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A member registered May 29, 2016 · View creator page →

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Random thoughts while playing:

  • Would be nice to have some basic sound (an ambient loop) on the menu.
  • I like the simplicity of it, easy to jump into and start playing.
  • Floating controls tips are nicely presented.  Good!
  • Left and Right click for Left and Right hands.  Nice and intuitive!
  • Feels like "O" to restart could perhaps be "R", but I guess you could press "R" by accident.  Just a thought.
  • There's some weird collider placement around the first water stream, where I have to go thru on the left, but can't go through on the right.  
  • And having the waterfall right there is just begging for me to get frustrated hitting the invisible barrier if you try to go down there.  I'd definitely try to avoid that sort of level design in future levels, where the player is shown cool things that entice further examination and exploration, but then can't go there.
  • The first puzzle section is a bit overwhelming.  Lots of text to read, and not all of it immediately relevant.  
  • The first thing I tried was the left-hand-most tip.  "Hold Q to pick up by telekinesis."  But pressing Q seems to do nothing.
  • Animations for hands, and door, etc, are all looking pretty cool.  Nice work.
  • Adding some sounds for picking up crystals, door opening, etc, will make it feel even cooler.
  • I've opened the door, but didn't seem to need to use half the confusing stuff at the tutorial space:  "Place an object here to reveal other crystals" - I never figured out what this meant, so maybe it didn't need to be there.  
  • The first tutorial area could purely be "pick up a crystal and put it in the door."  Clear and succinct and simple.
  • Even having to shoot the pressure plate felt a bit out-of-character for the game world.  But I guess if it was a big "button" over the door with a magic symbol on it, or something, that you have to shoot to reveal the crystals, I guess that sort of thing would make sense in the world setting.
  • Combat wasn't very fun, but seems like a solid enough start!
  • Colliders on big crystals hamper player movement.  I'd just put a big cube or sphere over there, or at least use shapes that don't crook the player into concave shapes that they get stuck in.  The player expects to "slide off" or "slide around" these sorts of objects.
  • I went up to the second door, and it seemed to want me to pick up the crystal, and put it in the door.  But it said "cleanse the forest", but I really don't understand what "cleansing" involves.  All the animal creatures are dead, so I guess it's the crystals, or the rotten tree things, but they don't seem to respond to shooting, for example.  So just a bit confused.
  • It would be kind of cool if I had to use Right Click to make a big boulder, right over the crystals, and if you do that, the crystals smash, and that is what it means to cleanse the area.  You'd have to smash all the crystals by making rocks under/on them.  :)
  • Invisible barrier annoyingly blocks me from looking into little water pool in this area.  Seems like a shame.
  • I have no idea what I did, but I went back to the door, and put the crystal in it, and it opened.  Confused.  Didn't work before when I did the same thing.  (It still says "And cleanse this forest!" at the bottom, until I walked thru the door, then it went away.
  • Trying to keep the 5 orbs lit green at the same time seemed like a useless task.  I don't see how it can be done.  I just keep shooting them.  Seems impossible.  They always turn back red.
  • Boss fight seemed a bit frustrating.  
  • Stopped playing at this point.

Looks promising!  I enjoyed the overall vibe.  Nice one.

bloed community · Created a new topic Looks cool!

I've bought a copy.  Looks cool.  Keen to try it out, but also just to learn from your code techniques inside.

I'm hoping you always keep a version of it here on, even if you possibly put it on the asset store one day.

Keep making the magic!  :D


Pretty cool.  

I played in Android.  Ran nicely.  

I dig the Interstate 76 vibe.  :)

Cool!  Can't wait to see the next steps.  FOLLOWING!  :D

Haha, very cool.  

Pretty cool!

The feel of it really takes me back to really early 3D games I used to play on PC, like "TOTAL ECLIPSE" (1988).  


I had a wang-dang-doodle of the game, and enjoyed playing the first 45 mins.  Here's a vid.  :) 

Thanks!  :D

Interesting!  Shall have a play with it.  

Seems useful.  And it'd be cool to take a look at the code, and see how it works too.

So thanks for sharing.  :D

I loved this!  :D

I've made a new version (1.1.5) with the "Invert Look Up/Down" option in the settings.  :D  Enjoy!

Oh dang!  Why didn't I put an INVERT option in there!?  :)

I'll try to get on to that ASAP!

You are rad.  

Thanks Sebastian.

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A cool and interesting start!  Flying is fun.

Some thoughts:

  • Way too much text coming up at the start.  Awkward trying to fly around, but also having to read 20+ text boxes at the same time.
  • Text box is appearing right over my plane (could depend on my screen resolution as to where that is appearing, I think I'm at 2560x1440).
  • Text scroll speed is too slow.  Could be 2x as fast.
  • Can't pick up wood with my slow-mo cursor.  Trying to click on it with left mouse button, but nothing happens?
  • Would benefit from voice-over very quickly getting playing to perform actions, one after another, rather than the extended intro text box approach.
  • After ALT-TAB out and back in, the mouse cursor is free, and therefore clicking on my other monitors.  Need to "lock" back into game in update loop, I think.
  • I guess you'll need to handle crashing into things somehow.
  • Would be great to get in some basic sounds ASAP.  Especially the plane engine sound.  (And pitch the sound based on speed.  Relatively easy to do, and will add A LOT even if that's the only sound in the game for a while!)
  • I like the idea of doing jobs, gathering resources, moving things around, all with the slow-mo cursor.  Just gotta get it all working!  :)

Can't wait to see more!

Thanks very much for the key!  Nice write-up.

