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Mike

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A member registered Jul 13, 2021 · View creator page →

Creator of

Recent community posts

Hello, I figured I would post this on the 1 year anniversary since I escaped living with and running from a alleged serial killer. This event and displacement has had catastrophic impact on my life, for better or for worse. 

I worked very hard on this software to streamline the art pipeline for level designing. I am about to use it for my game in progress to continue on it's iteration. Any sales contribute to helping a survivor eat, develop, and create. A purchase is more than buying the software, it's giving me a reason to live. 

If you are on the fence or have any particular reason why you decide to pass or smash the buy button, please let me know as I will use all feedback to further develop software that you would like to use. 

I am grateful to be alive, and living with my roommates who have been more supportive than anyone in my life. They have helped me see things from an lgbt lens that I had not previously considered. I am deeply grateful for their perspectives in making more inclusive software and games. I cannot overstate the gratitude for them. Thank you to all the people who help me become a better person both professionally and personally. And I wish you a happy halloween!

1:40 lol, skipped the entire house basically

I lied. Things have not chilled. Still. Thanks for nothing lmao

from my perspective, keep making it look and play more like what your audience wants

i need to check out more 2d horror, i'll check this out soon. looks good :)

yo kai seem a bit spookier than i remember 😂:

Tips and Tricks - Yo-Kai Watch Guide - IGN

bump

sup

something tells me VibeGtag maybe under 13 as well 😏

Jumpscares, not cheap. We have an epic sound designer and I studied psychology, and the build up makes sense and pivots the plot.

Also, thank you for the feedback. I feel like we focus heavily on atmosphere. 

We have a sound folley artist and I work directly with him to program volumetric audio, foot steps on different surfaces make different effects/penetration, ect. His skill level is out of this world (literally ;D.) I think atmosphere is our strength so we leaned into it. 

I will also check out cry of fear. Appreciate the feedback!

Thank you for the wishlist :)

BUSTED!  😂

I am working on one that has a couple jump scares through the whole thing, but doesn't rely on them. If you want *none*, it might not be a fit but very few are planned. The game development had been paused because we had some financial issues, but it's been gaining attention so we might resume if we get enough wishlists:

steam

Interactive Trailer

wat

I can help if you still need it, discord is:

emboss3

For sure, if you want seamless importing into your game, i gotchyu. Keep me in mind :)

Feels fun! I think moving is a tad slow tho, maybe it's just me being fast paced loving, but it's coo


Hey, I’m building a pixel-level world editor that might help fellow itch pixel devs: https://digiverse.life

I made this while surviving without food or a home. If you're curious, I’d be grateful for any support or feedback. Even a small share or kind word helps me keep going.

Haha, this is good, i liked it. Great first game jam! i like the shooting sound effects and the gameplay. After I complete the match, the longest distance doesn't update and animations (even if just vfx) would help visual feedback a lot, but minor nit picks, good job :)


If you wanna make your pixel worlds better, i  am offering pay what you want license to itch devs on my pixel world builder.  Any contribution gets me closer to food and stability, but above all else, appreciate your game, thanks it was fun :) <3

Oh, i like the style for this type of game. This also gives me some inspiration for a game idea :) Not really sure how the wolves got me, maybe I am missing an element there, tho.

If you are interested in making a game world, I am working on a pixel level editor and offering pay what you want licenses to itch devs. Any contribution helps me get closer to food and stability. Above all that, I appreciate the game you made, it was fun <3

This game was fun and relaxing, and it actually gave me (mostly) unrelated inspiration. I think if you sped up the speed of them falling a tiny bit every time one is collected, you could make difficulty scale that way

Also, I am working on a pixel level editor that im offering a pay what you want license to pixel devs on itch. Any contributions get me closer to food, but most of all, I appreciate the game. Thanks<3

This was a good concept and I liked it. The jumping is a bit too floaty, and input registration seems off (ground checks). I couldn't make it past the second level, kept floating lol, maybe increase gravity scale/weight to make it feel more responsive in the air. The ground checks could be a raycast in the fixed update to immediately allow jumping when on the ground.

