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A member registered Aug 17, 2014 · View creator page →

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I'm a bit confused about the way itchio handles email addresses and a creator's ability to send emails to people who bought/own your work.

Under the Payments tab in your Dashboard, it is clearly stated that you're not allowed to use the adresses listed their for any other purpose than to clear support issues regarding payments and that under no circumstances are you allowed to add these addresses to any kind of mailing lists, without their explicit consent.

What confuses me, is that under the "Interact" tab of any specific project, you have the option to send out emails about basically anything, to everyone who owns your game.  How exactly is that different from just using the email addresses you see under the Payments tab?

To be clear, I don't want to use these, I just would like some clarification about the difference and where and how users are asked to opt into being added to this lists.

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I know itchio's way of handling game ratings is a bit different than, say Steam and that user reviews in that sense aren't really all that visible over here. I also appreciate the fact that people go out of their way to rate games here, especially those like mine that usually don't get a lot of attention. I also want to stress that I'm absolutely okay with you rating this game, please do so, especially if you liked it!

However, the game's forum is a not a good space to post user reviews, especially if each of them is its seperate topic, so please refrain from posting them in here and understand that even though I really appreciate constructive feedback and nice words about my game, I'm going to lock and hide any user reviews that are posted here.

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I'm pretty sure your game is good enough to be part of any project.

I don't have a game in this project, but I'm just so dissapointed how this has developed. For me, something like Meditations should first and foremost be a celebration of the people who contributed their time and energy to create the games that are in it.

Looking at it from the outside, I can't shake the feeling that for the organisers it seemed more important to have a nice  and sleek product to present to consumers, while the feelings of the contributors themselves weren't regarded at all.

I'm really sorry, for anyone who contributed and who in the end felt like their work didn't matter, because it does matter.


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You do know that itchio started as a platform to easily distribute freeware and gamejam games  and unlike many other digital stores for indiegames that popped up and went under over the years, they are still around?

Sure, I'm not the itchio business person, but from what I can tell, having a good portion of your userbase being composed of smaller amateur devs doesn't really seem to hurt them...

thanks, really appreciate it!

And still, we haven't really talked about removing them? Just changing them? You do know that you can still provide the same type of information, just in a different context. That doesn't make the information go away and might even make it more useful! It's like a strange magic trick!

Also even though leafo said that he won't give an option, I'm still going to propose it, because I think it would be a good thing to have and it would also be in the spirit of the platform, which is about giving devs control over how they present and treat their work.

Oh boy, I'm not going to engage with your larger point because my time on this earth is limited, but please point me towards the part where I said that analytics should be removed for everyone?

I think I said "give people a way to opt out of this stuff", which means that there will also be an option to keep things the way they are.

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The thing is that the homogenisation of a platform's aesthetic is something that has happened over and over again in the past, so I don't think it's not completely speculative to point out that this also might happen to itchio, if there's a system that people can exploit. I don't even mean "cheating". Folks on YouTube who are using the same type of thumbnail layout aren't cheating, they're exploiting the system that YouTube has in place.
Now obviously I don't know how the rank is determined here, but the moment you start prioritising certain content over other's is the moment where you're making a statement about which type of content you generally prefer. The moment you do that, is the moment where people will start to build their things accordingly. This doesn't mean that you shouldn't provide people with information, but I just want you to keep in mind that this stuff has consequences that might not be all that obvious right now.

I do like Fenreliania's suggestion of changing the rank into a general assesement of how your visibility on the platform has changed over a set period of time. But also give people a way to opt out of analytics stuff. There are folks that don't want and don't need these information and it would be nice to have some say in that matter.

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Thanks for your clarification. I have some more thoughts on this, but to be honest most of them are incredibly speculative right now, because I have no idea what criteria you're using to dertimine the ranking. I'm going to mention them anyway, because I currently don't have much else to do.

Basically this is what I'm afraid of:

Ranking systems create competition, even if you don't intend it. Competition leads to people trying to game the system. If for example a certain type of game, or certain page layout generally leads to a higher rank, more and more people will just end using these things, which then will dissolve the game's individuality. Kind of like what happened to YouTube, where you now have this infinite parade of the same type of video, with the same composition, the same title, the same thumbnail. 

So you then have to either obscure the paremeters that determine your rank, which makes it less useful, or you end up with people possibly exploiting the shit out of it.

Maybe there's a way to provide the same kind of feedback, but without attaching a number and hierarchy to it? This way folks could still gauge how much they improved their visibility, without all the icky competition stuff (or at least with less of it).