Been checking it out, and it's fun.  :)

I make up one of those 6 from Australia on Switch.  :D

Thanks!  I love to get feedback and suggestions!  :)

Hope you enjoy the game.  Feel free to throw any feedback here in a comment.  :D

Thanks Deepcut!

Can't believe you finished it first go thru each mode!  

Dang, you must be good!  Would love to see you at play in a video.  :)

I did add the TIMER to aid in speed-running, but it would be great to flesh it out more to store your best time for each difficulty, as you've said.

Your suggestions for a simple "Score Mode" there are also cool!  I'm copying all your comments into my doc of things to do/consider.  :D

I'd love to add more stat tracking, so I could have Achievements too, to give players interesting challenges and alternate "ways to play", such as:

  • Beat NORMAL mode in under 3 minutes.
  • Beat HARD mode without using any grenades.
  • Beat IMPOSSIBLE mode and kill everyone in the level.
  • Beat HARD mode but don't kill anyone!
  • etc.

Thanks again!  :D

Woah!  THANK YOU, that's so nice to hear.  :)

I actually LOVE playing the game myself, it has me on the EDGE of my SEAT!  :D


I'd love to see some more VIDEOS.

It's really fun watching people play, and I learn a lot from it about what to tweak!

If you like making gameplay videos, make a video of your first play thru, or beating a level, and post it here like crazy!

v1.1.3 is now out!  

  • Added Crosshair and made the aim of the gun more accurate.
  • Add OPTIONS screen, where you can adjust Field of View, Mouse/Controller Sensitivity, Crosshair on/off, etc.
  • Xbox Controller is now more fully supported (can navigate all menus fully with it).

Been doing a bunch of updates lately!  :D


I would like to include my game BROKEN SIGNAL in the bundle.  It's a procedurally generated first person action game.

Cheers, all the best.

- Murray

Ahh!  Makes sense.

Great to hear more about your music gear.  :)

I've got a MicroKorg, which is somewhat similar to a MS2000, from what I remember.  (MS2000 is perhaps fully analog, though).

Anyhoo, you can check out one of my games here if you're interested in a super explosive procedurally generated shooter.  :)


To clarify, the game shows up, I can look at the videos and screenshots, read reviews, etc, but there is not PRICE, and not BUTTON to buy it.

I did Wishlist it however.  :)

Also, I went to Steam to look at Depths of Fear, and the game is not for sale, for me. 

I am from Australia, and I'm not sure why this happens occasionally, but perhaps there is something you need to do to make it available in different regions or something?

This article seems related, but I couldn't find an obvious "cause" or "fix" in there. 

Do you have a Dev Blog, or a place where you show any of your synths or music setup?

Loving the old-school vibes of this.  Figure it's probably partly done "in the box" with virtual instruments.  But keen to know what you used to make the music overall.

I want to do a sorta 60's/70's inspired "concept album" game, and Knossos is the game I've seen that is closest to taking this same approach.  :)

Nice one!  

Enjoying the tracks!

Cool old vintage synth sounds.

Some feedback: Would be nice if one could download them all as MP3s in one zip file, as an alternative to the big WAV files.

I need to go save them all as MP3, and make ID3 tags for myself.

Seems like it'd be great to offer a pre-packaged version like that for everyone looking for that format.  Cheers!

Looks cool!

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Hi!  There are now Controls Tips in the game in the latest update, making it super intuitive.  :)

You can also see the Controls listed in the Options screen from the main menu.   

If you're on Mouse & Keyboard, it's:

  • "SPACEBAR" -> Jetpack 
  • "F" -> toggle Slow Motion

The gun doesn't need to be reloaded, it's fully automatic for both ammo types.  Just keep an eye on your ammo counters (shown on the gun itself).

You cannot pick up the weapons that the enemies drop, although I could consider adding that in, so when you grab a weapon it gives you a bit more ammo.  :)

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I'm keen to hear any feedback & suggestions! :D

Fun stuff!  Rollerpig seems to be basically invincible - just keep rolling!  But hey, that made it fun to see lots of levels and grab enough gold to unlock and checkout the other characters.  Great aesthetic, music and feel!  :)

Hey, this has a great mood, and some really nice art and atmosphere.  Very promising!  I look forward to seeing more of your work in the future.  Keep it up!  :)

Hi Slashie, 

I've finished my game (Broken Signal) and uploaded it here:

I was wondering, how do I mark it as part of the 7DRL?

Or is that something that you admin guys do?

Cheers!  All the best.  

I had a lot of fun turning my old FPS prototype into a procedural generation / permadeath game for this challenge!  

And now it's time for bed!  :D

- Murray

I've finished my 7DRL Challenge!

 "BROKEN SIGNAL" can be played at

I'm really happy with the results, and I'm having heaps of fun playing it.  My hands hurt.  It's late.  Time for bed!  :)


  • Jetpack & Overclock your way to the top of the radio tower and Break the Signal!
  • Unlock 3 difficulty levels, with increasingly tough towers to overcome.
  • Super explosive, super fast paced, super hard.
  • See if you can beat all 3 modes!

Great to hear it's cracking along!  
And coming to Steam!  Nice.  :)
Congrats on another great milestone!!

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Been making good progress on my rogue-ish tower shooter!

Been making a bunch of dev videos as I go.  Here's a quick taste of the explosive action.  :)

Got the basic game loop working:  

  • Get to the top of the tower and jack the radio signal to win!

Now gotta work on adding:

  • More room variety: Architectural interest. Different floor shapes.  Interesting "joining rooms" between floors.
  • Maybe have breakable interior walls.
  • More work on enemy AI, add in extra "melee slicer" enemy type, tweak AI and voices.
  • Tweak the beginning room, and ending sequence.
  • Lots left to do!  :)