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A member registered Sep 09, 2016 · View creator page →

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I think it'd be interesting to see them both being able to fight both bosses, but having different workarounds for the same situations.

Really good graphics. Kinda wish there was a room with a punching bag though before the boss so I knew what I was doing before a real fight happened.

I keep pushing X but my penis doesn't get any more muscles

Why can't I fight the Golem boss as Red?

This game needs a whole lot more streamlining with the movement. Analog stick deadzone is way too sensitive, making me run even if I rest my thumb. Hyperactive mode should be way more hyper, even if it involves draining stamina faster. Making you stop and take a break when you deactivate it is a complete waste of time and your speed increase is so small that you'd likely waste more time with the break than just running across a space normally. In short, there should be a more noticeable difference when you activate hyper active mode. Locking the wall jump to hyperactive mode just doesn't seem right, as does losing control of your left and right movement. If you want people to use hyper active mode smartly to speed through levels, it should improve your movement and abilities at all times, with the only cost being the stamina meter. It's a good foundation, but the movement in this movement focused platformer is just plain bad.

Ahh. I've heard it being called QOL (Quality of life) a lot more than UX. Most other developers starting out don't seem to bother, but even little things like a string that prints out "Press X to Start" on the title can greatly enhance the experience for the player.  Mouse controls was actually something requested from a comment on a previous version of the project, and while I thought it was absurd for someone to ask for that for what is essentially a beefed up SNES title at heart, it ended up being incredibly useful in the long run, and there's been a lot of things like that from people testing my game in the past.

As for the running tutorial, I don't think it's that big of a deal, though it seems people are becoming less and less willing to just push all the buttons to see what they do at the beginning. Still, it's in the second room in the game out of one that has over 100 and the finished product will probably be 400-500+, so I don't think it'll hamper the experience of most players in the long run.

What is UX?

Holy shit man! I remember testing this game a year or so ago and this is so much more polished and enjoyable to play! It still looks like it needs some kinks to be ironed out (stuff like pushing a puzzle block over a ledge and following it will kill you) but overall it's a really enjoyable experience. Can't wait to see the finished product.

Well, this game's pretty fuckin kawaii <3

I'd say having a skippable demo that appears before you start the game would be ideal, there's a lot of arcade games that do it that way, because otherwise figuring out how to use the balls as projectiles is pretty unintuitive.

I'd also suggest completely getting rid of the stamina system, because it forces you to look at a bar away from the action in the screen. I think you could get away with the melee attack not even doing damage to enemies at all, or something ridiculously low like 20 shots to get one enemy (might be good for score farmers).

This game has a lot of potential, you should try experimenting with different types of weapons as powerups.

>Other times you are pulling it in and she just stops and her arousal meter start going down for no reason.

Maybe she's autistic

I should have fixed it now. All I really did was add an options save file in the save file directory so the game knew where to read and write from. If you redownload the game it should be fine.

I have implemented multiple language support for the game, actually. I don't know any other language though lol, I might ask for people to voluntarily translate it in the future. Also, I think I fixed the other issues you had.

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Really good premise, looking forward to seeing it improve over time. Also I suck a lot more at this kind of thing than I thought lol

Actually now that I think of it, it might not be a bad idea to have difficulty options.

Great graphics, great gameplay as always. Love the pause menu's look. Hopefully by next time we can see some of the old bosses you had in the newer engine.

Really like this game! Graphics are great and the entire game has this Sega Genesis kind of feel. Really like the unique mechanics brought on by the method of attacking enemies. If I had one suggestion, it would be that there should be a multiplier for every enemy you hit when you launch yourself at them, like you get 2x points for hitting the second enemy, 3x for hitting the third and so on.

This game is super cute! Kinda reminds me of that one with the lizard that bakes things by throwing stuff into a pot from awhile back. I think the plants should grow and spread slower though, it's kinda creepy how fast they pop in and out when you walk away from one spot and come back to it later.

A vastly improved product compared to last time. I don't think the special spear attack should have collision for the player character though. I went from not giving a shit last time to totally wanting to follow this from this demo.

wtf now it's suddenly Sonic

It's pretty alright, looks like you can do some advanced stuff judging from the gifs on the right. I'd say the level and enemy design could use a bit more polish but it was a pretty solid experience.

This is a pretty solid game, couldn't get passed one part where you're expected to let a fireball hit a switch but the level design is pretty top notch. Looking forward to seeing updates to this in the future.

This is really good, looking forward to playing more advanced versions in the future.

The only suggestion I really have is to give the enemies that do a million points of damage a better telegraph before they attack, even if they're supposed to be hard and screw you over on purpose, and some of the jumps are a bit too precise, requiring you to get the absolute top pixel apex of your jump to be able to reach.

I'm feeling better now and I can tell you what the problem is with the empty cell room. It's because the hallway at the end of the purple area leads to the second boss's room, which was the intended 'end' of the demo. He's horribly unfinished (literally just a head rn) so I just outright removed the room for the demo. When you touch a room load trigger that loads a room file that doesn't exist, the game defaults to reloading the same room you're in but Bugsy's X and Y coordinates are 0. There's water under every room in the game (defaults to a screen below the room's lowest point, it just raises or lowers depending on the room file's internal values) so the game's running as intended in that sense. There are other rooms this way too, or some that don't have collision yet and just a basic outline, or some rooms that don't have all the exits with room load triggers, which allow you to do things like go over the top of a room and stand inside walls. It's more my fault for not sealing those unfinished exits and telling the player they're done with the demo.