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So I was just browsing through my Game's analytics pages, because I was really bored and noticed some additional numbers being displayed at the top of them. On my commercial game's page I noticed a "Rank" and I'm really confused what this is.

I also don't want to see it, because I'm not at all interested in how my game compares to any other title. However seeing that number still makes me think about it, because I'm the type of person who always worries about stuff and thinks that their work isn't good enough. So seeing my game being associated with a number that suggests some kind of hierarchy immediately makes my head spin.

First of all, I would like to know if you folks have announced that feature anywhere and if not, what the motivation was behind it.

Next, I would like to have an option to remove that rank from my analytics pages. If people want to join a pissing contest about whose game's the best on itch, let them, but please give us an option to just walk away from it.

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I meant "No Gamejams". I don't like doing them.

Skuiggle is a nice little game that lets you paint abstract, colourful pictures, via the wonderous combinations of funky controls, box collection and explosions! It's very quick to play and you can save your paintings once you art done!

Skuiggle also has a local multiplayer mode, where up to two people can do arts at the same time! You don't even need two controllers for that to work! Just one controller is enough, because the right analogue stick can used to control the second player, while the left one controls the first. You can also share your keyboard together, if you're not into sharing a controller with one person.

By the way: Skuiggle is FREE! Isn't that great! So much potential for great art, and you don't have to pay a thing!

I love Skuiggle!

Hi folks!

I did another small update today that changes some minor stuff and also fixes a handful of bugs that have been brought to my attention.

So here's the list

  • Got rid of the Holiday decoration just in time before it started feeling weird
  • Added a differen Explosion sprite
  • Changed the way some sound effects are played, which should make the overall listening experience a bit less janky
  • Fixed a crash that happened when you died at the Garbageboss
  • Changed the layout of one stage a little bit to avoid people ending up with a bugged out camera
  • Technically I did this during the secret holiday update, but some enemies now leave their heads behind after they exploded. There's no functionality behind it, I just found it funny and wondered why I haven't already done that before.

As always thank you for your support and the feedback. I may not work on this game as diligintly as I did a few months ago, but I'm still looking into small ways to improve it. So please, if you have any thought, don't hesitate to tell me.

We don't really know the nature of these distribution agreements, so maybe the devs can't really decide how and where their games are being sold. Personally I would be fairly pissed at the low effort that's being displayed here, because it doesn't really speak highly about the amount of care those distributors put into the products they represent.

However I don't think that this neccessarily a big problem, as is when some folks are just selling Steam Keys of their games. Where I start to feel uneasy about, is when the work of bigger publishers gets frontpage features. For example a few months ago DoubleFine put a bunch of their older stuff on itchio and it took a lot of space from other smaller titles. I get that it's important for itch to point out that larger companies are coming over and that the platform itself is growing. But I don't think that featuring games that don't really need the extra attention, are supposed to represent what makes the platform what it is.

This all isn't really big deal to me, at least not right now. These problems are part of what happens when an open platform grows and it's important to adress them properly, before they might get out of hand.


Just wanted to let you know that I've just uploaded a patched version of the Demo. Feel free to re-download this one, if you want to see what hyper mode is all about.

Also thanks again for letting me know. It's a bit strange that this bug went past me, but at least it's fixed now.

You being on the Demo explains everything! I'm going to fix it later today, or tomorrow.

Thanks for letting me know and good to know that you're having a good time regardless.

Wow this is really confusing.
According to the message the game crashes because it's looking for a specific sound file that isn't there. What's weird is that it is there on my end and I have no clue what's causing your problem. Basically when you activate hyper mode (I think O should be the default button for that, but I don't have a Playstation controller around), the game pauses whatever music's running in the background under certain circumstances. Only your case it crashes.

I would appreciate it, if you could try the following things for me, so that I can maybe figure out what's wrong:

press O right at the start of a run. Does it crash?

press O after you've killed one enemy. Does it crash?

Could you try and see of this also happens, when you press  "D" on the keyboard. That should be the default keyboard key for hyper mode.

Aside from that, maybe try either updating your version or reinstalling it, maybe something went wrong there?

Sorry that I don't have an easy answer here, but I'll try and figure out what causes this.

that's strange! I don't have access to a Windows 10 PC, so I can't really see what's wrong, unfortunately...

Take regular breaks. Go for walks. Meet some friends.

When I was about to finish my last (and first) big game, I didn't do any of those things and it let me into getting sleeping problems and all sorts of other stress related problems.
So take care of yourself.

Aside from that, try to break down your tasks into smaller bits and work on those small things. I have a giant piece of paper with sticky notes on my wall and each note was one task. It helped me to stay on track and stay motivated, because you're constantly removing things.

