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Retrocade Media

A member registered Dec 23, 2016 · View creator page →

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I need more of this! Its so cute and wholesome!


I was able to find that ping pong, but I wasn't referring to the programs animations. In the program you can import your own animation, mine is of a glowing object. I was wondering if you're able to ping pong that animation, so it will ping pong while the other effects are added on top. However it seems best if I just import it with frames added at the end to simulate ping pong.

Hi, I just purchased Juice FX. I got it to play an animation that I made, but I was wondering if there is any way to tell that animation to ping pong, or if I should just re-export it with more frames to make it look like its ping ponging.

Thanks in advance,


Hi, I tried the game. However, I can't figure out what to do. Once you get the sword from the Minotaur, there is no way to jump back. I tried every key on the keyboard, and the only key that does anything other than jump or interact is the 1 key, which just make the player transparent. What am I missing?

Thank you for featuring our game! I agree with you about the wall jump mechanic, it was one of those things that sounded better on paper but didn't work great in game.

It always makes me super happy to see amazing games made with Construct 2. This does not disappoint, its a ton of fun and helps give a good name to my favorite game engine.

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Thank you for the feedback (:

The speed increase has to do with the puke on the floor. You pick up speed while walking on the puke on the floor.

Thank you for the feedback! There is one checkpoint half way through the level, and at the boss. The first Checkpoint is the man holding the Checkmark sign, and the second is once you enter the door.

Thank you for the feedback!

Thats fair. I recommend using a Usb controller if you have one, this could help fix your problem. Thank you for the feedback (:

This game was pretty fun, however the controls occasionally made the game more frustrating than it needed to be. It would have been nice to be able to move left and right a tiny bit. Like just to barely bump yourself over a pixel or two while on the floor. Other than that, this game was a lot of fun.

This game has potential, however it is missing some things that are essential to bullet hell games. For one, some invincibility frames after being hit by a bullet. Doesn't have to be a ton, even like 0.1 seconds is good enough, but some to prevent getting hit by several bullets in a row. Also, a smaller hit box. Generally bullet hell games have small hit box on the character which allows the player to dodge bullets more effectively. Other than that this game was pretty fun

I would recommend taking it to the next level either way. This game has really good potential in it.

I enjoyed this game, however the controls struck me as odd. I can't tell, but it sorta feels like your movement is locked to a grid, which would be fine if that grid was used as more of a mechanic, but as it is it just makes the controls feel oddly floaty. I thought it was an interesting idea that you use the flashlight to kill enemies, and I liked the art overall. I just feel like with a little more time working on the controls this game could be really good.

This game had some really cool puzzles in it. It felt like the jump was a little slow, but it worked overall and didn't get in the way. This was a fun game that I'd like to see more of.

Thank you (:

Thank you (:

Thank you so much for the kind words! I have been making games for about 7 years, but only got serious about it in the past 3. The artist who did most of the sprite work for the game has been doing pixel art for just over a year. Once again, thank you so much for the kind words, I wish you well on your gamedev journey.


Thank you for the feedback!

Cool, thanks a ton (:

I'll keep that in mind (:

I'm glad it didn't change your rating of the game, and I'm glad you were still able to enjoy it despite the control issue. Thanks a bunch for playing it.

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So I haven't made any changes to the game, but I want to post the Windows 64 version of it. Its the same one that exported along with the Windows 32 version, but I want to check thats okay before accidentally disqualifying my game or something.

Ah, so keyboard is an issue in other regions, that makes sense. For now Idk what to say other than if you have a USB controller you can use that instead. In the future I will try and add in rebind-able keyboard controls. 

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Can you give a specific example of when the controls get in the way? I would like to try and improve the game.

Hey, if you have any suggestions please comment them here.

This can be anything from entire pages to a simple checkbox on an existing page. It can even be a new definition or correction. If you would like to submit a page that you have created (this means an entire page not just a suggestion) please email me a link to the google document. Do not send any downloadable files as I will not touch them with a ten foot pole.

Thank you,

Ashton Arnold

Fricken speed runner over here

Thanks a ton!

