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A member registered May 12, 2015 · View creator page →

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Really love the visual effects on everything - from the cursor trail to the spotlights. It’s also a really cool concept, remotely disabling hazards for your team. I thought the ramp up of puzzles was a little slow, but I still really enjoyed it!

This is so charming. I think my favourite thing about it is how the music shifts when you make a mistake - that and the music overall being really fun. There’s a lot of personality to this little stick figure.

It’s a cool idea - balancing memorizing the pattern with dodging enemies. The music is also really good.

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I actually laughed at the very start when I knocked the shape flying. This is really fun - I know it’s meant to be frustrating, and it can be, but it’s also satisfying to focus and get it right.

The four hands level was evil though.

Edit: I was so excited about the gameplay I almost forgot to comment on anything else. I really love the music - it’s chill enough to keep on a loop for the whole game, but still peppy and interesting. And the art style is perfect for this game. Kind of reminds me of a DS game, in a good way.

I really like this in principal - and it looks and sounds really good! My only problem is I just cannot wrap my head around the controls. Or rather, I understand them, but my hands can’t do it 😭

I really like this idea, and the dystopian vibe that you gave the game with its music and aesthetic. My one complaint, which might just be on my end, is that it can be a bit hard to make out my mouse cursor against the harsh black-and-white background.

The platforming feels really nice. I also like the soft palette and the glowy aesthetic. Plus the music is really chill. I had a good time playing this!

Really nice! I like that you went for telling a story, even in the limited time a jam provides. I also think the shapeshifting mechanics are cool - each shape having unique strengths makes it fun to solve puzzles (though I’d love to see some more tight level design in that regard). I did find the controls slightly unintuitive though. Maybe I just had to get used to them, but I wonder if instead of giving each form a button, you could have mapped them to more natural controls? Like maybe have one button to toggle between circle and square as the most common, then “double jump” to turn into a rectangle. And maybe a dedicated “attack” button for the triangle? Idk if that would actually be better, but it was the first thought I had.

Overall, I really love the idea and it would be cool to see you do more with it!

I’m almost mad about how clever this is. I spent the whole of the intro section feeling like my jump was so pathetic, and confused about how this was going to work as a platformer. Then as soon as I found the first white square, my entire brain just lit up. I wanted so much more of this game than there was to play 😭

Not to mention the pixel art is really pleasant. And the joke in the intro made me smile a lot. I’m seriously so impressed with this, I want more.

This is a neat idea! Took a second to work out what to do, but I think once I noticed the HUD it made sense immediately. It’s an interesting idea - having the distraction of the more action-focused platforming making the memory aspect of the game more challenging.

This is such a clever idea! Just aesthetically, I love making a Pepe Silvia board. And using just these puzzle relations between pieces to evoke a sense of a broader narrative is really cool.

I love the idea and aesthetic of this. Though I wish it was a bit faster paced to scan stuff - it sounds like there’s an ending I didn’t get to just because of time. Still, I had fun with it!

I also noticed there’s a typo in ‘IMPERCECTION’, which I only bring up because I can’t decide if it’s intentional (part of the story) or not. I wanna click on it so bad.

This had really cute art! I’d love to see this get more levels, and maybe more complicated clear conditions or something. It made me smile though!

This was so well executed. It’s a simple idea, but the game feel is really good. Same story with the art. I liked the tension that the music added. And it’s also cool that you included a level editor.

I’m kind of obsessed with this?? It’s exactly the game I was looking for and I don’t know how I would’ve found it on purpose - but I’m so glad I stumbled into it!

I love the deckbuilding, and the turn-based combat, and the permadeath. But I especially love the dice placement mechanic, that’s so inspired.

I can’t wait to play more of this when I get the time! ^^

(I already posted this as a review, not realizing that it wouldn’t be shown here, so:)

Played this on total impulse, just because the cover art made me think of submachine or zero escape or something - and I’m really glad I did! It’s such a creative idea, and there’s a surprising amount of depth to it. I started with hard mode and was at a complete loss - but then coming back to it after easy and medium, it suddenly clicked. It was still hard but I feel like I built the muscles for it by then to start making smarter decisions.

I love that you put just a little bit of a narrative at the start, because it does already evoke a sense of a broader story - which from reading the devlog is what you could be building towards. And I really love both that there’s a timer, and that clues cost you time. I’m the type of person to agonize over every decision - and I adore that this game made me take a few risks. Like I’d have a 50/50 chance, but some unrelated clues were steering me towards one of the two options - and I’d just have to wing it before I ran out of time. So satisfying when it works out. And even when it doesn’t, it’s a good story :P

I had a great time with this. I definitely hope you’re going to take the idea even further one day!

You can play it here!

It’s a plant-friendly “farming” game that encourages you to genuinely empathize with the floral guests in your garden.

I made this game for a friend’s birthday, but I’m really proud of it in its own right. It’s got a lot of interesting stuff in it - obviously watering for your plants and ensuring they get the right amount of light. But also a little crafting system, resource management, and interesting facts about a bunch of different plants!

I’ve had a lot of gushy feelings about plants lately, and I tried to pour a lot of that into this game. So if you also love those little green guys, I think you’d have a good time with this game.

Please enjoy 🙏

I really appreciate the sentiment - I’m touched! But I’m quite comfortable. If you spend that money on another small dev that needs it more, I’ll be happy ^^

The best thing you could do to support me directly is just share the game on to someone else you think would like it. Really glad you loved it 😭😭😭

I’m so glad! That’s great to hear 😭 I had so much fun making it, and it means a lot to me. I hope you feel just a little closer to the plants in your life now 🙏 treasure those little green friends.

