A member registered Jan 11, 2015 · View creator page →
glitch trash kinetic novel exploring trans issues
twine game. reflections on trans issues and anxiety, with a little erotica thrown in...
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A short exploration of early transition anxieties...
A fan tribute to Bioware.
a #monstermash2014 submission based on the legends of the Jersey Devil
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Short action/adventure game about the ancient queer poet Sappho...
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physics platformer jam game
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Recent community posts
mixtape update v1.1 now up comments · Replied to Amygdala in mixtape update v1.1 now up comments
o melhor lugar do universo jam comments · Replied to luciano irrthum in o melhor lugar do universo jam comments
Whoops, didn't mean to be vague. So after you press launch in the itch client it seems to begin the process of loading (mouse changes) before it simply dies. You never get to a window. Same result from just launching the exe. I downloaded again just to check if maybe the download corrupted but I'm getting the same behavior.
This is interesting, would love to see it further along. I like the juxtoposition between the bright and colorful audio with how Zack is feeling. The combat took a little while to figure out, and also the lack of a health meter or bar is a little frustrating. You should mention that once yellow you need to run INTO the enemy before the bravery goes away. The interactions sometimes felt a little unresponsive but it is still early days so that is fair enough :)
Thousand Days Later v2.0 Demo1 jam comments · Posted in Thousand Days Later v2.0 Demo1 jam comments
I have a vague memory of this so maybe I did play it back when. I think it's coming along nicely. I can't wait for an audio pass, visual novels are much harder to get into without audio for some reason. Looking forward to future content! Also: just checking but the executible says v1.0, so just confirming that this is the updated version.
Oh! I didn't find it all that frustrating once I realized how to deal with the area, it just had my heart pumping ^^ especially with the loud sound it makes when it does its thing and you're unprotected :)
Xbox controllers are fine, the button prompts just won't match up (an aesthetic choice, I actually devved it with an Xbox gamepad) . The keyboard functionality was a test while implementing the new control system and I just didn't rip it out. Originally the game would stop you from accessing the menu if you had no controller but I figured it was a better option to let people get to the main game just in case they did have something that worked with it but for whatever reason the game didn't pick up on it ^^
This game wouldn't boot correctly for me (x64bit, running Windows 10) - I got the splash screen and my screen settings changed to suit the game but then it CTD. I tried a few more times but no go. Not sure what the issue is.
It wouldn't be a huge undertaking with the way I overhauled the controls for 1.1 so I might consider throwing in keyboard support in the next week or so if I get a chance. I made the choice to keep it out to fit the general aesethic but provided that the player knows it is _best_ played via controller I don't suppose it hurts to add keyboard controls :3
Relateable content. I thought this was very well done, I especially love the art and the overall concept. Unfortunately it didn't run especially well for me, it was very slow at fullscreen and I found snapping the window to a tiny unplayable size sped up the game a lot but made it impossible. In the end I had to rubberneck the window between different sizes to get through it, but that being said I didn't mind much, it was a partial mechanic for me and worked well with the theme of the feeling of wrongness. I submitted a game in the FFS jam with a similar theme if you wanted to check it out :)
Obviously this is still not quite in a playable state, but the art is cute and there's something about the sliding characters that reminds me of paper dolls behind a puppet theatre which is kind of charming. Looking forward to future updates.
The Academy: Window of Opportunity jam comments · Posted in The Academy: Window of Opportunity jam comments
I adore the style in this game and the little touches like the shadow layers really added to that. The puzzles (that I managed to complete at least xD) were well thought out and the story wasn't over-written like a lot of rpgmaker games tend to suffer from. That being said, there was a lot of content if you wanted it (via inspect, etc) which was great.
I unfortunately got stuck not knowing how to remove the hook from my locker (rubbing alchohol didn't work?) but I might go back again since I have a feeling it isn't too long and I'd like to see how it all wraps up. I think rpg maker games that are around this length are perfect :3
This game definitely gave me old school game vibes, the level design and SFX making me nostalgic for my master system (specifically I was reminded of 1992 Sega Terminator). I dig it. It could use a few polish passes and is a bit haphazard in places but there are a large assortment of enemies and the level progression is well crafted ^^
Dug this heaps! Very cute style and I loved the unlockable characters, that really added a feeling of progression to the game that kept me playing. Some of the randomization imo needs tweaking - large walls of blocks are semi-regular - and although you can easily navigate them if you get a handle of the controls it is just a bit broken. I also sometimes got giant clusters of enemies which again, easy to avoid but looks silly ehe. The controls are good but a little floaty - I would consider making it a three-track runner and locking the character to tracks, this might give you a much better more polished feel and maybe increase playability. Just an idea. Great work!
