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Moonside Studios

26
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A member registered Feb 22, 2025 · View creator page →

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Fun game, well done mechanics on the powers and leveling them up

Thats so unlucky, never seen only two chests hmm.

Spacebar makes you invincible, which right now is only useful in tight scenarios or when you cant see your character. The plan was to add undodgeable attacks where you'd HAVE to activate it, but I ran out of time.

Thanks for the feedback!

Absolute banger. Great progression, highly addicting, excellent take on the theme. Need a steam page so I can Wishlist ASAP. Highlight of the jam for me so far.

Awesome narrative direction, very anime coded (a good thing). Needs a little pacing work, but for two weeks this is really well done,

Really well done, liked the chained together aspect, everything merged well. This ones got potential. Good job!

Music banged, was funny, this ones got legs

Which one of you talented mfs made this thing? Insanely well done, good take on the theme, could literally launch as a million dollar mobile title as is, right now. I hate you for being so good.

Opening cinematic, hell yeah. Not sure how it ties into the theme, but the movement, art, and music were all well done. Killer logo

Love the art style! Kickin gnomes will never get old

Solid take on the theme. I kinda wish I had to go into a bar to refuel, then go back outside to kickass. I like where you're going though

Really like the idea, but the execution was a really slow ramp for me. I felt like I was running across the map for a whole minute to get more apples before I realized the demon wouldnt appear again, so I ran a whole minute back in order to fight him again. After I beat him, I realized I had to do that 4 more times and I hadn't even seen another one yet, so I gave up. With some play testing and polish, the idea has legs. Systematically everything seemed to work very well. Good job

One of the first games I've played that any sign of a story, love that. If we wanted to be more on theme, instead of saying "you are dead" you could say something like "You disappointed your dad". Audio and mechanics work really well and the dialogue interface was great too! 

Frogger becomes a dark souls boss and levels a city!

You definitely understand the importance of system feedback! Great sounds and visuals to confirm the actions of the players. My score would be much higher if the cats were invincible though xD

SPEEEEEEED. I was not expecting that. The idea of playing as the boulder and non Sisyphus is creative. This could be a rock solid foundation

yeah right now it’s just a grunt and the health bar, that’s a great take.


Getting the visuals is actually a fun part of this project. As a horde survival game, I needed to max out every possible frame I could. Being in UE5, that’s no small feat. If I just added a post process volume, all the UE high fidelity components would still render underneath it, so it’d be very expensive. What I did instead was force the native engine settings down in order to actually get a pixelated project. I’m on mobile right now but I’ll try to recall some of the ways I did this


Disable lumen
  • Disable Nanite
  • Disable VSM and switch to CSM
  • Switch to DX11 and SM5
  • Force 50% screen percentage
  • Set max texture limit (between 64 and 1024) for every single texture in the game
  • Force lower LODs on every static mesh
  • Additional ini changes that I’ll have to look up later

With all this and with optimization always in mind, I’m able to get 700+ FPS in the horde map on my rig (to start). Unreal users know it’s hard to get a blank project to 140 fps sometimes, so the retro workflow did me a ton of favors.


Sorry for the wordy answer, but thanks for asking!

Thank you so much for the feedback! Unfortunately the low settings culling and collision are known bugs, a side effect of “get it done first make it good later”.  Really glad you liked the concept though!

You too! More of us need to strip UE down and expand the scope of its style for sure

You absolutely cooked on this one, and is one of the best takes so far. This is actually how I want the boss fights in my game to work in a way, but I didn't get to make them! Art, take on the theme, execution was all great. Game gets hard fast, but that could just be me. Well done.

When you think about it, it's basically immortal Portal. Love the direction and general mechanics. I do wish the petrify was faster, but thats just personal preference. I'll let you know that I got stuck on the rum room and had to quit. I am not the brightest bulb in the crayon box though

Bro I know you did not use the "FAAAAHHHH" sound lmao. Excellent art direction. Well done with the music and audio balance. Personally I can't stand having to stand still to attack, but thats personal preference. Well done

Art looks wonderful, and I love how you actually went on the theme. I will say that I got stuck at the acid wall because I couldnt fit my golem down there, and the gnome just kept hitting the acid mid jump. I'm no pro gamer but it might be a little too hard for the first tutorial. Excellent take on the invincible theme though!

This is basically Aim Labs, and to be honest aim trainers should be fun like this. I will say, I despised moving the camera with the mouse and not WASD, since I'm already using the mouse to aim. The cat is cute too!

Loved the music here, very "Earthbound" like. I do wish I had more control over how I could build a run that would help save me (like adding vials or coins maybe?) but the art and idea are in the right direction. Well done

UE5 dev here, keep in mind that itch told me that the upload limit was 1GB. You have to do a lot of work to get a project that small. Just a heads up

thanks so much! Deathless looks great, love how it ties into the theme