Sounds great, I’ll try to make it! It’s always such a great experience watching someone play your games ^^

Love the art! And the energy of the crowd chanting was really cool too!

I really like the feel of this! The sort of chunky retro like reminds me of old roguelikes. The movement is a clever idea too, but I struggled with the double-tap sometimes to turn the other way. I almost think it might have worked better with only one way to turn, but faster turning. That way you just turn three times quickly to turn the other way.

At any rate, this was fun to move around in! I’d love to see an expanded version - or another game that builds on the idea!

My brain is so bad at this game ;o;

But! That’s not the game’s fault! I think it’s a cool idea. I love the geometric vaporwavy aesthetic too. And even though I’m bad at playing it, I still enjoyed it!

You have a really nice art style here - it’s an absolute joy to look at! I’m impressed by how intuitive all the different actions mapped to one button is. I thought it might be too easy at first, but I quickly realized if you just mash a key - you pay for it. So the timing on everything feels really good.

One little criticism would be that sometimes the foreground trees obscure pits in front of you. Maybe that’s by design - but it always felt a little unfair failling in a hole I couldn’t see. Still - cool game!

This is such a beautiful game. When I started it up, already loved the art, animation, atmosphere and music. And I would’ve been content if the whole game was just playing one character at a time - but I absolutely love how much more interesting it gets with two or three at once!

The rain adds another dimension as well. This is just fantastic, I’m almost sad I finished it - I could happily play a ton more levels.

Really cool aesthetic! I love the idea of using morse code as instructions - though I maybe would have liked some slightly more complex inputs. Instead of just matching what you see on the radar, maybe have a situation where more than one command works and you have to work out the best one? Regardless, reall neat game! :)

Really relaxing game! It’s so satisfying when you land it just perfectly :0

This was really beautifully made! It had me tearing up more than once. It’s a difficult subject to write about, and I’m glad you added the option to play without the story, but it resonated with me.

On a technical level, I was also impressed with how smooth and polished everything was - shooting the stars, rolling around (I know how dicey spherical movement can be to code), and all of the dialogue sequences. I loved the ending too, and the way you scored it worked super well. I was really looking forward to playing this and I wasn’t at all disappointed.

I really loved this. It’s so rare for an ostensibly grid-based puzzle game to make me think about positions within a tile. I honestly felt like I was wiring up new parts of my brain to make sense of some of these puzzles - which is the best feeling for a game like this.

The art was cute, and the music was so relaxing too. Plus I was impressed with how many puzzles you had! Nice work!

This was neat! I really like the 3D pop-up style, and it was entertaining seeing the narrative poke fun at the kind of tropes often found in the genre. I hope we get to see more, particularly of the moncom themselves.

This was so much fun! My vision is swimming… It’s infuriatingly hard at times (especially the second last level for some reason?) but a great time. I don’t think I could get sick of the music for as long as I live. The animation when you hit the ground is really satisfying and the ending sequence was so pleasant! Really calmed me down after purple level…

If I have any nitpicks, I think it would be that the controls are a little too snappy. Maybe that’s a matter of taste, but I often found I’d overshoot my target and run into something because there’s no acceleration on the characters.

Really nice work!

Really glad you liked the end! I was so excited to make that part so I’m delighted to hear other people appreciating it too!

Ahh sound balance, my true nemesis… But really, thank you for your lovely comments! I’m so glad to hear that you picked up on the stuff I was going for, and that it landed properly! The goal really was to have the player build preconceptions about these characters based on how they look, and then twist them around. Relieved to hear it worked narratively!

Anyway, thanks, this was lovely to read :3

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Thank you! I’m glad you thought so - I’m happy with how the art and music turned out. As for game “engine” - I have a simple rendering library in Rust (it’s here, I don’t……. honestly recommend it to anyone but me: https://github.com/mistodon/jambrush ).

Sorry you got stuck there - the dialogue before the fight gives some hints. For that first fight, you have to have Dylan use Stoic to survive the hit.

i was only one short im so mad

But really, that was cool - especially the later parts. I really like the fake-out especially - that got me. There’s something intriguing about sacrificing your little front piece for it to be replaced too. It just feels more meaningful than if you sacrificed one of the blue pieces instead. Not sure what it is, but I like it.

The whole thing looked pretty too!

This has such a wonderful creepy atmosphere to it. I adore the grainy, monster-movie art style, and the music goes great with it. Every other element just reinforces this too - from the weird unsettling abstract effects (OMG!) to the eerie vocalisations. It’s really left an impact on me. I think my favourite thing though might be how the end (at least one of them) ties right in to the beginning. It’s a neat story!

I really loved this. There’s something about the sort of bleak background art and the warm and hopeful music that just feels cathartic. It’s beautifully drawn and scored. Some of the levels felt like a bit of a struggle to navigate - but the fact that having more little friends made it so much easier is just chef’s kiss.

The palette too looks fantastic.

The chill aesthetic of this game, and the music, is really relaxing. For some reason it reminds me of 90s era educational videos, and I don’t know exactly why - but I DO know that it’s a GOOD thing, because I love that stuff.

Also your voice really added to it as well - just excellent ambience all round.

You know what: I have definitely had jams like this. This made me laugh, and brought some. nice. memories back. So thank u!