The character's are gorgeous, props to the artist, and the scarf mechanic is a cool little idea. I'd love to see this further developed. Obviously there is very little content in there to speak of as it stands, but I think it works as a proof of concept. I'd consider something like a dash ability and maybe a scarf cap that increases the more experience you have? Those things together with a level goal of some sort and a polished UI could make for a very cool little experience.
Oh god this game aha. It had my heart racing. The character of Anilade is certainly cool, i love her animations and design. Nice work. I would love to see her in other types of experiences as well. My first run I couldn't figure out how to pick anything up and then finally figured it out when opening a chest I was behind, locking me forever in place xD I think having the item drop where you were captured is very frustrated if you're in the end area when you're captured. Maybe you could have a small barrel with a bunch of weapons that allows you to pick up something different every respawn. Also I found the attack delay was slow enough that most of my frantic attacks to keep her at bay missed entirely and didn't line up with my panic very well. I would love to play this with a bit more iteration/polish.
Loved the look and feel of this, controls were smooth and polished and the aesthetic is definitely fun. The main mechanic of shuffling and deleting command blocks to get a good run happening was just frantic enough to hit flow for me. I did have issues with the placement of the delete button being on the Up key, since when I play games with directional keys up is a natural jump position, so I would often press it instinctively instead of space and end up wiping out my commands. I also found levels sometimes generated in a state where I couldn't begin, I just didn't have the right commands available to me to proceed, but that's the nature of RNG and to be honest I'm not very good at this so perhaps those levels are indeed progressable :3 Overall this is a super fun little platformer! Much enjoyed!
Naw thank you so much <3 Your post has made my week ^^ I'm okay if not many play it, hopefully those that do have a unique and interesting experience with it :) I'm glad it worked so well for you and appreciate you posting about it ^^
Jump(Triangle/Y) onto the rocks to reach the ledge (you can also just mash against the ledge face like a pro) and grab the first origami note sitting on the ledge <3 Thanks for the kind words ^^
This was lots of fun once I got the hang of it :3 The moveset was interesting enough that I often found my way out of tricky situations in satsifying ways. Would love to see it expanded upon further. For me some of the UI was a little confusing (for example, pressing Enter to go into Discard mode and also to Fire your cards). And I couldn't figure out how to remove a card after I had placed in my queue, but those are tiny nitpicks ^^ The UI also was tiny on my screen, so having it scale up would be nice :)
Haha thanks. I put quite a few hours into the PS1 trying to get little things kinda of right ^^ Definitely keen to make another game in the same style^^The F310 is covered in the patch I'm working on at the moment , as well as the PS4 controller. You'll have your pick :) Also I discovered that the DS4 audio issue is related to the controller itself. It changes your default audio device as soon as it's plugged in, which is just an absurd thing for it to do, but all you have to do is change it back over using your sound manager.
Ironically I built the game up around an XBOX controller despite the PSX aesthetic, so the camera is probably rotating because it's bringing in the wrong input axis aha. I'll get a fix up over the next few days just need to wrestle away the PS4 from the housemates so I can do some debugging and testing. I'll let you know when it's up. For curiosities sake what was the first controller you tried to use? Also thanks for saying it looks cool I hope you get to play it!
Looking forward to it! The calm isolation is what made exploring such a unique experience in OGTR so I applaud your design goals. Btw, I did manage to get the secret I was referencing, by pushing back/jump instead of side/jump from the ledge, which helped jump past the invisible collision, so desire satiated heh. Would love some old school sound effects when the secrets are found, if you're game ^^ Oh also, a reload checkpoint option in the menu would be helpful, because I got stuck in floating animation loops and behind some geometry meaning I had to quit and start a new game.
As a hardcore TR fan (OG) I'm been waiting for somebody to recreate the style/tone/feel of the original games forever since the new games do very little for me. Pew pew. I have to say, as a proof of concept, I'm sold. If you're interesting in pursuing this title you have my ticket. The visual style is pleasing, the climbing is fluid and great, and the level design was also rad. I tried maybe 4-5 times to replay the experience to collect the secrets but unfortuantly this led to a lot of issues. All I ask is, if you do create a longer experience, you avoid adding combat, or add it sparingly aka threat of danger, not main loop :) Thanks so much for creating this. Now to try and see if there are any secrets I can get ^^
Spoilers: In case you're unaware, the gem to the right of the opening hidden beneath the ledge was - at least for me- unaccessiable. Droping from the top led to death because she wouldnt grasp the edge, and jumping in from the side ledge led to her grabing onto an invisible collider of some sort which I could not drop from or climb off.
Additionally, the crouch key being held (gamepad) makes camera movement very difficult. I would suggest moving it or making it a toggle.