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A member registered Jul 27, 2018 · View creator page →

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Oh thank you! Sure you can add me, just as "Ripple" will be fine. Glad to see my note taking proved useful to you. Good luck developing your game!

Congratulations on your first game! And your first Bitsy! :P

It gives a good mysterious and otherwordly feeling! Well done!

Thanks for playing, I'm glad you liked it!! <3


Ah, so at the end it explains who they are, and I would guess that also explains the strange building with lots of locked doors and keys. It was a simple but nice entry to the jam, well done!



A very sad but sweet tale. There were lots of small details and pieces that came together to make the story feel so full, even though the game is made in such a minimalistic style! 

Great game!


"Nothing here but us chickens!"

Amazing game! The visuals and story really do well to evoke that feeling of the surreal. Very captivating game. It made me really want to keep seeing how such a strange event would unfold scene by scene.

I have played through the new update!

And this time I took notes! Here they are, as a string of thoughts in the order that I encountered them (rather than as a complete overview sorry).

-You have re/named some of the mushrooms I noticed. The magic mushroom says it "grants an experience", but how much? 1 exp, or more?
-I remember some grammar mistakes but...I didn't write down where they were...I was going kinda fast.
Do you level up faster now? I think I'm getting exp potions faster. And looking at the character sheet, I think the numbers for leveling do seem smaller.
-Huh, I'm getting a lot of Monster Parts. (Note: in other play throughs (with the next character) I didn't get nearly as many. Is it because of the character, or just rng?)
-Oof, starting with a passive item rather than a 1-off item (potion/key/torch) just seems so much stronger.
-Sometimes you don't start with a shield... and sometimes you get a shield and dagger. It would be nice if you always get a weapon and shield.
-The reminder of the boss monster (dragon/hydra etc) is a nice touch because sometimes I would forget what I was actually building towards :P
-Before the end I always sell my ring of life. Does it work in the castle? Or is it just always better to sell it for cash?
-When you sell items (mainly for Magic Mushrooms) it would be nice if it didn't go back to the shop screen so you can sell multiple items in a row?
-Ugh, sometimes it feels like there are not enough weapons, or sometimes not enough shields. It forces you to flee a lot. But then again, the exp cap was lowered.
-That wizard with spells was scary! I beat him, but I wonder if he has the right spell, he can really cause you trouble and maybe force you to waste a lot of resources on him.
-Well, I beat the Dragon! Though, hm, the boss really didn't feel unique enough, though maybe it's because the difficulty was tweaked? I just did the usual balance of stats, and made sure to store up spells and mushrooms to use as needed. But it still felt like the hydra fight to me. While the simplicity of the game is a selling point, maybe you could add a tad more flavour to the boss? Like each has a unique power? Or maybe each is tied to a unique spell, which they cast (like the wizard. But then...maybe make the wizard do a different thing or it's too much like the boss...).
-ugh, random poisonous creatures...the snakes were bad enough! It is really hard and costly to avoid Snakes already. You basically have to save every elixer for them, because attacking through is too costly: either you don't have the speed, or your damage isn't high enough, or it will cost you too much weapon durability. Maybe you should only have to fight 1 snake... Does the amount of snakes increase? Is the number random? Usually I just try to save elixers and take the poison... try to take it both ways going in and out, and then elixer.
-Ooo, the Wizards staff freezes the casting price? I died before I could test it more, but does it use up durability, casting spells?
-Bug? The knights helmet did not display a crown for unique artefact
-At 36/50 along the path, going into darkness it dealt 9 damage to me!! I saw 8 damage possible before so I thought I was safe, but 9 damage that goes through armour? So you're forced waste monster parts or heal potions to get to 10 if you have no torch or are saving it for poison and snakes? Is it just instant death trap? Seems so punishing...
-With warrior does the difficulty scale? I kept running out of weapons. Maybe it's just because you have less attack so you have to use up durability a lot more. And it's costly to attack through spider webs so you don't have money for shops.

Phew, so far I haven't beat it with the second character, the warrior. But those are all my notes! Those were some fun improvements! Good luck with the development!

Well, I have seen some roguelikes where you can unlock "challenge" characters that have more complicated and harder mechanics. You could make some character unlocks easier ones, and some harder. Maybe you have to work harder to unlock the "hard" characters?

I would still like to see hit chance even when it is 100% for clarity sake. Or some other way to represent normal hit chance. Maybe the weapon text is in green? Or maybe when hit chance is less than 100 the weapon text is red?

ah! There's a new update! I'll have to go and try it out again!

Hello again!

So the thing is...I actually haven't really gone back to the game to try to get to the other bosses (other than the hydra which I beat). I'm afraid the incentive for getting to the end has kind of diminished a lot after trying so many times to learn the game and playing through the start so many times... At the moment, with the current content and pacing, it feels rather tedious to go through the start of the game. I tried to casual dive back in and keep restarting so that I could see a different boss, but there's no room for casual play! It can be a harsh (but very rewarding) game! Are the other bosses very different than the hydra, or is it just some stat differences? I kind of assume that I can beat them if it's just different stat allocations. 

