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A member registered Oct 05, 2018 · View creator page →

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Not at all, I appreciate the constructive criticism.  It's really really tough balancing a game when you have little or no one to play test.  You took the time to try it out AND give me some feedback and that is very valuable (most people would just shrug and move on).  This game suffered from scope creep and I lost sight of really refining the core combat/AI.  I'll definitely revisit this in either an update or sequel.

Hey, thanks for checking the game out and the encouragement.  Means a lot  :)

I really screwed up that part, just looking now.  I  will get that fixed.  Thank you for bringing it to my attention!

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Thanks for the feedback.  Really was unsure about this myself.  10 seconds sounds like a long time.  I did have some performance issues with the game which affected the stamina regeneration rate.  I wonder if that could also be part of it?  Anyway, thanks again for playing and taking the time to try it out.  Very much a confirmation that I needed to revise how that works.

Edit: Confirmed that the stamina regeneration rate is bugged.  You should be waiting a couple of seconds (generally) at most for full recovery.  Will get this fixed.

Thank you.

Thanks for taking the time to play and let me know your thoughts :)

1. I need to investigate the text stuffs.  Someone mentioned that about my last game.  I'll have to try and reproduce it so it can be fixed.

2. Sounds like a good idea

Hey thanks for taking the time to let me know how you got on with the game.  I really appreciate and glad that you enjoyed it :)

 If the text is like in the screenshots I should probably work on making the text more legible.  If it doesn't, then I'm not quite sure what the issue could be.  Either way, thank you again for the feedback.

Thanks for the feedback, it's really great to hear comments on the game.

"Now I couldn't get very far as when I try to kill the first enemy (when discovering the full sword) my hits mostly didn't seem to land making me die almost every time."

I had a lot of problems getting the combat working correctly and consistently.  With this being a 3-week challenge project I couldn't put any extra time into fixing it up.  I'll see about getting it fixed.  The only tip I can offer, is if you're facing them on a straight, whole angle then it is more consistent.  Even then, it is certainly janky.

"having to match only 4 or 5 of the 8 runes would have been more fun in my opinion."

I did think this, but with no play testers couldn't verify so left it as is.  One thing to bear in mind, is that because the puzzles are random, you can exit and get another one.

Thanks again for the kind words, I'll see if I can squeeze in some time to try and improve it further based on feedback.

Well I hope you enjoy it.  Let me know how you get on :)

Seriously good stuff.  Tried out the Linux64 build and didn't have any problems.

Controls are tight, the presentation is so good.  This feels really polished and solid.  The music compliments this nicely.

Would love this even more with a controller and option to change window size.  I don't think, though that these detract from the quality and enjoyment of the game.

You are 100% correct.  Thank you pointing out and thanks for the kind words :)

Just tried out the linux version.  Superb stuff.  My only gripe was easily rectified by being able to remap "pause".
Really good use of the parallax and the timing of enemies is supremely well done.  I got absolutely murdered by the boss.  Gonna have to have another go, but his head didn't seem to take damage.  Overall, top notch!

Really good stuff here. Solid gameplay and graphics. Really charming characters too.

The demo is really awesome and if it is anything to go by, this'll be a solid release.