Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

susan

66
Posts
2
Topics
6
Followers
193
Following
A member registered May 10, 2016 · View creator page →

Creator of

Recent community posts

my ears hurt. my eyes hurt. my hands hurt. my brain hurts. i live in fear of that one level with the big diagonal vampire. a masterpiece of destruction

so true

predictable but very entertaining.

...oh my fucking god i had to complete a captcha for this comment lmao

why not sell the revamped game here on itch? i for one would really rather not contribute to steam's monopoly.

this is delightful, thank you.

played for ages and nothing happened. maybe i'm just bad at it. pretty visuals, but i don't get it at all. sorry mia

looks like i was just impatient, sorry about that! it took a while to load but i can hear it now.

this is super cute, a delight!

an interesting little collection, this. nice work. the noise over the music in this part was very loud though

this was a really interesting experience, thank you. flawlessly written,  to the point where i'm half wondering if Janine was a real person.

my one complaint is that the javascript made my potato of a laptop overheat, but i suppose that's the cost of running video games in a browser these days...

this music player isn't working for me, i can't get it to load properly.

i don't understand what this is, but i like the atmosphere it has.

why is that?

(1 edit)

it was only at the end that i realized what the title meant. i think i might have audibly gasped - what an experience.

this is a fantastic work of art. it's so good. my only wish is that it could have lasted longer!

what did you update the licence to? i can't see it anywhere on this page.

a lovely little distraction =] ~40ish minutes for me.

if this ever gets updated, i'd love to be able to see the rate of increase [of increase... ect] - the effects of the final upgrade would probably be a sight to behold.

it's very disapointing to hear that this game is no longer available on itch. what was the reasoning behind taking it down?

interesting little story! is there any way to get any higher than "dawning understanding"?

hi, so sorry for taking so long to get back to you. that has fixed the issue entirely, thank you.

hi, this looks really neat! do you have any plans to make this open source, considering all the previous iterations have been so?

will the full release be available on itch? your website redirects to steam...

so the tutorial seems to work fine, but clicking the campaign results in a vivid blank magenta screen. also, the title screen mentions that you can turn off the glitch effect in the options menu, but all i see are volume options?

this looks quite interesting though, i'm interested to see where it goes.

doesn't seem to play nice with wine on linux, very jittery and sluggish =[

it should be possible to programmatically recolour as desired on the fly, though obviously that would be a lot more complicated

this looks really really neat! is there any chance of it being ported to linux?

was passing by and was astounded at how pretty this game is. i don't suppose that a linux version would be at all possible?

this looks really neat! is there any possibility of a linux port?

this looks really interesting! i don't suppose there's any chance of a linux version?

this looks super cute! is there any chance of a linux port?

this looks very interesting! is there any chance of a linux port?

hi!

first off i want to say you've done some great work here. it's really pretty too.

i've noticed some bits that might do with some more polishing, though - most obviously, having to enter every level to see if there was postgame content isn't the most engaging mechanic i've ever encountered. if there was some way to visually distinguish them, that would be a significant improvement.

having to backtrack with the [postgame spoiler] could also get quite painful - having some kind of shortcut system would be great if at all possible.

the ghosts speeding around corners was rather unintuitive  - maybe if they signaled which direction they were going to speed in that would help?

lastly, even though i see in the devblog he's been toned down, i still have no idea what's up with greg. i am absolutely going to take a look at the love file and see if i can get a handle on how he works - it almost feels like he's predicting my moves, but only sometimes?? and then like, trying to block me off or something?? weird.

anyway, thanks again for this, i've really enjoyed it.

- su

ah, that's a pity...

took me a while to read this one but i'm so glad i did. someone else in the comments calls it cathartic and that really is just an excellent way of putting it. it's so blessed [hah!] and cute and gay in multiple ways

this looks very interesting! is there any chance of a linux port?

saw this on alpha beta gamer's channel. unfortunately i'm on linux so can't play it myself, but this project looks really interesting. i love the monster design and the atmosphere you've made, good stuff!

rocks never seem to spawn on the small map? this was quite enjoyable though, interested to see if you intend on expanding this. 

very interesting, would love to see something like this expanded upon.

the amount of times i've run out of power with the next waypoint less than 100m away has been ridiculous.

nope, no tutorial =] you have to get to the next base/ship/ect in the story. there's a little number in the bottom left-hand corner of the display that tells you how far away it is. i don't know if the angle number means anything.

it's been three years. i have finally completed the game.
still no idea what it does, if anything.