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

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This is the kind I could spend a lot of time on. It reminds me of games like Adventure, ZZT, and VVVVVVV, with simple graphics and only a few simple game mechanics and the rest is just exploring a huge connected world. Great work!

I started the game and listened to the title screen. Was not disappointed. 10/10 would honk horn again. Keep up the good work.

Definitely loved the aesthetic of the game! I don’t know if it’s just me, but I encountered some audio stuttering whenever I built a building and when there were a lot of buildings on-screen. I would love to see this game expanded upon!

I love the concept of the game. The graphics and music are great too! Given the length of the game, some checkpoints or health recovery pickups would have made the game a bit less stressful for me near the end. :P Keep up the good work!

The visuals are bright and colourful, which really caught my attention. The controls took some time to get use to. I imagine this might work with touchscreen controls. Good work!

I love the cute and colourful graphics! The “S” key didn’t seem to work for me, but I still was able to play the game with the arrow keys. One suggestion I have is to maybe add a dash mechanic so you can more forcefully push your opponent. Keep up the good work!

Very interesting concept. The large size and scope of the world surprised me a bit given the time constraints of this jam.

My only disappointment with the game was that it ended too soon. Oh well, it was fun while it lasted. :) You should definitely continue working on it and add more levels.

I love how addictive this game is despite its simple premise. This is the kind of thing I would play on my phone for long periods of time. I would love to see even more types of microgames be added to the game!

Great work! This looks quite ambitious for a jam game, I was surprised how well it worked out. The graphics look great!

Cool game! I like the art style and audio. I think there are some balance issues with the player’s firing rate. It’s a bit slow given how many enemies you need to shoot. Maybe you could try either making the player fire faster or the enemies descend even slower, or making them descend a set amount after X number of shots. Keep up the good work!

Thanks for playing it! There is a progression system of sorts in the game; the number of enemies that spawn increases as you keep destroying more of them. There was a plan to add distinct levels to the game, but that didn’t come to fruition.

I'm having the same issue with the game not running if I download it off the site. I think macOS is quarantining the game because it doesn't trust it, which happens some times with GameMaker Studio games. I'll have to look into it 

Thanks for playing my game! This is the kind of game I make when I don't brainstorm enough ideas and just go with the first thing that comes to mind. :)

Thanks for playing my game and catching that graphical bug.! I'll fix it later.

Thanks for trying out my game!

Honestly, I kept the tongue flick ability in just because it looked funny. It was meant to be used with the score combo system; you would gather multiple snakes together in the same spot by stopping them in place with the tongue flick, then boop them all at once. I didn't have as much time to refine and polish the game mechanics as I hoped, but I'm glad that I managed to finish the game.

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.