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emma

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A member registered Apr 20, 2025 · View creator page →

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AA! spiders :O

I'm continuing to work on this project because, you're right there's a ton of potential here >:)) 

check out my devlogs if u wanna see hints of what im adding!

unfortunately though, this build/page won't be updated so I can keep it as an archive of what I made for the jam 👍

i agree 😲

i forgor D:

omg those are the exact same ones Compromise struggled with 😂 I promise they're possible, you might just have to be a little creative ^_^

OHH no i just hadn't jumped far enough to the right oops

im autistic lol 🙂👍

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!!

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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 😅

 

dont u know that lying is bad for u 🗞️

This is super cute and an expansion of this would be awesome. The vibes are incredible A+


Ecxeppt u only had one ending i cant help but notice..... 🤨

Cool vibes! I really like the cutscene arts <3

baba is u vibes inescapable 😩 tbh though im down w that :)

and im glad u found the puzzles hard, im ALWAYS worried theyre gonna be too easy lol

nono its def on me, I usually communicate whats going on a lot more gently.. this one kinda just. Throws U In haha.

And yeah the pets D: they actually like it though, they dont feel pain and being a ghost feels rly good for them :) i promoise

i wrote a bunch of comments but they disappeared bc i navigated D:

short version though SUPER COOL ART, the contrast is a bit low esp on the game page, it was hard to tell what was happening at first, like between scaring and Losing lol. but Great Job Overall!!!! Vibes 🫡

I couldn't figure out what to do :( the light was too small and there wasn't any direction of "try to X" or anything :p

The idea here, of a very-limited movement almost point-and-click horrory game, is really cool though :O

aww thanks !! <3

Yeah this game is def unfinished sorry 😭 I will be updating it to fix these issues 😵‍💫

I will definitely figure out a way to change the button mappings going forward.. Would you want a way to apply custom keymappings, or what do you think would be best to accomodate your keyboard?

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Thanks for playing!

But yeah this game is incomplete as is. I intend to pretty significantly overhaul some core stuff 👍 I LIIIIEEED >:)

This was fun! It reminds me a little of those old alchemy games, where you combine pairs of things to get new ones. 

🎲✨ 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. 🏆🎉

Thanks so much for playing!! <3

Thank you!

im gonna get around to kaplay eventually! I tried for a bit but... I felt like i had to fight it on a lot of things haha. maybe next time :P

Thanks for the kind words though!

This is super cool! the vibe is kind of, Limbo? Like w the stuff happening in the background and the BIG SCARY KILL YOU ROBOT part lol

criticisms: It's a little too dark to see what's happening on my screen at least, which takes away from enjoyment. Also I fell out of the world I think? I couldn't see why though :(

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The difference was purely cosmetic! Because it was a bonus, I didn't even consider adding any explanation of it. In retrospect though that probably would have been good lol

Interesting... I'll keep that in mind, I think my solution would be to just include settings for custom keymapping, to keep it simple lol.

Thanks for playing ^_^

Thanks so much!!!! It's always so nice to see a familiar face <3

Hm... the intention was (if the basic mechanic is that AAA ->  XBX) that AAAA -> XBBX and AAAAA -> XBBBX (which then cascades because of the three B in a row). Was something other than that happening for you, or are you referring to a different case?

And, based on some other comments, I'm actually feeling like an update might be in order... And among the improvements I have in mind is adding music that the cascades synchronize to ^_^ 

But anyway, thanks for the feedback! 

I actually made musics for this.. but then cut them bc they interfered too much with the "beats" that cascades create haha. i think ill have to synchronize the actual gameplay with the music to ever include it for these kinds of turn-based games :p

Thanks so much!! <3

Tuning difficulty was the thing I struggled with the most when making this for sure, and if I were to update it it would definitely be to overhaul the wave mechanic to be a lot more "here's 20 skulls right away that u should deal with before the next wave to not get overwhelmed" (or something, but thatd be the vision at least lol).

Also, I actually intended the "you don't have to match every time" aspect! I think I would add more meta-matches (plus improve waves) to help the "why keep making matches" thing (rn 3 bombs can be matched to make a big bomb, but then big bombs just make big bombs again, and even then they usually just blow up before you can even "have" one of them on the board). This gives me an idea for a different game though, like a match 3/2048 situation... 👀

But anyway, thanks for playing and thanks for the feedback!!

i have some ideas how that happened... oups lol

Thanks so much!

Thank you for feedback, law-abiding citizen 👮

This game just uses ad hoc stuff (gives me way more control!) but for anything involved at all I defer to an engine (so far, just matterjs lol)

Thanks!

and, Typescript with PixiJS and Vite build tooling! Very recommended 👍

thxes again!!!! :v

🎉🎉🎉🥳🎉🎉🎉

This looks cool as hell but im not smart enough to figure it out 🤧