Thank you!

I just tried it. Pretty fun but the wall jump controlled really weird and I couldn't get it to work reliably. Fun otherwise

Feel free to use it as long as you give credit!

Hey, I just uploaded the brand new Switch buttons!

Amazing, with one glaring flaw.

Theres simply not enough of it. Seriously. This game is so amazing and I can not wait for you guys to finish it. Its got some of the prettiest arcade graphics mixed with spot on game play that made me audibly sigh and go awwww when it was over.

Truly amazing.

One of the best music based games I've played in a while. The only complaint I have is with the menus. They could use some more graphical flair and I'd like to use a controller with them.

So I recently uploaded a project to called "Game Design Document | Template", and to access it instead of uploading a downloadable file I have a link to a Google Doc which people can print or grab their own copy of it. When someone clicks the link, its not showing up under any analytics that I can see, which Im not surprised by at all.

But, it would be useful to be able to see analytics for when people click the link(s), so I was wondering how I might see that, and if its even possible.

Thanks in advance,

Ashton Arnold 

Thank you! I will create some Switch buttons soon.

This game is like Undertale with Dancing.

(Put that on the box)

And that's a really good thing. I played through the normal mode today and holy wow this shows some real potential for an awesome game. It definitely has some of the hallmarks of an unfinished game, some areas, specifically the night club felt a little bit unfinished, with the all blue wall texture, but that very well may have been a Stylistic choice, in which case, it was fine. My only major complaint is with the over world, the player felt a bit slippery, and a little slow over long stretches. I would suggest either speeding the player up, or, (And this is probably a better idea) shortening some of the space between areas just a little bit. Not a lot, but just enough to speed up some sections. Obviously you should keep some sections longer for dramatic effect, but some random in between areas felt a little long.

Other than that, the intro where the weird rainbow drug trip is talking to you feels a little long, and especially being able to choose no and then having to re watch the entire thing was a tad bit annoying. I'd recommend being able to push a button to speed the text up, like in Pokemon games.

I felt that this game was overall a really wonderful experience, it was really weird and interesting, and the mix of 3D and 2D and the dynamic camera zoom in some areas of fights were just so cool. The developers did a good job of capturing that Undertale vibe while mixing their own unique mechanics and ideas with it.

-Ashton Arnold

I enjoyed what I played of it, but I have a couple things that you may want to consider changing. For one, the character moves to fast when you first hold the button, it makes it hard to line yourself up with a ladder. Second, the player moves to fast horizontally on ladders, I fell off of them a lot because I was trying to move out of the way of something. Third, the jump arc kinda feels too short and awkward, like its too vertical.

Inspired by ultra hard Bullet Hell games like Star Soldier, combined with the power fantasy of games like Aero Fighters, comes Existential Crisis! This game is the first fully featured game we have produced, and while it may be short, it is fun and difficult. It utilizes a shield mechanic and extreme power ups that demolish enemies!

You are Kyle Kaboom, the leader of Squad-Z, and one of the few human   survivors of the galactic war Aluminum. Under the orders of Captain Keen, your mission is to lead a final attack against the alien menace Allis. Failure will lead to the total extinction of the human race, and the death of millions of other organisms in all corners of the universe. Allis will not go down without a fight, but neither will we. There will be hell to pay.

Its cheap too! Get it for $2 here:

I decided to download this game out of utter boredom, and was pleasantly surprised. The game played well, and I enjoyed it a good amount. It has pretty good controls, clear objectives for each level, and is essentially what you would expect from a 3d snake game.  On the negative side, the aesthetic of the game was rather ugly. The menus got the job done, but looked squished and rushed. In game environments were ugly looking, but I see where its trying to go. With some modifications to textures, it could look pretty good. The snake was simple, which I liked, it doesnt need to be anything special. I hope to see a nicer menu and some nicer textures in the future. Oh, and some joystick settings would be nice. Overall, its a fun game worth checking out, and some updates could make it even better.

Could you send me the demo shown in the gifs?

My email is