If you wanna snazy up quick levels, I wrote a pixel level editor and am offering some itch pixel devs a pay what you want license. I am starving and would appreciate any feedback. love ur style<3

The resolution on the game is messed up for me, and I can't play it :( It looks really cool tho.

I am working on a pixel level editor and struggling really bad, it would mean the world to me if you checked it out. I will offer you a pay whatever you want license, i just need food

For anyone curious, here's a preview of the rendering scripting language I'm building! 🔧

✅ Fully interpreted at runtime for hot reload
✅ UI designer/editor in progress
✅ Offloads all rendering logic from the app to an embedded DSL
✅ Bytecode VM in the works for performance
✅ Renderer-agnostic: we're porting to Vulkan next 🚀

This system fully decouples UI logic from the engine, making it highly portable and maintainable. The goal? A powerful platform that feels as moddable as it is fast.

Strap in, big things coming 👀

I like the gladiator vibes! If I had to offer any feedback, I’d say to start the waves slower and ramp up gradually with health pickups. I die extremely fast (maybe skill issue, lol). Giving the player time to settle in might stretch the gameplay out a bit more.


The environment could use a little more life too, if I had to nitpick. I see that you used some premade assets for the environment (no shade, we’ve all been there.) If you're interested in streamlining original artwork into the game, I wrote a pixel editor that would make light work of it. Let me know if that sounds useful :)

I did used this for a ty post lol. good stuff, ty. couldn't find the x, sqr, and _, but yeah i'm collapsing, it's alg, ty

Ty ty, we fell in love with the jetpack and lil dude too haha. :)

ty ty :) will be workin on it :D

First off, thank you so much for the indepth feedback and all feedback is welcomed round these parts and appreciated :D

1. Yes, I made the jetpack only refill if grounded and resetting that small delay when returning to the ground. It enhanced the strategy ten-fold and only trades a small portion of fastpace, that I can recoup on sections with more fruits (they are a lil jank right now, but workin on it one bite at a time lol)

2. Holy crap, how embarrassing. Sorry lmao

3. This was intentional, to make falling a larger consequence, I kinda toned it down a bit to see how it plays, but I might just let players see farther below if falling. You think it should pan the camera downwards more than the player normally is to give more view?

4. Yeah, the game will have lots of checkpoints and levels, but I intend on making them big, and the checkpoints not too close together, but I can totally agree, it's not up to par.

5. Yeah, a tutorial would have been good here, and we plan on adding some visual/audio queues to maybe hit at a boost, but the boost UI is a placeholder itself so we weren't really sure how it looked yet lol

6. This was intentional for snappiness, maybe I miss the beat on snappiness, and i'll check how it feels with longer acceleration ramps.

7. Thanks a lot, it means a lot. I am least confident in my level design abilities, so hearing this is reassuring that it was time well spent :) 

I appreciate the time taken for the feedback and will be addressing all of them :) 

Rad! That's what was missing :D Ty for the feedbacks!

I attempted to improve the player controls while in the air. If you could, would you try the game now and tell me if it's still to hard to get past the second jump? I tried to fix it, thanks for the feedback ^.^

I didn't want to add checkpoints because I was already going into over time, I just wanted to keep my fixes within a handful of lines of code.


However! I do think I improved moving in the air and better accuracy with landing on tiles. I made the jetpack refill faster, so that might improve the overall experience for you. Let me know if the improvements addressed your issues, ty ^.^

I updated it with overtime and added quicker refilling. Do you think it works better now?

Appreciate it! Thanks for the helpful feedback ^.^

Thanks for the feedback, very helpful ^.^

thanks for the feedback, good to know! ^.^

I can help you integrate a leaderboard system into your gamr/engine 🙂

(1 edit)

Under system requirements it says that it will not run on mac os, sorry

Thank you :)

if you're using a game engine, look for 9slice 


https://docs.unity3d.com/Manual/9SliceSprites.html

https://maross3.itch.io/projectawesome


I appreciate it! All art is place holder so it looks a little.. rough around the edges. I did the characters and the fx were random free assets on my backup drive 😊

thanks for the feedback :)