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A member registered Mar 03, 2015 · View creator page →


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-.zip the folder with the game files, not the game files themselves
-first screen, I'm already sick of the screen-shake, leave it for tube stars, give me options to disable it
-impressed that the window is resizable
-forbid reloading on full ammo
-it's hard to tell whether or not you will pick something up or if it's just the background
-the number on the top-left of the reticle is annoying, at least change its color, I end up aiming with it, same goes for the recharge bar
-full screen gets disabled on death
-dying doesn't feel good when you can't see why you died
-sounds are ok, music gets repetitive

Yeah, it works fine but the action-packed thing you're going for doesn't attract me

-.zip the folder of your game, not the files themselves
-it's difficult to see the items you pick up from chests, the message shows up very briefly
-the boss sure does a lot of damage with the homing projectiles
-the second boss is very fun, good job coming up with and implementing the spin blocks
-the second level is also the point where I am starting to feel a need for a minimap, wondered around after the zombie swarm only to realize the dead end into the blackness is the exit
-the optimal way to move is sprint 2s walk 2s, allow running when nothing around?
-the exit lead me to the first level, probably means it's over

It's amazing, the different weapons feel different and have different uses, other than the missing art and sound polish, the mechanics got me sold already.

-The intro level I guess is meant to show that you can push things and have to move to the green thing, but it's also a mess for no reason
-Pushing things you can't see whether or not they can be pushed and having to either tab constantly or undo often is not fun, I miss the wierd screen square mechanics
-Tab shows black squares for places you can pass as well as places you haven't seen, don't do that
-Sokobanning out of the second level is not possible, was wondering around for some time, tried to enable the transparent brown square somehow with space, nothing worked
-Seeing the comment below, went back to play the first level to see if I could push the sand squares into the transparent ones to activate them, nope, still a mess, just let me walk in the tabbed version at this point, completed it again, without the need to enable the fancy square 

I probably missed something, and will try again later, but this experience wasn't anywhere near the one I enjoyed the last time

-escape fades the screen to black
-the new Tab interaction is odd, but maybe possible to get used to; it seems like you're biasing the player to using the suits for as short as possible; I still feel cycling on tab would be better; alternatively, show the equipped suit at the center, so tab wouldn't do anything without a direction input, that is: only change suit when tab is released with a direction held (only works with 3 or 5 suits, including no suit)
-jumping from the checkpoint down, 50% of the time results in hitting the worm
-seems like "Hello" is the end of the game

It's polished up quite a lot since the last demo

This was pleasant to read, thanks.

Music: I do hope to have music within the game, but I can't into digital composition, which is making it likely that you'll hear short pieces of acoustic guitar throughout and perhaps some ambience every now and then. For the duration: I would like to have at least 1 hour of polished gameplay, but that depends on me not having to resort to filler levels -- it should not be shorter than 30 min.

Nah, I was just curious since a number of people got soft-locked early and some played it before. I'll try to include some speed options, since I know what difference small tweaks can make to the entire experience.

You're right, the zombie is meant to be killed, my mistake. Thanks for playing. How long would you estimate did it take to complete the game?

Thanks again. This reinforces the idea I had with only showing the text once and then having it as an option in the settings.

(Edited 1 time)

Thanks for playing. The freezing is a serious issue I'm investigating within this release.

Did you want to skip the text on your first play-through as well? 

>but it felt very smooth for those 5 seconds


Yeah, there's 13 alternative palettes.

It works, I guess. I like the story-telling mechanic base you got. The graphics are pleasing, but, as I'm sure you're aware, there's not much game in here. In the fights there's no reason for my little shuffling dude to not keep spamming shotgun. I can see it growing into a game I would like to play.

Had much more fun than I expected from seeing the .webms. Got to 60k, level 18 on normal. Not getting damaged immediately on collision, but instead risking getting stuck is very refreshing. Automatic upgrades are cool, music is alright. Was very easy to get into. Pressing Space shows that you're going turbo very well. The gear system is interesting but I never seemed to bother using 1 and 2. A potential improvement could be dropping the mouse controls, since being precise doesn't matter much. Also being able to toggle shooting would be nice too. 

Good shit. Would be nice to have the camera rotated with IJKL, as in the Dark Souls control scheme when using the keyboard, but I had a controller so it's fine. In general, it felt pretty solid mechanically and visually. Having sounds would probably triple the enjoyment. Found myself using the charged attacks 80% of the time, might want to reconsider their balance. Then again, missing a charged attack does have a huge penalty in delay, making it not worth it for non 1v1 fights, so it might be ok. The game heat up the laptop quite a bit, but I guess it's normal for the fancy 3D visuals. Charged hammer chains make 1v1 very easy. 

In short: patch switching and add a way to refill bombs. It's still the amazing game it was.

