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A member registered Sep 10, 2017 · View creator page →

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All of your points are very valid, especially about the randomness and it feeling bad when you don't get a lantern in range.

Thanks for streaming, and maybe see you around for LD46!

Really solid entry! The graphics were nice, especially the character, and the sound and music were great (I especially liked the fact that more voices were added to the music the higher you got). As others have said, the UI could be a little more intuitive (perhaps an angled arrow that originates from the player, and then grows longer and shorter). I still had lots of fun jumping between platforms and ultimately falling to my doom.

Great work for 72 hours! Sometimes team projects end up a bit disjointed, but this was really cohesive and it seems like everyone was on the same page.

Nice entry! The sound effects for the wind were great, and the game concept was nice. It was a little bit finicky, especially when wind was added or removed (I would expect the character to gradually recover from the wind, but he just kind of pops back upright immediately). Art is simple but gets the job done.

Nice job for 72 hours!

Great entry! It's super polished, especially with the little bowing animations and spotlights. The use of theme and main mechanic are really good as well.

It took a little while to get the hang of it, but after that it was really satisfying to play (although it would be nice if the platforms were a *little* larger).

The music was nice, and the sound effects helped (SFXR?). I especially like how the beginning of the music ties into the start of the game, although when restarting numerous times I found myself a little impatient through the admittedly charming few seconds of introduction.

Extra animations, particle effects, or Art of Screenshake elements could bring it to the next level.

Amazing work for 72 hours!

Really interesting entry. It reminds me a little bit of 2048.

Like other comments say, the onboarding could be a little better (perhaps have a small number in the corner of each tile for its level? The green borders for upgradeable tiles are a nice touch).

The graphics are simple, but polished. The "age" meters look nice and the typeface matches the aesthetic of the game. A little extra sounds, effects, and feedback on various events (e.g. a tile dying) could push it to the next level.

My high score didn't seem to be written to, but I got as far as having two pink tiles on the board (and then promptly lost because I had neglected the rest of them... oops.

Good work for 72 hours!

Nice work for a game jam! I liked the game concept and the use of the theme. The physics on the boxes were a little bit funky, and the highest score I managed to get was 16.

Music and sound effects would be a nice addition.

The graphics are obviously simple, but I like the little exclamation marks you added to hint at the next box drops; a lot of games are missing this for important information off-screen and suffer because of it.

Great entry! The visuals were really good, and combined with the music it definitely gave me the vibe of old PS1 sports games.

It sometimes felt a little unpredictable which direction the dude would lean; I'd sometimes be mostly balanced and suddenly jerk to the right or left when there wasn't a very strong curve. I think I might just not have the feel down yet.

It would be cool to see this extended with an infinite/procedurally generated mode or with bonuses or powerups you need to lean dangerously far to collect.

Great work for 72 hours!

Thanks for the play! Sorry to hear the online scoreboard wasn't working for you. Was there any kind of message?

Thanks so much! I'm definitely used to scoping for 48 hour jams (e.g. Ludum Dare compo) and that extra day pretty much went into UI and extra polish.

Weird. It should have generated a file called "crash_log.txt" in the same directory as the executable. Your score was received on the backend again.

Apparently not super fruitful. Thanks for trying it out though!

Hi again! There's now a new download that has crash logging linked in the game page. If you're willing to give it a try to send me the log, I would appreciate it, but otherwise no worries.

Hey, I identified the bug! It turns out it's just linked to the "F" key because of some artifacts of game jam debugging code I forgot to remove. You can either avoid typing "F" or get this new download that fixes the issue and has crash logging. Thanks for reporting the crash!

Nice entry!

Use of theme is on point, and the overall atmosphere created by the graphics, background music, and voice lines worked really well. I particularly liked the use of pH as a mechanic.

Well done for 72 hours!

I did get a single submission from a J with a score of 4605. It looks like your score submission may be working, but for some reason the score fetching is breaking (the timeout is a couple seconds, does it feel like you're exceeding that?)

In the meantime, since your scores appear to be going through, here are the current high scores you can try to oust :)

  1. ALEAR: 39534
  2. JARM: 37231
  3. JARM: 26499
  4. XI: 23533
  5. GCCOM: 17239
  6. BOB: 16132
  7. XI: 16008
  8. XI: 15996
  9. GCCOM: 15736
  10. ZEB: 15500

Only splitting hairs because everything else was so solid. Best of luck for the rest of the jam!

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Oh no! Lots of foreign executables give warnings in antivirus software, but I don't think that is the problem. Does the error occur right as you press the submit button?

(And what was your name so I can check whether your games went through?)

Thanks for playing!

Edit: it might also be relevant where you're playing geographically and how fast your internet connection is; there may be odd behavior if the connection is timing out. The server is in eastern USA.

