame.

Fry deals damage in the hacking minigame and turns the console into a sparking wreck. I was intending to have the sparking consoles damage pursuing robots who got too close.

Overall, I feel conflicted about ICE Wall. It had a lot of promise but I think I dreamed a bit too big. It is playable now but I don't find it fun. Overall, this is my first GameJam with Unity and I like it. Need to be more familiar with it but it generally worked as fast or faster than myself.

Esc + Esc (within 5 seconds) will exit from the game. Esc + A will refresh a new level. The levels are procedural and are not guaranteed to be solvable (although there should always enough keys to unlock every door, if you Access every key console).

Tips: When you send in a Command Line of four commands, the miniscreen on top will tell you if each command worked or was blocked, in order. Each console may block up to two commands on each 'port'. Even if the last command was blocked, it still counts for "Last Hit" purposes.