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A member registered Sep 19, 2016 · View creator page →

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i am the world fucking champion. i dare anyone to try to dethrone me. it is impossible.

also great game. very cute!! :)

extreme mood. hang in there, bud <3

This rules so hard!!!! I love the music so much!!!


this was a super nice read!!! thank u so much for sharing it!

This is sick as hell!! The aesthetic and all the pixel art is so good!

;_; my heart can't handle this

Fucking incredible, thank you!!

I'm glad you liked it! Thanks so much for covering my game ^^

This is so sick!!! I love the little runic artwork for all the spells, too. I'd love to play a game that used a system like this.

I love all of my procedural fish friends so much!!!! <><  

Super beautiful, I really needed to hear this. Thank you.

Hope you're doing well.

Thank you so much! I'm glad you enjoy them

Thanks for playing!!! :) laundry ghost appreciates ur assistance 

Thank you so much for playing!!

reminded me of all the sun showers i had when i grew up in the desert. what a sweet little sketch! I also love the palette you chose, the colors are super relaxing. 

it's so short and so perfect! thank u for sharing this moment !!

small energy


as u wish, oracle

Thank You

this is so cool!!! radical interviews like this is why i love itch

also excellent work, HWbM devs!!!! 



I love the mechanics-as-message here!!! A dating sim where the other person just legitimately doesn't wanna date you is really subversive and neat!! Also: structured work schedules are so difficult, especially when you're working for yourself//have no one to hold you accountable. If you develop any neat tricks to keep yourself focused, I'd love to hear about it in your devlog :^)

Looking forward to seeing where this goes!!!!

I'm so glad you enjoyed it!!!! I hope u continue to make excellent things in the future!

This is legitimately one the greatest bitsy games I've ever played, wow. (also I think I did everything except vape with the ghost, rip)

This is an extremely cool game, I love how you implemented time-travel puzzles in bitsy!!! super well done!!

This is super articulate and well written!!! I have never really thought about how pervasive hit points are in video games but you make a ton of great points!

These are all really great and insightful, I really appreciate that you have to download them one by one, it makes each one feel like it's own special experience. As someone with ADHD the pomodoro manifesto was super helpful and the ending of the ROADS MANIFESTO is metal as heck 10/10 thank you for making these 

"- if a skeleton has long since forgotten why they fight, raised as they were by a long-dead tyrant, defending a long-since worthless treasure, that's good as hell"

extremely good manifesto, now I have a bunch of ideas on how to incorporate skeletons into gamez. thank u skeleton master

I've been looking at the thumbnail of this game for months and finally got around to playing it and I am so glad it's even cooler than it looks! The sprite work is so good and the eavesdropping method of delivering narrative is so well done!

Also, the soundtrack for this rules!!!   

Concept: "The Sequel" jam. Build a second game as a tie-in to another one of your games, bitsy or otherwise. Or, for bonus community points, build a sequel off of someone else's game (after asking permission, of course :^) ) 

I think someone in the moth jam made a game that was a tie-in to another one of their games and it was super rad, that's what gave me this idea originally.

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i love this tool it's like doodling except for videogames u can just make stuff without having to think about programming

get ready for some secrets

This is super great and it's 2000% greater with the music behind it! Playing it while listening to the song made me realize some stuff about the song I never noticed before!!!! Great work!!!

This looks so cool! Great work!

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Bet you thought this project was dead, well 


Anyway we're back after a 5 day hiatus due to me having to move out of my house, although we should have plenty of time to finish this thing u-

oh jeez

Alright, anyway, here's what we've got so far. Most of the stuff has been boring-to-look at coding-y stuff, but we're gonna look at it anyway.


Rough UI markup.

So, I'm not a very technically skilled artist by any means, but I was getting tired of looking at a black screen so I got some (LEGAL OPEN SOURCE ROYALTY FREE) images and messed about a bit in photoshop, and got a bit of an art direction going on here. This screen here is basically a mockup of the "Exploration/Dialogue" mode of the game. The bottom-left compass with the totally rad placeholder art is used as navigation through the rooms. There will also be objects and characters which you can click on to chat with, interact with, or FIGHT with (when the whole fighting bit is implemented). I decided to go with click navigation as I thought a point and click type game would be a lot easier than a real-time physics platformer, or something like that. Boy was I wrong. Which brings us to...


So. Buttons. Whew. It wasn't until after I had finished drawing up almost all my design work that I realized I had no idea how to code buttons. There's no built in function (that I could find) for implementing buttons in LÖVE2d, so I had to make one up myself. As someone with pretty much 0 math and coding experience, this was really difficult.

The solution I decided to go with was to steal borrow a very basic bit of collision detection code I'd used for a previous space-invaders project and use it here. What was once used to detect spaceships smashing into each other now manages if the mouse is "colliding" with a button.

Collision detection, compliments of the LÖVE2d wiki

The problem with this system was that I used it as a sort of copy+paste solution for my space-invaders project without fully understanding how it worked. This caused me to run into some problems with the whole button situation. When I first jammed it in there, it seemed like everything was working fine, when I clicked the buttons, they worked! However, I then decided to implement a mouseover text feature - since my art was a little weird it might not be immediately apparent what you could click and what was just the background.

It took me like, two hours of work to get this line of text to appear when I wanted it to. Isn't gamedev magical?

The problem was, once I put this in, the mouseover text would appear, but it wouldn't just appear when the mouse was over a button, but also whenever the mouse was within the same general area as the button. It was like the mouseover text was too excited to do it's job so it was just popping up all over the place. I tried all sorts of things to fix this - added new variables to specify where the mouse was, removing code, adding code, etc. However to problem was actually just a dumb math error from me not understanding the collision equation.

Original faulty code

So, the way the code worked was it would check the x and y of an object and then get the width and height of the image of the object and then use those four values to create a "box" around the object. In the spaceship game, this worked great, as everything colliding had an x, a y, and an image. However here I was using just the position of the mouse, which had no image attached to it. Not knowing how the equation worked or what to put in for the last two variables, I just entered the mouse x and y a second time. This was causing the 'collisions' of the buttons to trigger in twice of large a box than intended, as the position of the mouse was it's current location plus it's current location. Basically I was creating some imaginary box that made no sense when I intended to create a single 1-unit point where the mouse was.

The solution, putting in 0s instead of x and y

So the fix was actually pretty easy! Since it was just a single point, I put in 0s for the second two values, and it worked perfectly! At least, for now. :)


Well, I'm pretty behind, so I'm really trying to bust out a playable prototype as soon as possible. I forgot to bring my notebook to the coffeeshop where I'm writing this right now, so I can't post pictures of the combat system design I've been doing. I'll probably post later today explaining how combat works, and try to get a mockup of combat working.

Also, for adventure mode, I need to implement dialogue boxes, and multiple areas. I'd also like to make a title screen.

Since I'm so behind, I'm gonna try to do 2-3 devlog posts a day, to catch up. Hopefully I can follow through with that.

Thanks for reading! :^)