Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Maia.Fairsod

22
Posts
A member registered Sep 20, 2025 · View creator page →

Creator of

Recent community posts

(2 edits)

Feels like an old flash game (in a good way). I think it'd be cool to have like a timer built in. One thing I really didn't love is that that escape take you back to the main menu to start over, I kept pressing escape to try to pause for something and I'd be sent back to the beginning. Overall it's pretty simple in a lot of ways, but it feels good to play which is a big win.

Cute stuff, pretty funny, and very very fleshed out in terms of polish and dialogue.

I can't wait for return of the CRT monitors in 2030, haha

Yeah,  I understand, there are QOL features I didn't get to or got left out. 

I also ended up making it way way way too punishing. 

Thanks for giving it the old college try anyway!

Yeah I get the time limit is super hard especially when you factor in the learning element on top of that, I ran in to that myself.

And to clarify having a text based game is totally cool. I liked the writing and I liked exploring and all that stuff. It was just the treating the malady loop specifically that I found didn't have much fertile ground for me, again it could be a personal thing, just because it always felt obvious what to do (like I didn't feel like I was choosing it really) and being able to restore all your sanity by pressing bolster spirit a bunch and basically starting over really reduced any tension for me. 

That being said your game is more than just a mechanical loop, and I enjoyed all those aspects. 

The theming and writing was very nice.

The mechanical loop didn't interest me very much, maybe just me, and I do wonder if the UI could be more skeuomorphic or era/artstyle appropriate.

But there was already quite a bit of content, and the story and overall style was very cool.

You did a great job, and I think I may have came across more critical than I intended, but all the you got all the nuts and bolts together. I was just suggesting some seasoning. So to speak. 

(1 edit)

I really loved this one. A lot of fun, but there are some things I'd tweak:

I wish I could hold down click to shoot.

I think you should be notified of a new wave before you get your upgrade, I accidentally clicked on many upgrades.

I feel the oxygen bar should be blue or the stars green, because my dumbass didn't connect the two until much later

The idea of the risk reward with the oxygen for vertical movement is really cool, but you could basically just avoid it by staying on the ground and the oxygen cost was small enough that it never really was a limiting factor. I feel like maybe make the jumping more essential or tie oxygen to other movement or shooting or have it deplete faster.

The character and the fish are super cute, but the background felt like a bit of a hodgepodge imo


But I had a really good time with this one.

Fun stuff. The attack being a spin so it's unidirectional is so clever. I like that two of the bull flies could bump into each other. It felt a little sluggish to me at first, but I got used to it. Unfortunately I had some kind of bug or performance issue and music was all bugged out for me, so I couldn't hear it very well.

So nice I played it twice. I was so close to a deathless run.

(1 edit)

Wow, I wasn't expecting anybody to beat it, I am genuinely really impressed!!! I knew I made it way too punishing, just felt like I couldn't turn back at a certain point. 

Thanks for your dedication, seriously.

The visual assets look nice. I like the animation on the fist. Mostly feels pretty nice and smooth, but a little more feedback on getting hit might be nice.

Putting the skill tree in the pause menu seems odd, and I wasn't ever told where it was. I'm also pretty sure it's not functioning as intended. The candy only updates after exiting the menu, so you can just but every upgrade at once.

Still, nice project.

Some of the controls feels a bit clunky, I think, could use some coyote time, while jumping I couldn't attack on the way up, being able to hold down attack would also have nice. I also think the hitboxes are a little off sometimes. But it is a functional and complete game and it was fun enough, which is an accomplishment in a gam jam.

Going back to the beginning each time is pretty brutal, haha. Not necessarily bad if you're going for that, but it can get a bit repetitive.

The varying pixel sizes makes it feel a little un-cohesive

The music is cool, I really like the underground track. And the little bits of dynamic music was awesome.

I'll take a look,  you can also send a ticket to #faq-and-support in the Server Guide section of the Discord. You're ostensibly allowed to fix critical bugs like this. 

Unfortunately I only get a black screen. I looked there some errors in the chrome dev tools console thing, but honestly I don't know what it means

(1 edit)

You should really change the viewport dimensions for your game here:

That's an easy fix.

I had to manually adjust it in the webpage source using inspect to even play


There are some bugs I found: Going in the house soft locked me, I could only see a corner of something and nothing else. Opening the menus in the opening sequence makes it so you cant pick anything up. I had a duplication glitch where a piece of driftwood stayed behind, giving me infinite wood.


I like the opening sequence there, very Firewatch, and the guy is super cute if a bit crude. I could be missing something but there wasn't much in the way of gameplay but the core idea could be interesting: Deus Ex style inventory meets a retail type game or whatever you call it. There's a lot puzzle like opportunity in that space. Like different stages: collection, shipping, selling, packaging, ect. with different shapes and sizes could bare some interesting emergence. Keep going and mine the space for interesting interactions, there's gotta be loads!

btw I totally relate to the over scoping; I massively underestimated my project

(1 edit)

Unfortunately your game isn't playable in browser. First thing is you'll want to take all the files you put in downloads after export and put them into a folder, rename the html file to index.html and zip that up and upload that. But sadly it looks like your issues go further than that, when I tried to download everything you have and run it on a localhost I get some errors, maybe a missing resource I'm not sure. Not everything is always smooth porting over to html5, I had issues that free() isn't allowed but it looks like something else might be going on for you. You can try to debug your html issues or try  to upload a Windows or Mac or Linux version. A downloadable executable is a barrier for people to play, but right now no-one can get the intended experience.


That being said the music is really nice and the art and animation is cute, from what I can see.

Small game, skyrim horse, fantastic name

Cute stuff. Looks like a lot of assets and I like the expressive text

Tons of levels. Some of them are more time consuming than challenging.

But nicely predictable physics, satisfying chain reactions with the powerups, cool music.

Pretty faithful recreation mechanically. I forgot that you can vertically stack "is," so the first puzzle actually took me the longest.

The art, music, and vibes are awesome but it's very difficult to control. It's hard to steer and the feedback feels arcane. The track itself is cool though, I like the shortcuts

Movement feels great. Cool music. I love that health is indicated visually on the player character itself. Shmup + cover is a fun combo.

Nice atmosphere, though it's sometimes a bit hard to see your character (especially the rogue guy).

I found the enemies and boss a bit tanky, especially since kiting is so effective it becomes a bit repetitive. 

I like the risk reward of the different paths.

The camera controls are a bit wonky sometimes, but did actually add to the challenge and felt good to overcome. So I wonder that could be explored as a mechanic.