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A member registered Jan 28, 2018 · View creator page →

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A random thought on the somewhat-contentious slipping mechanic: bullet time + zoom.

Bullet time gives the players more time to react, and zoom makes the required inputs clearer and gives a better indicator of what caused the slip.

les félicitations!

You know, that never even occurred to me. 

Technically, the actions are simultaneous, and the results aren't checked until the animations are finished. Originally the turn animation went before the move animation, but that obviously became silly once I added the red enemies, so I put the turn animation last without even thinking about what that meant for the purple and green enemies.

(And, yes, the purple enemies were implemented before the reds, even though they're introduced later in the submitted build)

"Interactive Fiction"


I'm terrible at it, but it's very cute

I'll give it another shot when I get home tonight. Might have to do some system updates -- I only have Linux on my laptop, which I don't use very often.

Forgive me, but I am terrible with Linux and have no idea how to even run this.

Really cool and unique puzzle design, not to mention stellar execution.

One note: If you try doing a test run without placing all of the batteries, some of the unplaced batteries can sneak their way in from off-screen.

This is incredibly adorable.

I am absolutely terrible at this game, but thank you for the interesting experience!

Just as a heads up, I'm getting KeyError: u'\ud83d' on lines 176, 210, 223, and 227 of script-neon.rpy

The game continues fine if I ignore the error, so it's not a huge issue.

Hey, just wanted to say thanks for still submitting instead of just dropping out.

I hope things work out better for you next time, and I hope you have fun with all the other games.

Really wanted to see the ending, but I couldn't beat the last boss =(