-when zipping the game files, put the in a folder first: game.zip/game/gamefiles
-to switch the bodies you have to press tab then enter to confirm while holding tab, I would prefer just releasing tab on the option you want
-the switching was the most annoying thing, especially that it resets the arrow to the top option
-because of the uncomfortable switching, parts where you need to switch quickly became frustrating
-even just pressing tab to cycle your body would have been better
-switching from canister to bomber teleported me one screen below
-looking to the left with the cannister seem to offset the spritesheet position, looking glitchy
-same thing happens with the bomber and the chip too
-at some point I ran out of bombs and they don't seem to refresh, making me unable to progress

The fighting mechanics are solid and it is fun to juggle between the different monster tactics. Although unless you know the level already, you will unlikely get enough "blood" for a checkpoint. Died 3 times at the blue wizard and decided that it takes too long to get to him to continue.

In other words, there's plenty of potential, all I would need is tweaking how the progression works.

This is exactly the type of cocaine that I want to see in the demo days - experiences drowsed in atmosphere. The controls are nothing unusual, so you can start playing immediately without any problems. The graphics set you up for some old school dark space exploration, something along the lines of Another World. The music fits well, an the fact that it's a very short obvious loop doesn't break anything, possibly even adds to the atmosphere. The "star screen" room is great and getting the armor is great.

bug: I did get stuck in the floor after jumping once

All I want is more exploration with the same dark looming atmosphere. This game gets me excited and appeals to me the most out of the ones played this demo day.

Visuals are top notch.

Everything else, on the other hand, is horrible, what are you even doing. 

-the mechanics are completely arbitrary
-there's no reason neither logically nor mechanically for the movement to be this clunky
-you have this fluid style of moevement bogged down by random restrictions
-the sounds are piercing

In it's current state it feels like everything was tailored towards the game looking nice in the webms, which it does. But then you go into the game with expectations of some fancy fluid motions, but only get to use them every 5 seconds. 

-too much text, a sign with the key on it should be enough
-not only too much of it, but then it's also split into plenty of parts
-Unity butchers your pixel art
-alt tabbing the game produces some weird artifacts on half of the screen
-you can run out and run back into the house while it's fading out

My main gripe is how bad the graphics are handled by the engine and:

The sign reads
The game is ok
But it also tends to be annoying
Annoying with the text
It doesn't even cancel it when you move away

-walking speed is extremely slow, would have expected (and wanted) quake pacing
-walking should be the hold-shift option, running the default
-as with the last demo, you can't tell when to stop shooting an enemy
-shooting sounds good, but the sound doesn't match the visuals in terms of impact
-bug: running against a wall at 30 degrees can cause you to eiher halt or pass through the wall
-falling out of the map does not kill you
-falling through the walls while running is can be achieved pretty consistently, ramps help
-no crosshair is an interesting choice
-the ambient sounds don't fit the area
-dark corners are too dark and bright areas - too bright
-the walls are way too glitchy, restarted at least 5 times now
-no idea why the secret areas unlock, still
-would have made the jumps if running was the default

Would play the shit out of a campaign in this.

(Edited 1 time)

-put your files in a folder, then zip (not rar) them for ease of use
-the ground texture is nice
-not a fan of the walls nor the flat colormode
-no restart
-using the mouse to find out what an unseen object is is painful when using the keyboard for moving
-mixing flat colors with letters is inconsistent - would prefer either all ascii or none
-map is not centered

It's a good start

Let me buy it!

That or if it's dead for sure, release source for potential improvements,

Replied to Avid in Resize comments

Consider this, a radical thought: maybe he didn't? The concept isn't new and wasn't when that game was released.

It works. Looks like all you need now is polish for the graphics to make people feel the punches with teeth, liquid streams flying out on each hit. The mechanics need some speeding up and variety too as I could just spam 1 and win without even looking at the screen. Hope you utilize the fact that the fighters are furries by having moves based on their features - horns, jaws, hoofs.

I play evertim. Everything's still great. Complaints on new (forgotten) things:

-The weapons are very dark now for some reason everywhere not in direct light - would up the ambient light much more
-Melee is alright
-With the increased number of weapons a fading indicator on which number is which weapon would be useful on switch
-Same for whatever the the alt fire of the shotgun does
-Grenade launcher is alright
-As with fall damage, would prefer not to have self inflicted grenade launcher damage, realism doesn't work for me here
-Rewarding roof-climbing is alright
-Z fighting line above the final room door
-Glass shattering is alright

Sequenced thoughts as in order:

Music is alright. Flash level customization is welcome at all times. Text is tiny. It says you can click a card to resort it - thought that means place the pathed card back on to the stack, but that doesn't work. The 50/50 mechanic is cool, real cool if explored well. Oh, once the cards are placed, you can move them to the other side. Encounter music is annoying and doesn't fit the turn based gameplay, at least at the very first encounter, when I'm still learning what to do. You can hack your own team - noice - no restrictions are top tier mechanics. Descriptions are good comedy, meme-free. Text doesn't split into lines. Assuming the party numbers and abilities are going to be introduced more slowly in the final (good luck) version. Had an encounter with ran, goblin and 2 chests - not sure what did the rain do or what happened to the chests. "Why? Fuck you" is too much.

It's very fun. I'll get inspired from this for the next game. Glad I redownloaded.

