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A member registered Nov 30, 2020 · View creator page →

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Congratulations on your win!

Decided to give this a shot, since I completely missed this during the official voting period.

I love the amount of polish and effects that you have in the game. However, for me, the gameplay was a bit challenging and I failed to get past the first levels ':D

One thing I noticed that you mentioned using FMOD on the game's page, but it seems that there is no attribution inside the game. If my memory serves right, their license requires you to have the FMOD logo inside the game, so it might be a good idea to add one in the main screen, unless you have bought a commercial license – just a tip to avoid getting in legal trouble later! ;)

Best of luck in the finals!

Extremely cool pixel art and sound design. The amount of polish in the animations for such a short jam is incredible.

Some of my thoughts and things I ran into when playing the game:

  • Would have loved to see some kind of shadows or something under the platforms that you could move on top of, to communicate that more clearly to the player. Now it felt those blended into the background a bit too well sometimes, especially with all the post processing effects that were going on
  • Not a huge fan with the non-pixelart UI fonts/assets when mixed with such a beautiful pixel art graphics
  • Was hoping for a more clearer goal to move towards to. The big, open level with felt a bit uneasy. Maybe more closed areas in the beginning would have been good, so that the player can learn the controls etc. before exploring bigger areas
  • The instructions for the bloodclot minigame were shown under the chemicals panel on the top left, so the text was hard to read
  • When entering the minigame my character was stuck in a jump animation, and the sounds of the jump were looping on the background
  • I got stuck on the blootclot minigame, as it was a bit unclear what to do there
  • I had to restart the game from the OS, since if you navigate back to the main menu inside the game, the "Play" button stops working

Other than these issues, this is a good jam game overall!

I enjoyed the audiovisual style of this game.

However, I hoped that there was something to break the whack-a-mole type of gameplay loop, instead of one very long run. Some kind of meta progression or more minigames would have also helped to add depth to the game.

Couple of things I especially found a bit bothersome:

  • Items that you are not supposed to collect look just like their collectable counterparts. I wish these would have had a different shape or something to differentiate the "good" from the "bad" ones. I think it would be really hard to distinguish these if you, for example, have some kind of color blindness.
  • Not a big fan of the foreground elements that hinder you from seeing the bubbles/things you need to click, thus making it hard/impossible to see what you are supposed to do.

Did not encounter any bugs when playing this and the game seemed solid!

Would have liked to see more depth in the gameplay mechanics.

I liked the gun design, it reminded me bit of the goofy guns in the "High on Life" Rick and Morty game.

However, I wish there would have been more interactions with the gun, other than the air sucking reload mechanism, to make use of its weird and goofy nature.

For some reason, my mouse sensitivity was extremely high in the web build. Even after turning my mouse DPI to its lowest setting, I found it quite hard to aim precisely due to this issue. Might have something to do with the high resolution of my 4K monitor.

Also, sometimes the enemies got stuck on the walls on their way down, which was a bit confusing.

Even though I get the cel shaded look, I wish there was a bit more detail to the levels, and/or something to convey the direction the player needs to go, as the entryways and exits had the same look – sometimes I felt as I was lost, as everywhere I looked, everything had the same kind of look.

Not bad, but I wish there was a bit more to it.

Managed to fix this on my own by adding a layer of abstraction into every place the structs are handled like this:

{ value: {}, order: {} }

And then when tj_encode is called, the order information is used for sorting when writing stuff.

Would be nice to have official support for this, though!

(1 edit)


Any chance of fixing a regression bug where JSON keys are no longer kept in the order they were defined in the object when you look at the output of tj_encode()?

The older version of the library (1.0.4?) worked fine, but we updated to the latest version (1.0.6) with GMS 2.3 support and it was disappointing to see the issues caused by the internal usage of  GMS function variable_struct_get_names which doesn't seem to guarantee the order of keys.


var obj1 = tj_object(
    "a", 1,
    "b", 2,
    "c", 3,
    "d", 4,
    "e", 5,
var json1 = tj_encode(obj1, "    ");     
var obj2 = tj_decode(json1);     
var json2 = tj_encode(obj2, "    ");     
var obj3 = tj_decode(json2);     
var json3 = tj_encode(obj3, "    ");     


    "d": 4,     
    "e": 5,     
    "c": 3,     
    "b": 2,     
    "a": 1 
    "a": 1,     
    "e": 5,     
    "c": 3,    
    "b": 2,     
    "d": 4 
    "d": 4,     
    "e": 5,     
    "c": 3,     
    "b": 2,     
    "a": 1 

Note the alternating order of keys.

We were using this library for an editor for our game, and this is devastating for git diff logs as you can imagine.

Would it be easy to implement something that guarantees the key order? Any ideas for a workaround? Perhaps sort the keys when encoding?

PS. The library has been a real lifesaver in pre GMS 2.3 times. Many thanks!