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A member registered Mar 08, 2015 · View creator page →

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Cool, thanks for putting all this effort in again! This was packed with useful info

Thanks for the feedback!

Yes, thank you! I was able to reproduce it by killing a customer and trying to start a new game, it wasn't a saving problem at all like I guessed. No need for further tests if it's a hassle, thank you very much for your help

I applied a fix that disables saving if there's an error, hitting "Yes" on New Game attempts to create a new folder, and I'm thinking that is where the problem is. If you don't have time to test this I understand, I appreciate the feedback you've given me already :)

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I made a fix for the issue where the selected item sprite on the storage menu becomes invisible, if this is still happening to you please tell me!

Do you have an output_log.txt in GameData you could copy paste for me? 

Oh no! Does hitting Enter on that page work? And does hitting "No" cancel the popup at least? 

Wow, 40 minutes, I appreciate you putting so much time in! That's a lot of bugs I wasn't aware of, and some of them (like the flickering UI) don't happen for me, which is weird. I guess I have a lot of polishing to do

Thank you for all of the feedback

Thanks for the feedback! Gamepad is meant to be a solid option but keyboard should work too. You can press E to interact with things that are highlighted with the green crosshairs, and items should be auto-vacuumed up (toggled off/on with ` key). Throwing food at people is how you serve them!

Cool concept, funny little character. I had a hard time wall jumping in the starting area. I managed to get up once and grab the ledge, but fell off for an unknown reason. I didn't always grab a ledge when near

Hey this is pretty neat! The art looks professional and first person spell puzzles is a cool idea

Being bubbled was hard to control though. It took me a while to realize I could sprint. Sprinting into a bubble felt pretty rad, it would feel even better if I could shoot myself into a bubble while sprinting

To open the first door above the starting area I had to wall jump, which didn't feel like the intended solution. Using the bubble to get over was too hard

Holding things slows my turn speed, which feels bad and unnecessary

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I liked it! The character art is nice and it's fun! I love tactical games like this. But it's kind of buggy and messy right now, here's some issues I wrote down:

  • It runs poorly (I was getting ~16 FPS on the overworld and on some missions)
  • I had a hard time telling how damaged someone was
  • I lost some loot at the end of one mission. I had given it to one of the girls (a helmet and a vest) and it disappeared when I opened up the character menu on the overworld
  • Some cover hitboxes are inaccurate. I had a fight with some traveling guys on the overworld and the pillars were difficult to stand near and take cover behind
  • I ran into one pack of guys on the overworld and ended up doing 4 fights back to back. I ended up losing at this point. (I think it was taking me to the overworld and starting a new battle each time? As if the pack didn't despawn between fights OR each one of the guys was starting its own battle? I don't know)
  • The AI and cover is odd, my guys would wander out from cover frequently when it looked like they should have LOS and cover where they were standing (big rocks often did this). One of my guys even wandered into point blank range to shoot someone with their rifle
  • Some of the controls don't feel very good. The scroll wheel feels like it should zoom instead of panning the camera up/down. The up/down could be a shift-modified scroll if it's really necessary. Giving commands requires too much clicking, too. Check out how XCOM handles its controls. It would be nice to be able to cycle between units and give commands (grenade, stand still, healing item, etc) with 1, 2, 3, 4, etc, buttons. If these are already hotkeyed, they should probably be labeled on the UI because I had no idea
  • The dialogue could use additional controls. Left clicking to advance the text would be nice, I was pressing Enter instead which just felt clunky. It's always nice to have multiple inputs work for the same function, especially in situations where there are few functions

I know that's a lot of criticism but I really did enjoy it :) You have something cool here!

I have AMD Radeon HD 5770

OpenGL version 4.4

Windows version crashes on startup for me

I'll try it again if you can fix that, this looks neat

This is great! I suck at these games though and couldn't beat the first boss

The visuals are consistent and look nice and the music choices are fitting, even if they are placeholders

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Nice proof of concept

I like the visuals overall

I have a few issues with the combat, mainly the fact that there is only a single target attack, but there are many enemies and they multiply rapidly. The combat gets tedious early on because of that. It is also strange that when I am surrounded by 4 enemies, the enemies take turns attacking, it seems like if I am surrounded I should be at a greater disadvantage

For strategic reasons it would be nice to see my hit chance, estimated damage, and enemy health. In turn based games it is always nice to have more information to make decisions

The movement being locked in combat is restrictive but not necessarily a bad thing. The fact that enemies can move around me while time is stopped for me and other entities I am in combat with is weird though. I think if I was able to move away from enemies to reduce the risk that moving enemies enter combat with me it would feel like a more strategic part of the game 

Very cute! Music is fitting

The camera feels floaty and I was able to sprint to the finish from the beginning, you might want to limit that if it's meant to be a stealth game (that's what it feels like)

Cake wouldn't always select, I had to throw it from the inventory page

I threw a cake at one wolf and another wolf on the other side of the rocks came to eat it 

very qute, way too hard for this casual

Nice environment and character design, cute but not too furry, style is consistent

lol'd when i could cook rocks and wood

not sure what to do once my thing is cooked or what the stars mean

music is nice but seems too actiony to be playing the whole time, I'd like it better if something soft was playing, then have the current music play once you start cooking something

Pretty cool concept, though I suck at fast paced games like this

I was hoping there'd be a pause feature to give commands like in KOTOR or something for nobs like me

game crashes when i move the mantis dude ;_;

I wish I could move the camera is the only feedback I can give

had to wall jump in a way that was probably not intended to get to the key

it's weird how small he is compared to his environment

weird demon guy is cool and creepy

auto camera feels like mario 64 which is not so good and the controls aren't very smooth :(

the art is consistent and looks nice

The drawing stuff is a cool concept but I couldn't figure out how to cast my spells, I was drawing runes and nothing would happen

Love the artstyle and the way you're told how to play the game

The controls are hard to get used to, but I did get used to them, clicking or gamepad or even mobile controls would be nice

Game was more puzzly than I expected which is fine and difficult as a game like this should be

this is great! the controls feel smooth, though it would have been better on a gamepad

it's got a nice "flash game but way better" and "old arcade" feel to it

glowy stuff to show what's bad and unkillable/untouchable is nice, didn't take long to understand what was going on and how to play

cool and cute!

the characters feel a little slow when moving around the world, and the texture quality/resolution is not consistent throughout. the 3D models with the toon shader look really nice and fit well with the 2D characters and so do the 3D-ish flowers, but a lot of the grass pieces look out of place

feedback during battle is unsatisfying, but I get that it's early in development

the battle scene in the cave looks very nice, I think you should aim for that level of detail and consistency in the world scenes

cute characters, cheeky dialogue, I like it

thanks guys

I think I've got some ways I can simplify the controls with picking up items and the whole inventory thing

Exploration is a big thing to take on, environment stuff is time consuming, though I do enjoy doing it... That's not the first time I've heard that though and I've been thinking of ways I could make it work without blowing up the scope, but idk

thanks for the feedback!

paper mario was an inspiration for the characters and building transition stuff, just going for comfy and cute though

"run an inn" is the goal, if it ends up being fun early on I'll give it some depth

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Great game but frustrating at the moment, mostly the disappearing boxes and no checkpoints

It is also not totally obvious that you can jump onto the knights

Depth/height is hard to detect (on the first puzzle level) but it's pretty forgiving with the float mechanic so that's not a big deal