Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Jun 19, 2019 · View creator page →

Creator of

Recent community posts

(3 edits)

Just a small note on incremental design: Increase the cost of upgrade when bought and make the upgrades better than the previous one. As it stands, Grass is the only viable option since there's no limit on how much you can buy them when you generate enough clover per seconds, which is about when you can buy the next upgrade, and the upgrade after is worse than the base one.

The music remains after you back out of the game. Something's wrong with that system.

Same lul

(1 edit)

My overall strategy was:

  • Pressing space and up on ladders to gain considerable speed.
  • I avoided ladders to go down.
  • I took the lower path at the branch (the higher path gets slowed by the ladder and has to do much more distance overall)
(1 edit)

Could have some optimizations in my run. I think the best score possible would be around 175.

You might wanna check for sprite collision when you spawn the birds.

Great concept otherwise! I got one band correct, the others... I either filled them with full drummers, full guitarist or it was completely jumbled.

Man, and here I thought I was unbeatable at this type of game. Got my ass handed to me at round 23 lol


(1 edit)

Dunno, I found the level 4 to be pretty straightforward. Good level design, having the important objects in red on a monochrome background is very clever.

(1 edit)

I agree with most of your point, but personally I felt quite the opposite about the cases. Case 1 did feel like a tutorial, and had some questionable FTUE design, but I didn't feel like I was trying to get the game to say what I already figured out. Case 2, however, I knew exactly who was the culprit after watching the second witness testimony. I had a hard time trying to get the game cooperating with me to get the culprit out. Case 3 was perfect in my mind. Wasn't too long, and neither was it too short, and I figured out the fact as they were revealed.

I've done 10 games against the very first mouse in the game, and it seems almost impossible to beat. It always have 15+ total, so you have to get 15+, but doing so has a great chance of busting. In all the game I made, I hit to get over 15 if I don't already have, and I bust. If I would have not hit, I would have lost anyway. If I have 15+, the mouse somehow always have over the amount I had. Am I missing something?

"John Titor was here"

Pack it up boy. This is the best indie game of the year.

Beware, if you scroll past the next button, you get softlock, and there isn't a way to exit the game in the game itself, not even when the game finish.

I second that idea.

2 attempts (48 seconds)

This brings back memories of all those sandbox type of games.

Good job!

(1 edit)

The fact that this is system-neutral is awesome. I'll check if Shadowrun would be viable. I'd love to recreate the chapter 4 (Gluttony's arc) of Widdershins with this... As soon as I gather enough people.