Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rayven

91
Posts
11
Followers
55
Following
A member registered Sep 17, 2018 · View creator page →

Creator of

Recent community posts

Pardon the cliche but this game is art. The pacing from the engine gives it a very deliberate feel that lets the tension build until it vents just a little bit, which works because the incident may be over but as the conclusion says, the trauma lives on.  
I liked the part where brief sexual encounters are described that the protagonist hoped would lead to friendships or relationships. The writing made me feel sympathetic to the other characters, even as they were portrayed as flawed in how they dealt with the oppression they lived under.

This felt like a horror game to me, despite the fetish aspect. The coziest horror I've ever read.


The understated traumas, the soft but melancholy music, and the eerily pastel illustrations all contributed to the feel of the point-of-view characters' gradual loss of will and their eventual surrender to obedience.

If, instead of the common thread being a sadistically cruel lesbian, it was narrated by a deadpan man smoking a cigarette, it would feel like a Twilight Zone episode.

Very cute! Definitely got the vibe of becoming a larger predator with a matching appetite, as prey that was once closer to the player's size eventually can fit in the palm of their hand, and the once-larger prey are now 'unlocked'.

The dialogue is super cute as well, and encouraging in the sense that I wanted to play again to see if there was any cute lines I missed. Also, adding a little timer as a 'score' was another thing that made me want to try again!

This was actually rather adorable, I didn't know what I was expecting but the intentionally dated references did make me crack a smile and the simple concept was pretty fun, I did learn I could grab multiple prey if their sprites overlapped when I clicked them which added some strategy. 

This was adorable and fun to play! Loved how it tied in the previous entries, and I did like navigating the tunnels and figuring out the logic of how the different rooms were connected. Great use of text-based graphics, like how the mayor was a longworm. :) 

Oh gosh, this gave me chills! I love how every page plays a little bit with the format, sometimes playing it straight with a page of prose and a choice, but sometimes giving a false choice or revealing things at a deliberate pace.

The way the characters were developed did a great job of making everyone feel real, even if they were just briefly mentioned, and the main characters sympathetic, even if neither one is perfect (except in the other's eyes, maybe).

Played through a few times trying to see the results of other choices.

I did enjoy the way the storyline zig-zagged from being a silly satire about pixelated fish but also a sincere examination of war and how it leaves the ones who had to fight it.

The map design worked, because even though it wasn't always clear where I could go I did feel like that meant I was exploring a more 3D space, as a fish under water would have a harder time finding spaces to swim through as opposed to just walking on the horizontal surfaces.

I did get bogged down in the grinding, though. Only looking back at the text walkthrough made me realize what I was missing!

Well, I'm glad you submitted it after all! :) I went through and played every game in the jam, so maybe I wouldn't have found your game otherwise but the whole journey was fun, too. Thanks for the tip, I'll keep it in mind since I do want to make more games!

Loved this! Reminded me of escape room games in Flash I have played, like the original Crimson Room. The puzzle was simple at the end but I honestly had no idea where it was going through most of the game, and hunted a lot of the pixels trying to find clues. The loop with the sailboat painting was a nice touch, made the 'room' seem more intriguing, even if it wasn't a hit. Makes me want to try something similar next time, but I don't know if I could be as clever! :)

Very cute! I had to try again because I wasn't expecting this 'comic' to become a puzzle. :) The handwriting worked for the pixelated style and you got personality for each character into a small canvas, loved it!

I liked this one! Though I first thought it was a trial-and-error thing, I did go back and try to 'solve' the other puzzles to get all the hints legitimately. :) It was a neat little maze game all along!

This might be one of my favorite Flickgames! I found the friendly spider, and I liked how the two main paths looped differently. And the art is some of the most gorgeous pixelated stuff I've ever seen! :)

I loved the surreal premise of this game, really did feel like I was playing some kind of broken reality chess!

It was a fun little story, it had a bit of a plot arc and I did have fun looking for the next clickable bit. :)

Surprising, I wasn't expecting that kind of game to get a demake! :) Really nailed the 8-bit feel, I did use an old Macintosh with a blocky, greyscale screen a few decades ago, got that feel nailed down. 

I like it! I thought at first it would be like teleporting between stars and planets in space, but after a few tries it felt more like an interactive art exhibit, like a picture that changes when you touch it.