I like atmosphere-heavy games. This falls into that category:

-the first puzzle with the wall-clearing block does not require any thinking due to the screen being so small and having so few moving options, solved it just by moving towards open spaces
-the second one was more interesting, but did test my patience with the block positioning, the difficulty ramp is possibly too steep here (didn't read the controls until after finishing it though)
-I would allow movement in the minimap view
-sound effects work great
-kept pressing select for minimap - reinforces 5x5 being too small for level 3
-the blue square positioning became too much trial and error rather than logic based due to the uncertainty in what type of positioning is going to be useful leading to loads of rewinding
-tried 3 configs of the blues, but there's too many configs to brute force, gave up

Would sell/buy this for 1 £/$/€

It's solid. I never liked this type of games but this was alright:

-I don't see a reason not to continuously shoot - make the button stop shooting, if that's ever relevant, instead
-The dim background option seemed cool, but options are not available in game
-Would be nice to see the health of the boss
-The limited continue system doesn't make sense when you aren't paying for retries
-Would prefer to not die when touching things that aren't obviously dangerous, such as side walls and ships
-Reached the second boss only


It's a shame, I wanted to play it.

Put things in a folder, then zip it. Played it with an Xbox controller.

-Movement feels pretty bad, running momentum is destroyed as soon as you start turning
-Transitions to ziplines are jarring
-Jumps are hard to make
-Camera seems funky when using it in a stationary position, but didn't seem to be a problem while actually playing
-Shooting and trying to move non-forward is broken
-Walking into the sanic ramp might as well be a cutscene, one with shit transitions at that
-No ledge grabbing-like auto correction is frustrating, but that's mostly a shit jumping side effect
-Fuck jumping

Eventually got stuck in a sanic ramp cut scene with the camera becoming fixed and not being able to enter cut scenes again.

Even with all fancy graphics settings disabled I was getting something around 20 fps I'd estimate. I'm on a toaster.

No restart kills any motivation to retry this game where dying is part of learning.

As smooth as I'd like it. Nitpicks:

-R is for restart
-Escape is not for quitting, preferrably menu/pause
-V formation enemies ignore walls
-If holding to shoot works for one gun, it should work for all of them clicking second weapon 2 is annoying after using wep 1, even more so that you're forced into a cooldown after a some clicks
-pop sound effect is nice, didn't like the music
-weps 2 and 4 felt the exact same apart from the visuals
-wep 3 is fun to use

It's alright, but the quality of the game rests on the enemy and their sequence design, which is not in this version.

Moving into the spikes from the side and getting killed is frustrating.
Can't tell the difference between mines and mechanical buttons. But you know that.
I get where you're going with the story, I'm trying the same thing. It's not subtle enough for me though.
Remove the legs and you're 2 pixels away from a lawsuit.

Got 2 (3?) pieces, not sure if that means I completed it or if there is a proper end game sequence. Either way, it's pretty good.

Here's some feedback.

How it played:

-Tried my favorite strategy: spam snipers - didn't work
-Tried obvious boring strategy: spam basic units - did work, but only initially (sign of good design)
-Realized I can upgrade towers
-Had some genuine challenge for a few levels, few thing making through, good times
-Started focusing upgrades on a sniper, with 0.075 speed I could have probably sold everything and still won

Overall it's pretty solid, plenty to suggest level and balance wise, but that's still part of the design from the state the game is it seems. Too bad we got to play the worst level out of the three shown in images.

Nitpicking gallore:

-Bug: pres scale twice and you lose the scale option along with the ones below it - the screen cuts off for the whole game
-If you press windowed, it full screens the game, confusing
-The full screen is a cornered windowed version extended with black bars - could at least center it
-Expected the square cards to be selectable using number keys, takes too long with a mouse, then tried Q (maybe it's done Dota style) - nope
-Can't move the camera using the mouse via corners RTS style - fine it moves automatically, but then find that WASD moves it too, but there is no point in using that after quick initial map scan as it just recenters once you make a move
-Doors only cosmetic? Also draw over enemies but not you

The game is very smooth and I would like to explore the levels, but the controls are abysmal, not in terms of learning (like mine), but in terms of slowing you down on every action you take.

Crashes when pressing Start Game: http://pastebin.com/8dmZv7Fv

Since I like the shadows and there isn't much else, I'll nitpick:

-Screen shake is unnecessary and would get me annoyed very quickly on a longer version of the game. Also, the pistol gives the same amount of it as the other weapons, but not grenade launcher explosion, which I would expect the only one to shake my screen due to an explosion, which tends to be stronger than a bullet shot.
-The shadow implementation is imperfect - it's possible for a line of pixels to appear on the lit side of a wall
-H is in a very uncomfortable position, holding WASD and the mouse when you die
-Shadows hide other objects but not walls - be more consistent - both or neither
-Things shoot at you from outside of the screen. Worst one.

Make this game into a larger Amorphous+ and it's gold.

Patch the controls, add sound and it gon be good. Should have called it NOAUDIO.

Link to feedback.

At the point where it shows [1] on the wall the character started running to the left automatically, taking away control and kept going into the wall. Not sure if a cut scene didn't trigger or it was a bug. Didn't feel like restarting all the way from the beginning.