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Pixel Brownie Software

A member registered Dec 28, 2016 · View creator page →

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thanks for playing my game!

it does look like i left a couple of bugs in the game - i'll try and fix them ASAP

i don't think i did a very good job at explaining the fact that the player dashes in the direcction of the mouse (hence why you kept crashing) - i put this in the description of the game

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Hello there!

I am Pixel Brownie Software and I've been making games for almost 4 years. Recently I have released a game called "Fruitylips", where you play as a worm with big lips named "Fruity" who has some weird fascination with fruits. There are 14 levels in the game, each packed with new challenges and, of course fruit!

There is also a day and night cycle, and although it doesn't do anything for gameplay, I hope you will enjoy it.

If you are interested click the image below to go to the game's download page!

Fruity lips

Look at him go

I have also made other games like Bounty Hunter (and its sequel),  Earls Order, Catwalk, Armstrong, Red-Blue adventures and many more

I also have a website where you can read my blog posts:

thanks for the feedback! this is my first 3d game I've made so i wanted to keep the concept relatively small.
press escape to get the cursor off the screen

to be honest i could have added sound effects but i wasn't really bothered :P, might add them in as a post-mortem thing.

to be honest it's quite an overwhelming feeling to see someone do a lets play of my game.
i have had a look at the lets play

it's quite entertaining about how you made fun of the game
and it's also very helpful in terms of what i need to improve on
thanks for reading.

how did you get the image effect?

i would like to ask you, how could i make the sprites feel like creatures that give the game life and atmosphere or give the game a sense of art direction? should the characters have animations? should the characters colour schemes have a similar feel (i.e. dark tones)?

i'm not saying i'm a bad artist but i could do with a little help.

it's only through other's perspectives where i can better myself.

one bit of critism i would have for this game is that the game took a while to understand.

but when i did it was pretty enjoyable, even though the level design feels a bit cramped. the art has a nice minimalist feel to it and smashing the enemy felt extremely satisfying and juicy.

best of luck with any more games you wish to make. 

i'd like to know how the art is lacking though, does it need detail? more animations? i did encounter a lot of problems with the mouse aiming.

the biggest problem i had with development was the fact that i had 2 days to make the game, so i had to rush some things (including not having the theme, bullet sound effect and giving the game some juicy stuff) 

i didn't even playtest much of the levels so i can see why the game gets a bit boring (due to the reason above)

still thanks for being heavily critical of my game

hopefully i shall resolve the problems with the remake of this game.

it's slightly better, the challenge is greater and dosen't just consist of camping

nice gameplay! i love the variety of the enemies' attack patterns.

one thing i would criticize is that it's quite hard to deflect bullets on to the enemy without being pixel perfect at where you position the mirror.

lovely game though

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i think the game can get pretty boring at times due to the fact that there isn't really much to do other than shoot a couple of zombies (GJ version)

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thanks for giving constructive criticism and pointing out the problems with my game. i too have found this a massive problem. there wasn't much playtesting gone into the levels due to time constraints.

these are issues i would like to fix with perhaps future games of mine

i like the whole idea of the jump being the uppercut which makes for quite a nice game and the graphics have a nice megaman vibe to it, i also like the enemy variety.

one bit of criticism i would give this game is the fact that the enemies hitboxes feel a bit too large at times and also i was sometimes waiting quite a while for an enemy to show up.

overall i think this is quite a fun title though.

i like how the gameplay revolves around the alligator and the bird and how cleverly those gameplay mechanics are used (a bit like a boy and his blob).

the one criticism i would put towards this game is that the movement feels a bit slippery

other than that i think the game is great.

1. Hi there! What's your name? Want to introduce yourself?

my brand name is PrownieBrownieSoft (real name is Hamza Salih),

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

no i didn't join the last jam. the reason i wanted to join the jam is to give myself a challenge to churn out a game, an meet new game devs i suppose.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

i have a number of games i really like, mainly SNES games even though i was born after the 90's.

4. Do you have experience with game development? What did you do/with what engine?

i have 5/4 years of experience of game development.

 from 2011-2015 i used scratch (which many of the games i made, i did not finish and in 2015 i only made game projects as a joke). i mainly didn't take the game projects i made seriously because i wanted to make the "game of my dreams" in C++ and take THAT seriously (even though i never bothered to teach myself C++).

in 2016 i was trying to decide if i wanted to use unity or game maker, which i settled on unity.  after i created my first finished game on unity i dropped my "dream game" idea in order to make other games. i think that was one of the best decisions i've made.

from then on i started to make more simple games that i actually finish, gaining skills and experience in the process. i am also learning a bit of C++ on the side which unity made easier to learn.

5. Tell us about something you're passionate about!

gaining new skills from game development.

6. What are your goals for this game jam?

to make a simple and fun puzzle game, meet other game developers and gain a bit of  a following (maybe).

7. Any advice to new jammers (if you're a veteran)?

i've only joined one other jam, so i can't really advise you. i suppose you shouldn't avoid jams if you are new to game making, they force you to make simple games with the time constraints.

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i can't download the game.

it gives me a shortcut file for some reason.

thanks for the constructive criticism.

regrading the shield though, i agree. the shield can be used to deflect bullets, but it does not work to well in practice.

since the ranged enemies shoot quite a lot, it's better to use the ranged weapons than the bouncing shield. the shield is better used for the non ranged flying enemies and ground enemies. i personalty find the shield quite fun to use because i like the challenge of building up enough speed to charge at the enemy and timing the hit well in order to damage the enemy, the feedback it gives adds to the fun as well.

im considering to create a remake of this game to rectify these problems.

belive it or not, time was much more of a worry for me than it was for your project.

at least you have 3 POLISHED levels while i have 10 rushed levels

it's a nice game with a very clever concept.

one thing i will criticize though is that the game is quite short, but since this is a game jam it's understandable.

i think you should create a remake or a sequel to this game. 

it would be great to see some improvements from a game created with much more time put into it