The last thing: If your project is this close to being done, avoid the temptation of adding completely new stuff to it. Your pile of tasks should decrease with every workday and not grow bigger.

But as I said, take care of yourself, seriously.


I had a chance to watch a lot of people play Splinter Zone during a festival last week and I saw a lot of stuff that I didn't like. This update adresses most of it and should make the game a bit less clunky to play.
I'm also working on a much larger update that is going to add more content to the game, but this one's still a few weeks away from being done.

Anyway, here are the notes:

  •  Arrows on conveyor belts now have different colours depending on their direction
  •  When you're below level 3, your XP only gets cut by 25% after getting hit. You still lose 50% of your XP, when you at level 3 or above
  •  Changed the placement and length of some ladders
  • Adjusted the height of some platform, to make some jumps less awkward
  • Made it less likely that the camera breaks in some places
  • Delayed some enemy attacks, to give players a bit more time to attack them before getting hit
  • Adjusted the placement of some enemies and also the way they spawn, should you approach them from the right side of the screen

The changes mostly adress cases where people were having trouble, where I did not want them to have them. The biggest adjustmen is probably the XP loss (again) and the reason for it is the same for when I made the first adjustment. First time players get hit a lot, because they're still learning how to deal with enemies. Getting hit often means they won't get enough XP to gain levels, which makes it less likely they start learning about how they work and how to use Hyper Mode. With this adjustment I hope that it's now possible to quickly gain at least one level without much trouble. The higher XP loss at level 3 and 4 is acceptable in my opinion, because the benefit from having these levels is so high. I don't want it to be trivial to reach the higher levels, because the game gets significantly easier once you reach them. At the same time I want people to catch onto the level system and hyper mode as quickly as possible.

Anyway, please let me know what you think. Balancing this whole stuff is tricky, because I need to make it accessible to new players, without trivializing the challenge for those of you who already know the intricacies of the game.

As always, thank you very much for your support and your interest in this game. There are not that many of you out there, but be sure that I appreciate every single one of you.


Today's update is a bit weird, because it mostly affects the secret levels, or parts of them. My apologies, if the notes seem to be a bit lacking because of that.


  • If you managed to complete two secret stages within a run, the game might give you a hint on the third stage's location. You still have to figure out the exact location, as well as how to get there yourself.
  • Fixed a bug with the level sequencing, that affected the levels that have secret level entrances in them. Basically, if you have completed a secret level, the chance of getting a level that has an entrance to one that you haven't completed yet, increases for your next loop (and drops off, if you don't visit it). This wasn't completely working as intended, but it should be fixed now.
  • Added two things to stuff that I can't talk about openly, because of spoilers.
  • The description of Hyper mode and the leveling system now reflects the most recent changes to said system.


As always, thank you very much for your support and please let me know, if you have any questions or suggestions.

Updated the workwall to reflect my new reality a bit better. I'll still continue working on Splinter Zone (I have at least two larger updates in mind), but I'll try and shift my priorities over towards other projects.

Of course this doesn't mean that Splinter Zone will be abandoned or anything. I just need to organize my stuff that I can keep moving forward.

Hi there!

The game's now out for a bit more than a week and let me just take the opportunity to thank everyone who has bought it so far. It's nice to see that people have an interest in something I spend 18 months on creating and it's even better to see that most seem to actually enjoy it.

I'm starting to feel a bit better, so I sat down and worked on another small update. I'm still a bit unsure on how to proceed further in the future. I do have some rough plans for bigger updates, but this will probably take some time. Until then I'm going to make sure that I adress whatever problems arise.

Anyway, here are the notes for today's update

  • Slowed down the speed of some enemy projectiles
  • Slowed down the animation speed of some enemies which hopefully makes it easier for you to hit them, while they're vulnerable
  • Slightly increased the speed in which you're climbing on ladders
  • If you've managed to complete two or more secret levels, even more enemies will appear

The first two changes address some of the feedback I've been getting and both should make the game a bit more forgiving (at least in some parts). Difficulty adjustment is something I probably still have to figure out for a while, so please bear with me as slowly make this game a bit more beginner friendly. I think both updates this week address the most glaring issues, but there still might be some work left.
To kind of balance this out, I tried to add a few more enemies that appear, after you've complete the secret levels. Those usually don't affect newer players, because it's very unlikey that they complete the stages that triggers them, but they should those of you a bit of an extra challenge, that are already at a higher level of play.

