Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LivingDood

52
Posts
A member registered Jul 24, 2025 · View creator page →

Creator of

Recent community posts

For anyone stuck on level 2, there’s a walkthrough by Dynaheart on Discord, and you can also find help in the game’s comments. Thank you all for playing our game!

(1 edit)

We wanted to experiment with localization in this project which is why there’s a language option. Improvements to the character controller and UI are planned for the next update. If you’re curious about the level 3, you can check out Dynaheart’s level 2 walkthrough on Discord. Thank you for your time :)

The idea behind that last level is to manage your time by storing it somewhere and retrieving it a bit later. It’s quite challenging and I still have trouble finishing it consistently myself. Thank you for your time :)

We actually considered using a progress bar to display the remaining time but decided to stick with a label for now. It’s something we might revisit in a future update. We’re really glad you enjoyed the mechanics. Thank you for your time :)

(1 edit)

If you’re still interested, Dynaheart posted a Level 2 walkthrouh on Discord that can help you reach the last level. Thank you for your time :)

Dynaheart shared a Level 2 walkthrouh on Discord that you can follow to get past the issue and reach the final level. Thank you for your time :)

(1 edit)

We’ll definitely add a restart button in the next update. If you are curious about the final level, you can check out Dynaheart’s level 2 walkthrough on Discord. Thank you for your time :)

Nice work! The graphics are clearly the main appeal of the game. Gameplay-wise, it could benefit from better showing the paths enemies take, so players can more easily track their progression. It also obviously would feel more engaging with a higher number of enemies. Regarding the shock button, stopping enemies tends to make things feel a bit static. A push-back mechanic could achieve a similar effect while keeping the action more dynamic.

The game feels a bit like playing Snake without growing. Movement could be smoother if the fish rotated and moved immediately on input, rather than requiring a two-step direction and confirmation system.

The game is really fun to play and progression feels nice, good job!

The ability to continuously steal by holding click and the slight fade when going behind trees are really nice touches. Well done!

Aside from the shooting part mentioned by others, the purple/magenta projectiles are a bit hard to see. I do like that the bullets have a small knockback effect. I would also suggest not displaying the buffs and debuffs when opening chests, it could make the surprises more fun. Nice work!

It’s cool how they start to panic when hit by the blood splash, and the music is nice too.

(1 edit)

Drawing the character aging was quite challenging and it still looks rough, but I’m happy you liked it. Thank you for your time :)

We’re really glad you enjoyed the game. There will be a patch to make them stand out more from the background. Thank you for your time :)

We didn’t have time to add more levels, and that little bug just wouldn’t leave our commit. We’ll have both sorted out in the next update. Thank you for your time :)

The timer was meant to show the remaining time and give a subtle sense of the character’s age, but we can see how it might feel out of place. I’m glad you liked the art. Thank you for your time :)

We came up with the idea a little while after the jam started, but executing and presenting it turned out to be more challenging than we expected, and that’s how it ended up. Thank you for your time :)

I didn’t mean for the background to be that distracting but I’m happy you liked it. Thank you for your time :)

InsideMyShell composed the music, and we’re really glad you enjoyed it! Improving the character controls is one of our top priorities for the next update. Thank you for your time :)

Getting the character movement to feel right is one of the trickiest part but also the most interesting part of making a platformer game. We’ll keep working on it and try to improve it in the next update. Thank you for your time :)

This was one of our first experiences designing levels, so we did our best. There’s definitely room for improvement, but it’s really reassuring to hear that it felt enjoyable. Thank you for your time :)

You’re totally right about the background needing more contrast with the foreground. We’ll work on that for the next update. Thank you for your time :)

We were a bit rushed toward the end while pushing the final build, so that bug slipped through. Thank you for your time :)

We definitely agree that the pacing and controls could be improved, and we’ll look into making that smoother. Thank you for your time :)

The game flows really well. I’m not very familiar with card combinations, so instead of introducing them one by one in the tutorial, it might help to display them when choosing cards.

The character’s animations are really cute! I had a round where no one bought anything in time, except for one ghost trying to steal an item.

It’s a really fun game to play! It feels good to see our own vault fill up as we progress. The silent dynamite might a bit too overpowered though.

Nice little game! I really like the music, I find it quite relaxing in a way. Aside from the controls, I think the UI could be reorganized a bit to improve clarity.

It’s short but very well executed. Game feels good to play! I especially like the yellow arrows in some levels that help guide the player.

The art is great! I don’t play card games often, but it feels a bit too random. Maybe adding a log or history of the cards played could help.

The decrease in vision after picking up the microscope might be a bit too strong, and losing immediately when even a small part of the player enters the cone can feel punishing. A smoother 180° turn could help as well. That said, the game is short and retries are fast, so it’s not too frustrating.

I feel like either the hunger bar decreases too fast or the food doesn’t restore enough. There’s barely enough time to go from one end to the other, even when eating along the way. That said, maybe I’m just not very good at it. The art style is cute though.

The movements are nice and the game has a good difficulty. Does the steal chance increase when holding the button? If so, it doesn’t feel too random, which is nice.

The progression feels nice but the map seems a bit too large for the given time. Good job!

Great game! I like how the UI is organized. The only thing that feels a bit off is at the start of each round, when the enemy’s move takes over the whole screen, which breaks the flow a bit.

Spamming E to steal while using WASD to move feels a bit awkward. Otherwise, the game is fun to play!

The art is very cute. The simulation feels like a map to memorize. I think the game would benefit from having a slightly larger light radius.

The pacing of the game is great. The sound effects and visual cues really sell the experience.