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A member registered Mar 05, 2014 · View creator page →

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Thanks! I tried to capture the feel, aesthetics, and mood of the original film in this game.

Hi skd, thanks for playing my game.
This game was envisioned as a touchscreen/mouse-based game, hence the simple mouse controls. I'll see if I can add some keyboard controls for moving the camera.

Quite a few people reported that bug with the Web version.  It was an bug where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.

Thanks for playing!
Someone else also reported that bug.  It was an bug where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.

OK, so I found the problem. It was a bug specific to the production build where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.

Which version were you playing (Windows/Mac/Linux/Web)? The game goes to a new "round" every minute (indicated by the countdown timer that appears on most screens). At the start of each round, 0 to 3 new pieces of broken pixel art are generated, but if the store is empty, then at least 1 should be generated.

Thanks! I'm glad you liked it.

Sorry that it wasn't clear how to sell pixel art. It was a challenge trying to cram all that information into such a small space.
There's a button on the Main screen that allows you to sell completed restorations, as shown below:

That's definitely a bug. It looks like the puzzle tried to start before it could buffer the video for playback. I'll look into it.

Great game! I like the graphics and sounds. One feature I would like to see is to give the player a way to advance the next column of fish manually. At the lower levels, I felt there was a bit too much downtime when I had no more moves and was waiting for more fish to appear.

I used Pixi.js to handle the graphics and a custom JS framework for the game itself.  If you're interested, you can look at the source code here:

Thanks! I'm glad you liked it.

Currently, FMODGMS can only read external files. I'll try to see if there is a way to play imported sound resources.


It looks like macOS is flagging downloaded files from as "quarantined" as a security measure, which is preventing the game from running. There are two solutions I can currently think of right now:

1) Navigate to directory in the Terminal and run this command:
xattr -d

then try running the game again.

2) Download and run the game via the app

I'll be looking into fixing it.

Thanks! :)

We plan on working on Hope's idea.

Add a LICENSE file to the root directory of your repository. Github has several templates you can use:

  1. Go to the root directory of your repo on Github and click "Create new file".
  2. Name the new file "LICENSE". If done correctly, a button labelled "Choose a license template" should appear. Click on it.
  3.  Read over the different license templates and pick the one you want to use and then click "Review and Submit".
  4. Commit the new LICENSE file to your repo.
(2 edits)
  • There is an echo effect (FMODGMS_EFFECT_ECHO) you can add to channels to get a delay effect.
  • Multiple effects can be added and chained together for any given channel using FMODGMS_Chan_Add_Effect.
  • Effect parameters can by set with  FMODGMS_Effect_Set_Parameter. I still need to write up the documentation on what effects have which parameters.

I just uploaded a new build of the extension and demo. Trying running it and see if it works now.

I don't have a tutorial written up yet (it's on my to-do list), but you can try poking around the source code for the demo program:
GM:S 1.4:
GMS 2:

Great job! It reminds me of playing Dodge Battle in Bomberman Generation. Speaking of which, I think Bomb Parade would make a fun multiplayer game.

The graphics and music are both great and the gameplay is solid!

I feel the windup for the charge attack is a bit too long sometimes. Maybe you can vary the length of windup depending on the charge level. Adding windup animations will help immensely for visual feedback; it reassures the player that their inputs are being acknowledged.

Overall, I think this is one of the better games I've played in this jam.

Great graphics and an interesting mechanic. Loved it!

Great game! I especially like the quiet "mew" the cat makes when it takes damage.

Love the sprite work. So cute!

I was following the development of this game on Facebook and I have to say your light and shadow engine looks really good. I'm doing something similar and I know how difficult it can get. I had some issues with using an Xbox 360 controller where the my character would be moving even without input. I'm guessing it was an issue with the stick's deadzones. Otherwise, great job on your game!

This was surprisingly addictive once I figured out the gameplay. :P

The game is much more moodier than I expected going in. Despite the simplicity, the music and the rain really give that "one guy against insurmountable odds" feel to the game. As others have pointed out, navigating around fences was a bit tedious; perhaps you can add a map feature to make navigating the town a bit easier. I would also to see a bit more variety in the encounters with the criminals. Maybe you can have more than one input during the fights.

I like the whole Warioware-style gameplay. My only concern about the game, which you have addressed, is at higher speeds the randomness of some the games has a huge effect on their difficulty. Hopefully, you can find a way to balance it and maybe add more microgames. :)

The graphics are great and the main game mechanic of picking things up and throwing them worked very well. The jumping sometimes felt a bit stiff which made it a bit difficult to land precisely where I wanted to. Overall, I think it's a great game.

I thought I was the only one who remembered CGA palette #1 in this jam. :P
I think the graphics are good enough for this level of detail. The controls feel nice.

Those chickens must exist in a higher dimension for them to pass through walls like that. :P
The graphics are cute and nicely done.

I saw the thumbnail for this game and thought to myself "wow, this looks pretty intense for a low-res game". The game was surprisingly expansive.

Hi, it's me again. I tried running the game on another computer and I got the audio to work. As I said before, the graphics are cute and nicely-coloured and the gameplay is great; and the audio really compliments it well.

@Rohbert Thanks for the comment. I encountered the slope glitch early in development, but since it wasn't game-breaking I left it alone to focus on other parts of the game (mainly the dual worlds mechanic). I've managed to fix the slope glitch; turns out it was something really dumb and minor that caused it.

The game was surprisingly expansive. It reminds me of various Zelda and Zelda-like games: Link's Awakening, Minish Cap, Secret of Mana, and Soul Blazer. The animations and colours are really well done.

Ah, the good old Stroop test, now even harder! The game is simple yet effective.

The graphics are cute and nice, but the sprites and backgrounds move at a sub-pixel resolution. The music is amazing though. :)

I'm having trouble getting the audio; the game isn't playing any sound. I already had OpenAL installed, or that's what the installer claims. The graphics are cute and nicely-coloured though and the gameplay is great.

I would like to give the game a rating, but I want to try and fix the audio problem first.

I got 59%
Neat little game. The graphics and sound are great and the gameplay and controls is pretty tight.