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A member registered Oct 26, 2017 · View creator page →

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Thanks a lot for the swift reply, I'll follow up with support then :)

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Spaceslingers is a meditative but tense gravity-based space game. Deliver packages to target planets while slingshotting yourself around the universe using the gravity of blackholes and whiteholes and the geometry breaking warps of wormholes, all the while avoiding various hazards along the way.

Other stuff
The game is deceptively simple, pick a direction and launch, but it takes a lot of skill to actually get good. After you launch the various bodies will push or pull you gravitationally and hopefully you will land on your target. If not, you can reset and try again, with your previous direction and launch speed shown, so you can tweak your trajectory. It's quite a relaxing puzzle game, with bursting moments of tension as you get closer and closer to your target. Very near misses can hurt the soul ;)

I've been working on it for about a month now and it's coming along really nicely. The game itself is made in GMS2, with all the graphics being done in Inkscape and then imported as png's. It's been quite a journey and my goal with this game has been to keep the scope down. The many game jams I've participated in (and previous projects I've worked on) have slowly smashed that tidbit of knowledge deeper and deeper into my brain and I think it's finally there to stay.

Hoping to release sometime in the next 3-6 months (the game will be done well before then, but I've got a lot of preparations to do in order to launch it, plus trying to build hype takes so much time), but the game is nearly feature complete right now. A lot of what is left to do is just making many, many more puzzles.

You can follow the project here:

And if you like it, you can check out the rest of my games here:

Hey, I've had a game up for awhile (the last file update I did was last Sunday) called Spaceslingers. I just did a search for the exact name and only one game shows up, which is definitely not mine and is also not called Spaceslingers. I know this question gets asked a lot, but I'm just curious as to what is going on, I've had the game on itch for more than a month now and it kinda sucks to feel like it hasn't been searchable for all that time.

After doing the search and not finding it, I did update the price from a potential donation to completely free, as well as a few updates in regards to replacing old screenshots with newer ones, but as I said, that was after I found it wasn't searchable and I've had it at the previous price point for literally the whole time it's been up. I've read the Getting Indexed page and I believe that I'm in complete compliance with everything it spells out.

Any insight would be appreciated.

Yeah, I used to fall into that trap myself. But nowadays I usually code systems first and when everything is up and running, then I asset search to my hearts content. I spent probably a full day looking for the right music for my game at the end of the jam because I had done most of what I wanted to do (also used that "spare" time when I had finished the systems to tweak most of my graphics). If I had of started that polish stage earlier, I inevitably would've spent more time than I had doing it and ended up not actually completing the game.

No problemo. I totally understand the inability to make models and thus using some free assets. I don't think this would've been a problem if the scope wasn't so big. I think it's the combination of free assets PLUS the unfinished empty nature that gave it that asset flip vibe. I didn't mean anything particularly negative about it, just an observation as a player.

But I'm glad to see you're continuing work on the project =)

Thank you, I spent a fair while looking for music with the correct distribution license and mood, hahaha, so glad you liked it.

Glad you enjoyed it =)

Hmmm, an alternative ending for 100% completion would've been a great idea. I was running out of time as it was though, but if I do an updated version, I will almost definitely add that in.

Glad you liked it =)

Thanks a lot =)

Hahaha, that works on the lower difficulties, but it shouldn't be possible if you bump the difficulty up to hard. Though, I didn't really have enough time to fully playtest the procedural generator, so take that with a grain of salt.

Interesting concept. It really reminded me of one of those SNES style games made before the genre's really coalesced into what they are now. Maybe EVO or even Actraiser. The "idea" that gets raised at the end is intriguing and definitely casts a different shadow over the experience. Good job.

Interesting concept. It really reminded me of one of those SNES style games made before the genre's really coalesced into what they are now. Maybe EVO or even Actraiser. The "idea" that gets raised at the end is intriguing and definitely casts a different shadow over the experience. Good job.

Beautiful artwork. I'm a sucker for storytelling and worldbuilding so I really enjoyed the game. I've played around 10 games from the jam so far and this is the one I've enjoyed most. Sentence structure and word choices and stuff needs a few more drafts, but overall, not much to complain about. Of course, it would be better if it were finished, but we live in an imperfect world and we are imperfect beings at judging game scope, hahaha, so good job.