A cute little game! Though I made my egg the first time, I tried to go back and found the other 'ending'. :)

I did try to make something fun. :) Thanks for playing!

Yay! :) 

What a cute little adventure, and the false endings had a silly sense of humor that did make me smile, even as I had to start over. I got Burned to Death first click!

It's simple, but I did have fun going through each frame. :) The choice of showing each being's symbol first, and then revealing a portrait, played with my expectations, since I tried to think of what they might look like but of course I had no way of knowing. The way that there's no set order made me think of a kind of minimalist interactive story, which I suppose it is - an introduction into more details about you. 

Short and sweet, makes me think of a kind of visual poem. Using those lyrics and the artstyle reminds me of flyers for an indie music show I'd love to go to!

This was a fun little object hunt. Definitely has a dreamlike logic to it, took me a bit of searching for all 5 stones. :)

(1 edit)

Still love the idea of getting the same story from two points of view. I can read very little Japanese, so I didn't really suspect what the other point of view was going to be like (although there were hints). A small plot arc, but it did work within the limited panels!

Such an amazing idea, using two languages to tell the story from two points of view at the same time! I only know enough to read a few of the Japanese characters, but the feel of trying to navigate a first date came through very well.

Such an elegantly simple puzzle! Having to learn the 'language' of the clues was just challenging enough, though I cheated and took notes the whole time. Naturally, the way FlickGame works lent itself well to a color-based puzzle. And the ending frames were a fun reward!

That ending felt emotionally moving! Combining a little battle puzzle with a sincerely touching frame definitely got the Fire Emblem feel across. Clever to get a sort of puzzle game within the Flickgame tool, I must admit, I got caught up in the moment and got a Game Over the first time.

This was fun, trying to puzzle out what each icon would do and which ones had multiple options! Was surprised to find out the teal 'X' has a few 'hidden' frames it links to. :)

This was a nice little puzzle, kind of absurdist and meta at the same time. :) I had fun trying to get all the secret sponges.

I won't post anything too spoilery but I got 3 secrets. :)

Very sweet little story! I think the pixelated Flickgame style helps with the sci-fi feel, and I found myself playing with each frame trying to find the ones that go back a bit, and trying to see the ones that focus on the green creature or the blue creature. And a happy ending! :)

What a cute story! I did not see the twists coming, you put your own spin on a classic tale. :)

This was both erotic and emotionally touching. Being transfeminine myself, I could relate to how transition can change someone's relationship to their body and self this way. It was sexy playing with the frames that loop around, but the presentation also supported the contentment of the final panel.

How cute! I also learned of Solresol trying this, what a fascinating concept! The beautiful simplicity of the art and restrained use of color helped me try to persevere and get a happy bunny ending. 

A small, yet evocative slice of a surreal world that artfully raises more questions than it answers.

I loved the graphics, cute in their own way but every new character or screen had an ominous feel. Little touches like trying to read every gravestone or how sometimes the books weren't what they appeared to be, gave the game some levity without breaking the pensive tone.

I am seriously impressed!

Though short enough to be completed in one sitting, a lot of careful design choices - the deliberate pacing, the fair but limited resources, the intriguing maps - all helped make it feel like it was still a very complete adventure.

The main character was fun to play as and though I must admit I do wish we got to see the broader world that only got hinted at, that just means I'm dying for more. Thanks for sharing your work!

I'm just too stunned for words - had a great time, taking me back to when I was experiencing the worldbuilding and memorable characters of games like Chrono Trigger and Final Fantasy VI as a kid.

This game knows just when to tweak your expectations, so that it all feels satisfying while also being accessibly compact, in terms of playtime.

Great use of just a few assets! Everything contributed to the horror feel: the simple sounds, the pacing, the use of an unlikely evil protagonist... Wish I could play it for the first time all over again.

I think I told you this directly, but it manages to be a guilty sort of fun! Excellent pacing between the 'levels' as the tone shifts from one of being curious but vulnerable to a sort of indifferent power trip. And very aesthetically appropriate for the idea of a low-level beastie becoming an abomination. 

For a shitpost, there was a lot of backstory in the suggestive word choices. It's honestly like the climax of a much longer visual novel. A whole story in a short segment, every few pages feels like something new has come up.

I liked it! A simple game of probability and upgrade choices, but a good variety of enemies for an early build, and the concept is very solid. Would love to see more choices!