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A member registered Feb 20, 2015 · View creator page →

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Really liked the game, tho very hard, only got to the first 60 seconds. :)

Accidentally player in hard mode, then figured out that I could shoot XD Score: 1690


My brother and me made it in 4 days because we missed the start, and the AI is a product of post-midnight coding, the day before submission. But let's call it a design choice ^^ The inspiration had indeed quite long thinking times as well.

Oh and don't worry, I never owned a Gameboy myself either :(

Lua and LÖVE is both beginner friendly and feature rich, maybe take a look

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If it runs it's valid. Lua is not an acronym btw


For love2d, there is a nice page:

Basically, you append your .love to the love.exe.

Awesome! Thanks a lot, both for the video and for the helpful feedback :D 

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The .love works fine on both my Linux and Windows test system, double check if love is up to date and pass me the error if possible. Do  you use a mac by any chance?

I will dump the progress here :)
I used this jams opportunity to improve two visual things. The first one is more dominant: material blending between blocks! While I personally think that it greatly improves the visuals, I still need to tweak the mask as it currently looks quite rough. And do some benchmarking. And betatesting.Here another screenshot how it looks underground:

The second change is more decent and finally makes more use of the foliage system I build for the trees: Instead of a few weird grass and flower blocks, foliage will grow on most tops, will have a wavey animation and should give the world a more dynamic feeling. I would like to extend upon that with bushes and other foliage,  as well as other props like roots to add some detail. Here a screenshot. Trust me, it looks better when its waving ^^

Oh and another change are some texture reworks, here a few samples of e.g. the new arrows:

It's important to notice that I did not push everything to the latest build, especially the new blending will definitely break some visuals and therefore shouldn't belong in a build.

Oh that's bad. Then it's not SquareWorld whos crashing but the whole framework... Thanks for your interest and help, but I fear this requires more detailed debugging. Theoretically you can try running via command line, maybe LÖVE outputs something helpfful but thats not common.

I'm 2 years too late but next time take a look at Recuva and co. Saved my files a few times already :) Oh and backups. Maybe even cloud sync. Annoying but very important.

Hmm, I do not recognize ips files. "love/SquareWorld/errors" should be the directory. When it crashes, do you see a gray, custom screen?

You can paste the file here or on pastebin, the error is usually not too big.

Why not both? ^^

Sadly I do not have a Mac to test it on, and the error upload seems to have failed too.

I uploaded a new version 2.4.3 which also stores error logs in the loves save directory, under errors. If you have time please attach those logs.

The full version will most likely not work either.

(2 edits)   I'm available at Twitter @conczin and

The .love is the Universal file you can open with Love2d ( Usually helpful when you are on Mac or Linux.

Usually I get the logs, but this time it seem it got lost. I had no time to improve performance ^^ You can hit "return" to switch to the more lightweight renderer, usually doubling FPS when GPU bound, but I think there is still a long road to go to fix all the performance issues XD Especially the realtime shadow around the player is a massive bottleneck, 50% of the power is used by this effect ouf

Awesome idea! A little bit silent maybe

Really nice atmosphere, but as already mentioned before it took me some time to read the text. The end phrase was not visible at all.

Awesome! Only thing I was missing was some sort of fullscreen, I clicked far too often outside the window :D

Haha I may come back to this offer :D

Haha, here we go, the first graphical bug ^^ I assume its the bone skinning shader.

Yes, sadly the theme and the story got stripped for time constraints. I plan to continue this project some day. The physics engine is a hacked Box2D, quite buggy  right now but I will fix that eventually :D

You can't see it in the list because it already has been added :)
Check the link on your page on the right.

1920x1080 60Hz

Make the game independent from resolution with a target aspect ratio of 16:9 and you should be fine if it does not contain too much text :)

Good job! Thanks for sharing!

"for the time being" Be careful, once its CC0 you are allowed to change the licence any time, but everyone who already got it may upload it under a different license. You are no longer copyright owner.

If you want you can add that an attribution is welcome, but not required. I usually attribute, even if not required.

Thanks for sharing this art with us, its beautiful!


Definitely worth the price + tip. Especially the smaller flames look nice. Some annotations:

Not all animations are perfectly repeatable, there is a small cut.

Blaze2 has some none transparent black backgrounds.

Some textures like blue 3 look cropped.

All animations blend to black instead of alpha, which in my case is annoying.

These images are large as promised (for an animation), but with a lot of empty margin (partially > 50%). I had to resize them manually.

No texture atlas included (not promised, but I consider them helpful for animations)

As seen on the screenshots too, some animations are colored and reused, so the actual count of "unique" animations is a little bit lower.

creative ^^

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As written on the page this game comes NOT with a steam key, even if the purchase window says so.

I apologize for this problem and am trying to fix this as soon as possible!

If you are a collector and want the old original SquareWorld removed from Steam, buy SquareWorld Unpixeled on and contact me directly at conczin[at] to receive the prequel key.

already 111 days ago?!? The time is running like crazy :)

Glad I helped!


I wish that you can move diagonal when pressing two keys at once :)

I remember playing worms and waiting 75% of the time until the AI made their turns. You are right, now I can make changes and add a quick-forward :)
Added this to my Todolist!

Thank you for the feedback!

Yes, especially with the tactic part, which should be the main topic, I am not satisfied. There were grappling hooks planned and more types of weapons and maps where each hero of your squad should be part of a plan. But I was thinking too big in the given time frame. I'm interested in updating it, so let's hope I can improve it :)

The graphics are incredible! Well done! I wish there would be more steel supports and plants later in the levels, but within the given time limit it's great!

Here a list of bugs I found so far in the case you want to continue this project:
When a tip appears in the text input ("press escape") it should disappear once the user starts typing, not append. So I often input "press escapeY" by accident.
The game is completely key-based, however opening the console works with your mouse. I recommend to move this to a key too. If you leave the cursor at the bottom of the screen you can not exit the console since it reopens all the time.
If you push a crate on a door and open it, it floats until you touch it.
Some objects like the crate has anti-aliasing and therefore more than 2 colors (it's just a bit, so still 5 stars)
Maybe I missed it but you should mention that B reverses the action of A (lift, ...)

An extra point for the dying animation :)

Saw all 3 endings :)

The interpolation caused the fonts/smaller images to be blurry, resulting in more than 2 colors.

What's about the music? I found a music file in the games data and it says Waterflame in the credits, however none of both played.

It feels like the boy wants to flee in the opposite direction :)

Good job!

The graphics are awesome! Great job!

To be honest I'm a little bit confused right now, especially after the laughter of the coconuts tree :)

Very creative game idea, great Job.

Made with love!
Simple but interesting game idea, using the 2 color rule as a feature rather than a limit.
Great job!

Try using delta time (love.update(deltaTime)) in your game code to avoid different game speeds on different systems :)