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A member registered May 14, 2016 · View creator page →

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Excellent game, short and compelling. The writing, visuals, and music are spot on, and the gameplay mechanic is clever and fun.

Thanks! :-)

Thanks for playing! I may look into expanding it a bit for tablets.

Great little orbital tower defense game! You're right that it would benefit from more time on levels and progression. But that just shows that the idea has legs, and you could expand it further. The graphics, though simple, are easy to read and have a good, clean look.

Nice gameplay concept. Simple to grasp, yet makes you want to really optimize that traveling salesman problem. The clean, simple visuals are reminiscent of classic 80s games.

Wow, this is a pretty hard game. But in a fun, challenging way! Love the sound effects. :-)

Another really nice simulation with good audio and visuals. Easy to grasp, relaxing to play. Probably the closest I'll ever get to a green thumb. ;-) 

Super cute! I really like the concept of tamagotchi on a small, spherical planet. The art and especially sound are really good. This is the kind of chill idle game that you can spend more time than you expect just hanging out with.

Before I got the hang of it, I collected enough tomatoes in the first two levels to make a nice pot of marinara. Good gameplay, very smooth. I like how you chose a viewport resolution that makes the game challenging but still possible to play.

Nice simulation! Not much interaction, but it was interesting to watch my little fungus patch grow (or die out!) in different scenarios. I'm glad I could click-drag to give my little guys (funguys) a boost. Great choice of music, too.

Thanks for the extra info! I pushed up a new version that should fix those issues.

Thanks for playing the game and sharing your thoughts! That's a bug. When there are no more regions, it should hit the win condition. It sounds like you hit a situation in which that failed to register. If I have a chance to revisit this, I'll fix that bug and add a random 1-2 extra turns to unassigned quests. I think that will address the issue sufficiently while still requiring the player to choose a region every turn. However, once a group of heroes has embarked on a quest, I'll stick with the current rule that you can't add more heroes. Part of the challenge is committing the right number of heroes from the start, or taking the hit and losing a point of renown if you leave it unassigned. Some play sessions may just be more easily winnable than others depending on the random allocation of region events.

Oops, missed that. Thanks!

I did get stuck right inside the Boneyard though. Am I supposed to be able to jump up to the ledge? Or am I missing something

Nice game! The animations are really smooth. The cycling color palette of the backgrounds is so soothing, and it complements the chill music. It's satisfying to explore the world and talk to its inhabitants. 


In an after-jam update, I changed it so the combined character starts at the same level as the two original characters, whichever one is the higher level.

The character has a nice feel to it. Jam platformers in Unity often feel floaty, but this one has a satisfying amount of gravity. The music is nicely meditative, too.

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The random curses is a great idea. Whenever I died, I'd want to play one more round just to see what interesting new curse I was burdened with. The controls feel really good, and the color palette is nice.

What a neat idea to set it inside a book! Very nicely done.

The music in this clicker is great! That and the rotation kept me clicking away for longer than I expected. Nice clicker game!


Thanks! I'll investigate and fix that after the jam.

The sound and music worked fine for me, playing the web version in Chrome on Windows. Very satisfying to line up several enemies and take them all out with one shot! Nice job!

Nice job! I was briefly puzzled until the pleasant aha moment when I realized it was essentially a typing game. What about putting the key legend closer to the center of the screen somehow? In any case, it was fun and challenging to play. Nice graphics, too!

I like the procedural cave generation. This might be the start of something very interesting.

Thanks! My thinking was that if a party member dies, you need to level up a new character from level 1. You can keep the new character in the back to avoid damage. Did you try the level editor?

Had a bit of an issue with the camera and the text updates (which would occasionally flash visible for a frame):

Figured out how to make the web version available on the same game page instead of as a separate game page.  Note: Windows version required to save levels made in the level editor, but you can still play with the editor in the web version,

No changes to the game itself, but I made the web version available here, too, instead of as a separate game page.

Great job on a Pico-8 game! Getting just the right hitbox to interact with things was challenging, but moving and attacking have a good feel to them. And moving between the cave and house provides a nice breather between levels.

Thanks! I can't take credit for the music. It's Kevin Macleod (Incompetech) as credited on the title screen. I did the programming and art, though. First time using a drawing tablet, and first time drawing anything more than stick figures since elementary school decades ago. It was fun to try my hand at it nevertheless!

It's flappy bird armed with a wrench. What more could you want? ;-)

Great little puzzle game with a really solid core loop.

Nice job! Those gaps in the dark are my nemesis! :-)

If you want to share your custom levels, they're in [Users]\AppData\LocalLow\Pixel Crushers\Savage Seasons\*.map

Dialogue UIs (conversations and alert messages) are fully supported. Barks (overhead one-off lines) are coming in the next update. 

Hi Ary,

If you were originally asking about the Dialogue System for Unity, it has Super Text Mesh integration. You can find the integration package in the Dialogue System's Third Party Support folder. If you're dead set on using articy:draft, consider the Dialogue System because it imports articy:draft XML instead of using their Unity plugin. Articy's plugin is very slow in the editor. Otherwise, if you're no longer interested in using articy:draft, certainly check out Kai's new dialogue asset, too.