One thought I had was that, maybe you could have a "easy" or "casual" mode? More health, more items slots, and a shorter endpoint maybe? That way, people can experience the game more fully, and hopefully build up some knowledge and strategy as they go along without needed to restart as often. Then, there's the "normal" game for a challenge. Doing this has drawbacks though, like maybe that easy mode will show too much of the content so people might not be inclined to play the normal mode, or, that people will play the easy mode and think the game is too simple and not want to bother playing normal mode and experience the challenge, which is kind of core to the game.

Oh, you mention randomness. I don't know if this helps, but a really really vague feeling I have is that I think that maybe I lose about 1 in 4 games because of randomness. I'm not sure if that's really near being true or just me not being that good, but that's just the feeling I have.

Oh, hm, I don't think I've seen a ring yet. Though...I haven't been trying for the end game much...

But for sure I'll be trying out the game as it develops, and with your updates! I look forward to seeing how it goes, and good luck!!

Huh, I was surprised that you don't have many comments or ratings even though I thought your game was really well done, so I thought I'd make a comment myself!

First off, I have to say that I have managed to beat the game, just once, against only the Hydra, so I've seen most of the content I would assume.

Alright so, I do like how simplified you have made the dungeon crawling experience, with just a few key stats, and with very straight-forward actions you can take. But that is not to say the game lacks complexity, because playing it I found it to be a VERY tight game of numbers you need to balance! I found it rather frustrating at first, and kept dying to the first "mid-boss" (the one you get warned about). It took me many tries to slowly understand the balance and importance of each stat, and what stat each monster used and how to build to defeat them, and also just when to flee! Possibly the game might be a little too difficult at first...? Or maybe it could use some more simple practice and instructions to help you get better? But that being said, once I understood how to play through the game it became much more fun trying to play through it and beat each different kind of challenge as it comes up!

Ah, one thing I personally got confused about was how "speed" was displayed and what it did to your hit chance. In the weapon display, during battle, there is the Red Feather Icon and a number, and I wasn't sure what that was telling me, because sometimes there was no feather at all and I didn't know if that mean 0 speed or something. I know now that it means your adjusted total speed based on that weapon, and no feather means you Meet or EXCEED your opponent's speed. I assume extra speed gives no bonus to attack (though helps dodge), but how much does less speed affect your hit chance? Is it by a flat amount, like -10%, or does it get worse with less speed? I think maybe you could make the speed more clear, maybe even just by always putting it on each weapon.

I mentioned before about the initial difficulty, and another one of the things that I failed to do at first was to pay money to get info on the mid-boss. Now, this just seems essential to always do, because if you build your character incorrectly (with stats or by choosing to buy the correct weapon, or to save the right resources), you will inevitably die. It just seems like you ALWAYS have to make this choice each time, but if you don't, you die. It seems a bit... like a forced choice or something... Also, what was the point of knowing the distance of the midboss? Can it ever be SUPER short and trip you up? It didn't ever seem important to know distance. I just always tried to prepare as quickly as possible. The first midboss was a huge hurdle.

Phew, this comment became pretty long! But then again, I really did enjoy your game! I do wish it were a bit faster to play through though. It really does take a while to build up, and dying sure does set you back. But then again, I really like the kind of puzzle aspect, and having to carefully build your character and manage your resources, and that takes some time to think about!

Oh, and in an update you mentioned more rings and classes? But I always just seem to get the Ranger? Has this not been implemented yet?

Alright then, great game and great work! I'll be interested to see how your game develops, and what fun and funny things you add into it!

Both an excellent puzzle game, and a very well polished one! Especially considering you tried to make it a restricted time limit. 

It was a very interesting challenge with just a few set restrictions, but many possibilities to consider. It took a while figure out certain "patterns" and tricks to look for to maximize charm though, and I felt a little like the levels where you are let to openly place (in larger more free form areas) came a bit too soon. I would have preferred a few more smaller levels to get used to placement organization, and I got majorly stuck on level 17. I also got  a little stuck on 19, but got through that, then somehow 20 was easy (maybe because there were so many preplaced elements?) 

Small note, but sometimes I found that the tiles wouldn't switch even though I clicked on them and they appeared highighted. But I realize you made this game quickly so it's no big deal.

I really thought this was a great puzzle and gardening themed game, very well done! I'm no designer, but I think there were lots of small details that made things look nice and play well, and also small things like a different "continue" dialogue from Mr Tulip was a nice touch!

I look forward to seeing more games from you, keep up the good work!

noooo don't exploooode!! keep being a duuuck!

who are you in the bitsy discord? It's not like I want to know so that in the future I can add you in or anything

....or is it....~??



well then my work here is done!