As always, let me know what you think, and let me know if you run into any problems. I've been getting some vague complaints from a few people that the controls seem to be bugging out sometimes, but right it's hard for me to figure out exactly what might cause them. So if you encounter any cases where your controls seemed to have stopped working, please let me know and maybe also tell me which type of controller you were using.

Again, thank you very much for your support.

Have a nice weekend.

Hi folks!

Sorry for the silence for the past few days. I'm dealing with a really nasty cold right now that refuses to go away and I was also really tired after the game's launch, so I took a few days off.

Anyway, just wanted to let you know that I pushed an Update for Splinter Zone, that addresses some of the feedback that I've gotten so far.

  • Enbabled Steam's Screenshot function (no one told that I had to do this myself! (not relevant for the version here, but just in case)
  • Added an option to delete your save, in case you want to do that.
  • Getting hit now reduces your current XP by 50%, instead of setting it back to 0. I hope this makes the levels and using hyper mode more practical for folks who aren't total pros at this game.
  • Increased the amount of XP you get from some enemies a little bit
  • Fixed a rare bug, where the game wouldn't let you restart a run, after you've died.

Please let me know what you think. I'm going to keep an eye on the XP-Thing myself. The system is really hard to balance properly, because when you're really experienced, you can keep your levels almost indefinitely with the current setup. However, having you lose all your XP after getting hit, makes it hard for newer players to actually get any levels and therefore they end up never using hyper mode, which they really should.

*picture of someone flipping a table and running away shouting*

I reduced the amount of weird stuff they do by a lot, so I think I'm going to leave them alone now.

good to know! I'll send some emails out in the next few days. Apologies if it may take a while, I'm really tired and ill right now.

Never tested the screenshot function myself. Going to look into that at some point.

The endscreen will now get fixed, since it's seems to be a real issue for people that are not me. I still have no idea what causes it though.

Generally speaking though, it might take me a bit until I get around to it, because right now I'll have to take a step back for a bit and try to rest.

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If you claimed your download key, you should have one? If not, let me know and I'll send one your way. I have plenty of them, so I'm not holding them back or anything.

There's a logic to the teleport pads.

There's also a logic behind new enemies suddenly appearing


There's also a Forum for this kind of stuff, having these comments under a blogpost is slightly irritating.

I really wish there was a way to edit these things after I published them...

Danke! Ich glaube die Spielebranche muss es weiter mit mir aushalten, ungeachtet wie gut sich das Spiel jetzt verkaufen wird. Das Ganze macht mir einfach zuviel Spaß, als das ich jetzt aufhören würde.

Dein Angebot behalte ich mal für später im Kopf, möglich dass mir da nochwas einfällt...

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This will probably be the last Update before I'm going to press the big, scary "full release" button on June 1st.

To be honest, I didn't keep track about what I changed within the last few weeks, so apologies, if some changes here are not mentioned:

  • Improved the pause screen visuals
  • Improved the death screen visuals
  • Added two more music tracks to the game (won't tell you where they are)
  • Changed some things in some bossfights, which hopefully makes them a bit less boring
  • Changed the visuals in the water levels (some more background graphics and a nicer looking water surface)
  • Some levels will now have additional enemies, if you manage to survive long enough.
  • Changed the level sorting algorithm, to make it less likely that levels repeat themselves

While playing, I did run into a very rare issue, where sometimes the "deathscreen" won't register any inputs (and also would not play any sound effects). It's very inconsistent and I have no idea what causes it. If you run into it, please let me know. I also had one crash, where for some reason the game failed to load the array that initialises the level sorting stuff. Again, if your run into that one, let me know. However this isn't a permanent thing, and should be "fixed" by just restarting the game.

Oh, you can also get your Steamkey now, if you purchased the game here. The version the should be there same as here, only with added achievements.

I'll get in touch with you soon, about getting you folks your Steam Keys. Just need to take care of some smaller business...


Just wanted to let you know that I submitted Splinter Zone's Steam page for review and if everything goes well, it should be available in a few days? Probably after the weekend I pressume. Next thing up will a almost finished build of the game that I also have to submit there. But this needs some more time, because I still have some Steamworks integration to do and there's also one more thing I would like to try. I'm trying my best to have everything ready for submission sometime next week and if that goes well, expect a definite release date, as well as means to get your hands on the Steamversion itself.

As always, thank you very much for your support. I still can't believe that it's actually almost done now...

Splinter Zone community · Created a new topic Steam Version


I uploaded a testversion to Steam to see how everything works over there and I actually managed to get it to work.
Expect some more information about Steam keys and all that fairly soon, because I think I need some help getting this thing right until the end.

I'm really excited by the way...