Thanks for the feedback! The theme was in the slicing mechanic, as you had to have balanced cuts and slice the lanterns exactly in half (it's weak, I know). I had trouble thinking of more direct interpretations that still resulted in a game that was fun to get high scores for, and others were certainly more creative in this regard.

Thanks for playing!

Yikes! What device/Windows version are you using? I'll see if I can troubleshoot.

My best guess is that for some reason my key listener isn't recognizing the "name" of the keys you're pressing, which it uses to write the characters of your name. Are you using a standard QWERTY keyboard?


Same problem here; web player isn't loading completely. Let me know when you get a fix so I can give a rating!

"Hey man, how many alarm clocks do you need for your apartment?"

"I dunno... twelve?"

Nice little game! Neat graphics, and fitting music, on top of a solid theme interpretation. I wasn't able to view the leaderboard in Firefox --- not sure if it's the browser or the game.

Neat game! The symmetry was interesting, but it took me a couple tries to realize that you had to balance out the health (should have read the description a little closer I suppose).

It would be nice if the enemies stood out a little more --- they blended into the backgrounds as-is. Each individual sprite was fairly simple, but you did a good job combining them (gotta love parallax).

Nice little game, and excellent interpretation of theme! It was interesting having to jump around and shoot enemies while also having to pay attention to the position of the house.

Pixel graphics are simple but effective, and there are a variety of enemies that behave differently. I've learned a thing or two about plank-situated real estate.

Great central mechanic, and excellent use of the theme. I got tripped up once or twice because there's an activation time for the arrow, and I would input too fast and miss one.

Music and graphics style are really polished and give a good retro feel. Could be spiced up a little with particle effects or animations a la "Art of Screenshake." Overall really solid entry.

Great premise given the theme. It turns out I'm absolutely horrible at living a double life and ended the first game with zero points.

Thanks for putting the little green arrow; without it I would have floundered trying to find each person's table.

Music got a little repetitive, but hey, it's a game jam. Art is simple but gets the job done, and there's an interesting scene with a variety of people and items.

Neat game! Graphics are minimalist but fit the gameplay pretty well. The sounds are a bit jarring, especially the collision of the dude on the road. He may consider a seat belt a worthy investment.

Nice entry, interpretation of theme was on point! It would be nice if I could spin a little faster, but I suppose that's part of the challenge. The scrolling background is really nice (love me some parallax). 

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No, I made them in Paint.NET! Definitely happy how they turned out. The background art gets significantly lazier as you go up, haha.

I enumerated all the tools I used and all the sources for fonts, etc. on the game page.

My entry last year was written in Python using only a graphics library (pygame). There aren't any restrictions on what tools you use.

There are a number of requirements for something to be truly "roguelike," which are generally something along the following lines:

- Turn-based

- Grid-based

- Procedural generation

- Permadeath

There are a few others that are less consistent among lists, but can include the requirement of being a dungeon crawler or subtleties of movement, items, or combat, but this short list stays pretty consistent.

That being said, this jam has no hard requirements on what you make. There are many incredible "rogue-lites" that meet only some of these requirements, like Enter the Gungeon (not tile-based or turn-based).

Hope that helps!

Nice work! I like the main character design and choice of music. The controls were a bit difficult on a QWERTY keyboard, but I figured it out eventually.

It could probably be improved with a more clear objective or level progression, but this was neat for a 72-hour prototype.

Nice entry! It was cool to see the different planets and biomes, although there wasn't that much to do each lap other than fire at the occasional other racer or space cracker. Music and graphics were nice, and it was visually polished.

Nice entry, I had a lot of fun! The grappling mechanic is nice and the controls were smooth. There were a couple times when I died with no vines visible, which was rough. Graphics and audio were minimalistic but got the job done.

Nice work for 72 hours!

Neat game! The space tunnel visuals were very nice, but got hard to look at after too long. It would be interesting to see more mechanics, powerups, etc. added.

Nice entry! Graphics and light effects are neat, and audio is particularly nice. It was a bit laggy for me on a laptop, which made it difficult. It might be nice if player projectiles were faster.

Nice entry! I like the pixel art and the music. I caught one bug --- if the time between waves runs out while you're interacting with the shop, you sometimes lose the ability to shoot.

Interesting game! The graph structure and chance of spreading to friends feels vaguely like Pandemic, except with beer pong victory.

I already had npm installed, but it would definitely be nicer to just have this just hosted somewhere, since it is Javascript.

Not able to run the game on Windows 10. Are there other files needed other than the executable?

Nice submission! We had a pretty similar take on a puzzle game for the theme.

I particularly liked the visual transition between levels. It would have been neat to see a couple extra mechanics thrown in.

Nice entry! The graphic for the space ship was cute, and the parallax on the background and particles was a nice touch.

It would be nice if there was automatic shooting, rather than having to mash the space bar.