Just booting up the game made me think the scope was too big, hahaha. I had some sort of bug happen with the interface after I added anti-aliasing and increased the shadow quality. Everything became much larger and was aligned oddly. Reverting the settings didn't help and restarting the game didn't help, but I was able to play through it. Scrolling with the mouse, either in options or the inventory, required the mouse to be directly over an element (say text, or a button) in order for the scroll to work, placing it in a blank spot (but still within the area that scrolls) wouldn't let me scroll, which was a little annoying.

The concept was ok, but seriously, the scope of this game was wild to behold and was much bigger than it should've been for the 10 day jam. I have no idea how unity works, but it felt a little asset-flippy. Also what was the point of Bob and John (was that their names?). They seemed to do nothing at all.

Overall, nice attempt, but needed lower scope and more work on building interesting elements for the player to play around, rather than just a large world.

I played it and it wasn't until I actually died and came back to give a review that I saw the text saying press F1 for help and then saw the crafting side of things. Fun little top down shooter. The green bugs seemed to heal me when they exploded? I'm not entirely sure, but something was healing me when I was in the middle of big groups of exploding dudes. Nice little game.

Nice game but ultimately it was a little marred by simple errors. If you tightened up the spelling, made sure that everything was consistent throughout, like sprites and names (there was one or two things where I was completely confused until I realised names and sprites weren't 100% consistent for the crafting), tightening up the levels of the SFX, it would've been an awesome immersive experience. But beyond that, it was definitely a good entry into the Jam =)

Nice attempt, but obviously it's unfinished and it really needs more content to get into the realms of fun. Good try though.

Had a bug that prevented you from incubating any eggs at all which required a single line code change, so I uploaded a new version with the single line change after the submission ended. Hope that sits alright with everyone.

Quite a fun little platformer. I like the distorted effect that closes in from the border. My only real criticism would be the stickiness of the wall-slide. I kept getting stuck in places because of that.

Great job on learning enough to get as far as you did then dude. Always sucks when other team members fall through, but I think we all learnt a lot from the jam so mission accomplished I guess =D (Also, don't sweat it about the game, my game is wildly buggy as well, hahaha, it's not the easiest thing in the world to create a vertical slice from nothing in two weeks).

I liked the aesthetics and the sound was very moody and created a great atmosphere, but the intro was a little long (especially compared to the actual length of gameplay). The controls were tight (once I had full power that is) and I can see that an extended/improved version of this would actually be pretty fun to play. Good job.

Sheesh, I don't wanna have to unzip to a folder AND have a settings screen pop up to play a two week game jam game =P

Overall the game looked pretty good though it was the typical minecraft style stuff. I immediately dropped my burger bun on the ground and could not retrieve it so I went to the other side to see if I could blow off some steam killing zombies, but they never spawned (I assume it's because I didn't make the first burger), hahaha. So I didn't -really- experience the gameplay, but I could see where it was going. The controls were very floaty, I found it hard to now where I was gonna end up when I pressed a movement key. Nice work for the time period we had though.

Nice little super smash bros style beat em up. Good collision detection and I didn't hit any game breaking bugs (which is more than can be said for my game). The only thing I noticed is that the 'combos' don't really feel like combos. But eh, good job.

It seems interesting. It took me a -long- time to figure out what to do. Not sure if this is the order you intended, but first I had to drag something onto the middle bottom squares (which do nothing again after this sequence) and then two white squares appeared on the middle left just below my 'elements' then I had to drag something from my elements onto those left hand squares...Dragging things onto the bottom center squares did nothing after the start.

The physics is really floaty, which could be good but in the basic demo here it felt a little weird. It was fun to try out the spells, but I need -way- more feedback when I did something right because it felt like things only kinda worked some of the time and I'm not entirely sure what I was doing wrong (or what I was doing right when it did work alternatively).

Good job overall though, definitely something that has promise.

Hahaha, I had no idea what I was doing and accomplished nothing. But I can see the general idea of it. If you had time to do a proper walkthrough I think this would've been pretty fun.

Hey thanks for rating, glad you had fun! I had a lot of the game that I missed out on due to timing, especially to do with the battle system (I was still fixing it with half an hour to go on the submission, hahaha). I'm gonna go back through it next week and at least remove any egregious bugs (like the battle hang you discovered), but again, thanks for playing through it =)