Aside from that the glitches look like relatively simple problems to fix, other than the balloon jellyfish falling (although somehow whenever a tester finds a glitch it ends up taking like 8 hours to fix apiece). The springs suck though, I'm gonna replace them with plants that you jump inside and spit you out, launching you until you hit the ceiling.

I have lots more plans for the higher difficulties. Right now normal enemy placements are set for Normal Mode. I'm not a fan of simply increasing damage and health for enemies. I wanted them to be simple and predictable, but easy to set in any situation, like the monsters in Doom, so I can spam huge numbers of them and still be fair in higher difficulties, like Doom.  But on top of that I'm also going to include late game enemies early game and probabaly make harder varients of enemies appear on harder difficulties as well.

My progress is pretty slow because it's a project I manage on my free time when I feel motivated to work on it. I can go a month without touching Fusion, then suddenly work 12-15 hours a day on it over a weekend. Keep your fingers crossed for DD17.

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That is an incredibly detailed post. Thank you for giving me all this feedback, however don't expect it to be taken care of soon. I have fallen into depression and it's hard for me to motivate myself enough to do anything these days. Still, I commend you in putting so much effort into this post. I will use this as the basis for what I'll fix the next time I find the motivation to continue this project.

Edit: The room before the Mantis fight was supposed to be a one-way path, intending you to git gud before you can go on. The room where you fall through the bottom, I have no idea how that happened to you unless you used the map editor in the previous room and changed the spawn point from one of the exits or something, or I just typed in the wrong number.

Thank you so much for your feedback. Right now I'm priortizing making menus easier to understand, but after that the ground movement should be an easy tweak or two. You can go into the options menu to make is so rolling is done with 1 button, or by double-tapping left/right if that's what you prefer. I'm not intending the air attack to let you hover infinitely, but it is neat to see how much you've looked into the core mechanics of the game. Your jump attack changes when you're spinning and the ground attacks combo differently if you change the timing of the third attack. Also, there are a couple places you could sequence break and a few extra items you could find with wall jumping. Your enthuasism makes me want to go back to your game again.

If you fucked up the controls by rebinding them, the best way to do this is to delete the Options.arr file in the Saves folder and open the game. The controls will be reverted to default.  Rebinding controls was one of the least thought out priorities I had when designing the game, that'll be my next project. Using the mouse is a great idea.

Other than adding button prompts at the bottom of the screen whenever a text box appears I don't know how I could simplify using the menu more. That being said, when I open the pause menu right now I can see how people can get really confused.

When a bug appeared and kidnapped you, it was because you used an item that summons it. It's supposed to take you to the last place you saved as a shortcut but it sounds like it's still bugged. Thank you for your criticism.

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I changed up the title screen a little, I think it should work now. The options.arr sets the 'Confirm' key to key 88, which on most PCs is the 'Z' key. It might be different on some other computers, especially if you aren't a native english speaker.

Can't wait to see him fully animated

This is a really rad Contra kind of game, super fun, no complaints here.

Well, it's a solid foundation for a mega man kind of game.

Ah okay, it'd help more if the title screen had more clearly defined directions.

I loled at 'meme' screenshake strength.

Goddamn, this reminds me of a few years ago when I was outright obsessed with shmups. This game kicks ass, looks and sounds amazing too, honestly would say it's one of the better looking and playing indie shmups I played, and I'm comparing it to stuff like Blue Wish Resurrection and RefleX. The only suggestion I'd have is to have a speed slower than the slowest you have right now, and to have 'speed up' and 'speed down' as two seperate buttons as an option.

I loved the song. But the controls were hell on my hands. Or should I say hand,  as you use ASD and Space. But the music was really good, and I liked the progression of the levels to the end.


It's pretty well made, kinda wish you could attack upward though, pretty much agree with what khryse has to say for the most part. I'd suggest making the attack prompt to be more obvious, I didn't notice it the first time through and figured it out on my own a couple screens after I was supposed to. Maybe I'm just dumb.

The boss has way too much HP, especially one that you can beat by camping in one spot for the first two phases. It took me a good dozen tries, but it got boring near the end once I figured out you can shoot the projectiles, and his slamming attack has a couple openings that are never touched. It's a good boss, just a bit lengthy for what it was.

Also, I really really wish there were joypad controls.

This game's kawaii as shit. I picked up the cake and rock and made a mad dash passed the first wolf. Then after I hid behind a tree I thought I was safe only to see her still chasing after me and I got eated up. This is the Dark Souls of stealth games.

Somehow it always struck me that the protagonist dude would look like Guts from Berserk. It's a really badass game, but when I purchase a new skill I don't notice anything different with my moveset. Is it still being developed or am I just stupid?

Holy fuck man this game's becoming so awesome. The only part about the boss I had trouble with was the little squares that come out of the ground, they could be telegraphed better, but other than that this game gets better and better every time I see it.

Unnamed pixel platformer-chan looks lewd in the first picture

Gameplay's pretty good, it plays like the good FPS games. Those box enemies are creepy as fuck, I hope you implement more enemies and features.

Really fun, reminds me of old flash games. Nice use of fonts :^)