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A member registered Jan 24, 2017 · View creator page →

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Thank you for the detailed feedback! I hadn't considered making the controls looser, giving turns inertia would be the first thing to try I think. It could result in a much more interesting experience and it would have fit the theme better.

Unfortunately I wasn't able to find a playable version of the original old Asteroids game online. I had to settle for some similar games for my inspiration. I probably could have had I looked harder, but I didn't want to sort through the other 100 games that decided to name themselves Asteroids.

Difficulty is definitely something to be improved on. I agree that it is much too easy as it stands. I had planned to increase asteroid spawning or speed with time, but when combined with the added difficulty when you lose a control I felt it would lead to an exponential difficulty curve. While thinking of how to adjust spawning to account for parts lost I forgot about it entirely and ran out of time to add it.

Indeed, being crippled by losing both thruster and laser is quite a problem. I considered both time based and pickup based repairs, but felt it might make it too easy to survive. I did however tweak the probabilities of which part gets damaged so you're not as likely to lose both your thruster and laser with other parts still remaining.

I really like the idea of zooming the camera out to convey motion, I hadn't thought of that. I considered having stars for a point of reference, but I wasn't sure how to fit them into the art style. Having a little thruster effect would have been ideal as well. Thanks for the feedback!

I liked this quite a bit. Sad it was only three levels, but I think the third level was good enough to show off possiblities of what kind of levels you could make with this mechanic.

Had a few problems. Glass wasn't wanting to move on the first level for some reason, first spud puzzle took a while to figure out, and the camera in the next level broke so I couldn't see the blue spud cannon at the top so I just had to move around and guess. Other than that I liked it. It has a lot of charm to it.

Thank you for your feedback! I'm so happy to hear you enjoyed it!

A bit buggy. Little rats often collide with boxes and prevent them from being moved, the room number count gets messed up after starting over after completing the game, and I really feel the radius for rats following you should be bigger. But boy do I love this game's concept and how cute and fun it is.

Definitely some of the biggest flaws are the visuals and the sound design. Most of the visuals and sound effects I wanted got cut due to time constraints. After the jam is over I'd like to go back and try to spruce it up a bit.

Fun overall, one complaint though is if you're at the upper half of the screen the enemy can jump from beyond the camera with no warning so you can't parry them in time.

I have to respect a game though that celebrates the two most beautiful things in fighting games: the elegance of the parry, and the brutality of the riposte.

Exact same problem, makes it difficult and frustrating to play.

It would be a great game if it wasn't for the enemies constantly stun-locking you.

I loved this. It was an absolute blast to play. Really clever puzzles and good story. I'm sad it ended so abruptly though, I will anxiously be awaiting Day 2.

If your target platform is web I'd recommend trying out how it plays with you bouncing off the wall instead of passing through to the opposite wall. Right now the biggest problem I find is not being able to react quickly enough when it switches sides on the screen.

It's fun with an interesting mechanic. It definitely seems like it's meant for mobile though, it's hard to quickly move the cursor to the other side of the screen in time.

Pretty fun, definitely very similar to Getting Over It With Bennett Foddy. I feel the same crushing disappointment of climbing high up only to fall back down. I would suggest increasing the guns friction a bit as I feel I should be able to land on some of the flatter platforms but I just slide instead.

Also you can double jump if you spam right click. :)

This was really enjoyable. It's very fun to control the cat, especially doing jumps.

Excellent. Very satisfying to rocket jump. I would love to play this with more levels.

Remember kids,

if you want to be a game developer you don't need any fancy software, beast computers, or extra help.

You just need an autoclicker.

Simple artwork, simple gameplay. Easy to pick up, hard to master. An excellent game.

Game has a lot of potential. I really enjoyed playing through it except for some minor flaws.

One of the most frustrating things is that every day I go down to the jungle that bear runs roars and runs across the map every time to fight me. It became more of a inconvenience in the late game but in the early game it meant I had to book it back to the elevator so nobody got killed. Also that blasted thing knocked one of my colonists into the trees and they were never able to get out. RIP Martha.

Additionally I would like to add I dislike how enemies respawn in the same spot after that spot is left unattended for a while. I like to be able to clear out an area and travel between cleared areas with few if no enemy encounters. However this is just my personal opinion.

The watch towers are nice but they're almost worst than being on the ground for two reasons:

1. You can't use any weapon other than rifle.

2. You can't use special skills.

The only benefit of watchtowers is you are less likely to be swarmed by enemies, however that benefit is also taken away from when you have the spitting spiders.

Gathering is an absolute nightmare because of one simple thing, when something is collected it flies up into the air. This means if it doesn't conveniently land on a person I have to micromanage them to pick it up. I could pick them up afterwards, but then I risk not having enough inventory space and losing the item forever.

The AI is also unable to navigate around player built buildings. I put a healing hut in between two watch towers and no enemy could get by, they all just formed a huge clump of enemies.

That's the summary of my complaints, but now so you don't think I'm a cruel person trying to find every little bitty flaw in your game let me tell you what I thought was done nicely.

First off I love the idea behind this game of living on a floating island and taking an elevator to gather supplies from a jungle.

Juggling colonists and their loadouts and deciding which resources to prioritize is an absolute blast. I run into incidents like "hm the closest stone goes through a lot of enemies, I better bring everyone and have about 1-2 people with armor and a rifle." I also enjoy trying to think of the best combat ratios "1:1 melee:ranged or 3:1? maybe 1:3???" trying to figure this out gets even more complex with the addition of more weapons like the mortar.

Overall I really enjoyed this game but with some polishing it would really shine. Unfortunately is appears development has stopped so there will be polishing. I hope you use this as a learning experience and make an even better game next time, if it's anything like this I look forward to seeing it. Good luck!

Excellent puzzle game. Puzzle mechanics were fun, having countdown timer increased the amount of pressure and suspense. If I had one complaint it would be that the tutorial held your hand a little too much. Would be nice to just be able to solve puzzle and instantly finish tutorial.