Now to get deeper into my investigation of bitsy memes....! 


Thank you for your response to my game.



and why WOULDN'T a talented bitsyer and game-maker not be in it HMM??? :)

Thank you! I unfortunately didn't have much time so it is a very short and simple game, but I thought it was an important message to make. 

I am looking at some of your games and I think they are really creative and funny! I really like what you've done with your art, and also your, you might say, cheeky sense of humour :)

Look who it is! The ol' Hamster of the Hypno variety! All Glory to the HypnoHamster if I'm getting the reference properly! 

ooo, thank you thank you! I'm really glad I got the idea to make this, it was lots of fun. And I'm glad you enjoyed it! But yeah, bitsy games are reallly expanding, there's so much variety and creativity. I like trying out funny things too. AND HELLISH ONES, BWA HA HA HA HA!!! :P

So....planning on any new games? 

This is the creator of the Barren Belltower, the Clocktower floor with some HINTS/a Guide in case people were having problems with my room.

- Once you Catch Fire, your death is measured by how many STEPS you take and also by how much GREASE you are covered in

- Walking into a wall will also increase your STEP counter (which is just because of how the game engine works.  Thematically you can see it as wasting time going the wrong way or something)

- The Grease Drips at the top of the Belltower give LARGE amounts of Grease after you walk under them and make you burn much faster, so, try to minimize how many you pass under!

- There is only ONE Bonus Objective for the room which is solving the Riddle of the Riddler. Anything other than reaching the end and that one riddle are either just jokes or embellishments to the story.

Enjoy the Tower~!

oh, this is actually a reference to very friendly member of the Bitsy Discord community, to which Emma and I are a part of. Sorry for the confusion!

the story behind the scene is that onion was coming to your party but I saw them then quickly ran in front of them and took all the credit

Yeah, unfortunately not much replayability in this one, it's kinda just a simple one with a simple message...

Hack for "Solid Colours"? Did you mean "solid items"...? It basically makes it so that you can't pick up the item and it acts like a sprite that can be placed multiple times.

Honestly, "played it over again" was more of a "speedran through the start"...

but also honestly, TOTALLY worth replaying it for that ending.

Also (honestly?), dude, why are there so many puns in your comments section :P

It is a sad story, but a nice entry for the game jam, well done!

My GOODNESS the art is amazing!!! Impeccable details! The way the mirror creates a reflection when stepped in front of, or when you can scatter dandelion seeds, or the way a snap of the twig startles the deer.... really creative and atmosphere building details! And everything looks gorgeous!! I can certainly see why a project of this size was difficult to complete in the jam time frame, but this is still a stellar accomplishment none the less!! Amazing work!

It's a very interesting perspective told in a very interesting way. I really like what you did with the Harvest theme! It was a sad, but very well told narrative.

wow... those are some PRETTY diverging ends to the game...!! I wish I had gone right first though, to make the shock kinda bigger. Going left first, then trying it again and going right didn't quite have as much effect since it was a simple ending. (also, it took me a while to realize you had to step beside the cauldron in the tent to put the pumpkins in, so maybe mark the spot or move it in front perhaps.) It's a very nice entry to the jam!


Thank and You!

Oh thank you! The game is just something small I made for that one simple message but I thought it was an important one, and I'm glad you agree with it.  Yeah yeah, hacks can really expand what you can do!! Are you on the Bitsy Discord? They can help, and for references, here is a link to where all the hacks are kept: . And here is a link to Borksy, which is a tool used to make it easier to add in hacks (I use this since I'm not so great at programming and I'm lazy :P):

Thank you! It was a bit of repetitive work making a bunch of rooms to create the slow rotation but it seems to have worked out fine.

I just played to the end and...what a tear jerker...!  I really liked the emotional and literal walk through memory lane down the wheat field

ah HA! I see what I did. So, for the box nearest the stairs, I just interacted with it from the SIDE, and, thinking it was a sprite trigger, I did not interact with the box again from the front by standing in front of it (I assume it was an item trigger).

Also, the aspect ratio of your game on itch is a bit squashed (no pun intended), so usually for Bitsy games you would fix the viewport to 560x560 or something (though you did have a fullscreen button which I used).

I hate to cut (the cheese) in, butt, even at the risk of making an arse of myself, perhaps this has gone on long enough? Or maybe it can still go further?! :P

I just went through it quickly, but bunnies and ninjas?? It really makes me curious what they're saying...! (Could you summarize it in english...?)

Also, during the scenes of people talking, did you draw tiles in the background to simulate a speech bubble where the dialogue pops up? It's a clever idea, though I don't think it quite lined up.

I, ummm, well I didn't pick ALL the pumpkins from the orchard. I thought maybe we just needed the "choicest" one or something? But in the basement I did interact with the box to put the pumpkins in.