probably not nah, it's only a doodle :) but thanks for the kindness <3
emma
Creator of
Recent community posts
This is really good! I really like how ominous the fog is, and the cool shader crunchiness you get sometimes (like those weird parallel bars that appear on things as they come out of the fog), and the running function. You did a good job!! :)
Criticisms:
- The mouse's position wasn't locked, so I had to spin to reset myself a couple of times haha. This also made it a bit awkward to interact with things, because that was based on the facing, but I intuitively was trying to click on things not in the center of the screen. Just a little UX thing to think about
- It wasn't immediately clear that hitting the ores was doing anything, it might help with readability to add particle effects or cracks on the ores. u might have already included sounds but i had it muted so i couldnt tell oops
- that other one was the last point ,itch just wont let me delete this bullet point 😭
- edit bc i also realized: all ur itch pages just have hte default formatting! It goes a long way to even just set the colors or add some cover graphics, also you can request access to change everything's css if u didn't know! Thats how ppl kinda go nuts w it lol
Thanks for the kind words :)
and, the world generation is really simple actually! It's just: at each point in a square grid, generate some objects with random probabilities, then put things (spikes, milk) on top of it if it's a block. Oh, and it also has conditionals to make everything become more sparse at the edges and to have a more open top and more closed bottom half. Not sure if that actually explains it at all haha
This one was really fun!!!!! It has a bit of the same kind of sparkle that Link To The Past has... I really enjoyed exploring, seeing things I couldn't interact with yet, and then finding out what they were for later :) I just wish it had more areas and more things... Oh and the dialog was really charming!
I LOVE this idea, there's a ton of cool shit u could do if u decide to expand this! Like you said, holding a torch (maybe that goes out after a set amount of time?)... Also though moving lights, lights that flick on and off, glowing objects, spotlights, blocking/revealing/reflecting light beams around.... I lowkey might steal this idea and make my own take on it haha
Some critiques:
- It's hard to see where you're going, because of the low contrast between the solid black character and very dark background. I suspect you could make the "dark" colors much lighter, but still retain the effect and improve the readability.
- It's not super clear what the goal is, or where to go. I enjoyed jumping around between the platforms but I couldn't find a way past the first (or second?) screen, by falling off at different points or trying to get to the right edge. More hand-holding or guidance would make it easier to engage with!
Great job though, the vision is SOLID and I'd love to see where you go with it!!
def taken as a compliment! thats like my favorite game oops. I actually had those last levels specifically, like where there are a couple different "level is _" endings, in mind while putting this together haha
and i wanted to double check that i didnt Juke u by including impossible goals... They are Indeed All Possible! I couldnt tell until stepping away for a day but. Ouf some o them are HARD huh 😅
🎲✨ I have to hand it to the creator—this is easily one of the most strangely captivating little simulations I’ve come across. It’s pure, distilled randomness wrapped in a sleek micro-experience, and I can’t stop clicking. It’s as if someone asked, “What if we boiled gaming down to its absolute essence—no narrative, no grinding, no fluff—just a single atomic decision unfolding over and over?” And the result is this oddly beautiful creation.
The core mechanic couldn’t be simpler: 📦 a sub-atomic die is rolled, outcomes collapse, and you either gain a credit 🏆 or lose one 💔. That’s it. But within that simplicity is a weirdly philosophical experience. Every click is a coin toss with the universe, a microcosmic peek into the nature of chance itself. It feels like the digital embodiment of entropy in action.
I find myself staring at the live score at the 🧠 top-bar like it’s the stock market of my soul. Up, down, up, down. That one precious six—so rare, so satisfying—becomes a moment of celebration. But then the algorithm takes it away again, and we return to the chaos. And I love it.
There’s no illusion of control here. No strategy to “win.” Just the cold, beautiful logic of randomness. It’s kind of refreshing in an age where games often bombard us with layers of progress bars, upgrades, and endless systems. This? This is just click → roll → compute. And weirdly, it’s more addictive than most AAA games I’ve played this year.
It also says something profound (and a little cheeky) about our relationship with outcomes. The fact that I know there’s no skill involved doesn’t stop me from chasing that next roll. It’s like watching a digital slot machine that’s self-aware. It’s absurd, hilarious, existential, and oddly calming all at once.
So hats off to the dev for creating a game that manages to be minimalist and maximalist at the same time. Minimal in interface, maximal in existential depth. It’s a strange little art piece disguised as a toy, and I genuinely admire it.
To anyone wondering if it’s “worth” your time—just click once. You’ll know instantly whether this flavor of algorithmic absurdity is your jam. For me? I’m already 78 clicks deep, emotionally invested, and still chasing that sweet, sweet ⚙️ = 6.
Here’s to randomness. Here’s to the void. And here’s to this tiny game for making it all feel meaningful. 🏆🎉



















