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A member registered May 31, 2015 · View creator page →

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I'm happy to say that I got rid of the tutorial popups :)

The audio thing might be a bug? I haven't experienced it or heard it from anyone, but I'll keep an eye out for it.

Thanks for the feedback!

heheh, welcome to the world of climbing games :)

Apparently! (although not without it's struggles)

It's not a shark head! It's a processed human torso

If you liked this, you should try out the demo for my new game, Lorn's Lure :)

I saw your same post on Steam - responded there

I hear you on these items and am already thinking about solutions - since I've heard them  before!

  • Slow pace of climbing
  • Mark already collected crystals and scans
  • Faster stamina recharge

But regarding letting go, I will keep it as is - you'll probably get used to it over the length of the game :P

And grappling is only in the last level (and maybe a crystal level too).

I couldn't really fit it into the story without making traversal too easy, but demand was high so I had to have it lol.

I will likely release some custom maps later as well as DLC with more grappling.

Also planning a free level editor (but not on release), so you'll get more grappling and late-game mechanics to play with :)

Thanks for taking the time to leave feedback!

I am itching to make another horror game actually.

I'll probably get back into it in the future :D

Ok thanks, I'll test this on my end.

There is indeed an FOV setting under Settings > Gameplay > FOV

It is a slider!

What is your resolution btw?

Ah ok - I am not up to speed with Mac Oses!

The build should work for either 32 or 64bit Mac OS, so that warning on Steam maybe is just in case?

Anyway thanks for testing

Oh really? I wan't aware of this at all, they approved all the builds...

I'll figure out how to test that when the OS is out. Thanks for the heads up

I don't see why not...

Is the Mac version not working for you now?

If that's from Metro 2033, then they used public domain music too haha

Thanks for playing, and leaving feedback!

And yeah I agree, some spawn spots need optimization

There should be   8 levels    in the final game, and a secret unlockable challenge level for each one as well. :)

LOL nice

Glad you enjoyed!

Just FYI, the version separate from the HPS1 demo is longer.

So if you download from this page, or from Steam, it's much lengthier :)

haha, was it the  hallway jumpscare? :D

I'm very sorry. You must have been terrified

Thanks! I figured fellow devs would find it interesting. Like a more intimate making-of

Yes :)

Awesome! Can't wait for the upload :)

Glad you loved it so much! Stay tuned for more!

Such a novel idea! Played through it in one sitting, it was fantastic.

Very cool! If you like speedrunning, you're in for a treat with my next release  based on this game :)

Thanks for playing! Enjoyed your video as usual.

This is a completely different mechanic from Hatch - I  used Due to test it, and This game to test it further. There is also a new climbing mechanic I made that allows you do go around corners  FYI. It's also  more forgiving if you miss-press the jump button. You can test it out in the Beta Sandbox if you're curious :)

And for anybody else seeing this, Vo0do0leW is a wonderful Youtuber - you should definitely check out his channel!

Thanks for the high praise!

And thanks for introducing me to two interesting games :)

Glad you reached the top!

I responded to the feedback Discord :)

Hmmm. what do you mean by manual control of climbing axes?

Also have you tried the mechanic-testing sandbox? I've made MANY improvements to the climbing mechanic there that haven't been incorporated into the jam game.

In the sandbox you can climb around corners, the ledge climbing and wall clinging are much more predictable, as well as a larger variety in jumping puzzles to test the mechanic in.

It does, but if you go back down it will also re-enable. But if you're on the right side of the tower you can make it all the way down!

Technically, you cooooould jump off right before you reach the top :D

I'm sorry, I don't know how to implement the re-mapping

Glad you enjoyed it!

I get that feedback a lot about the final area. I did want the player to be punished a little ...

But I went overboard. My future games will definitely not have large mazes.

Thanks for the feedback :)

Haha, yes I commissioned that from Trevor.

It's absolutely terrifying!

Also that background picture is from my apartment building's stariwell :D

Awesome! Feel free to upload here :)

Thanks for the feedback!

Do you have a twitter account? I can send you a personal discord link if you DM me. I have no idea why these public ones don't work!

re: the climbing. It would be good to discuss on discord in detail.

One note is that when you're on a wall and jump off, the jump force is applied in the direction you're looking at. So the angle you're looking at matters.

As for the cornering (switching faces?) That is something I need to work on. Highlighting specific examples or areas in the sandbox will help! :)

Let me know if you want to join the Discord :)

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I work like a machine since there isn't much else to do during this pandemic. I feel like I've watched everything on Netflix... :(

Odd that the Discord link doesn't work... Can you DM me on twitter? I can send you a personal link.

1) interesting. I'll have to try and replicate this

2) Yeah this one is the worst, I have a plan on how to fix it, just gotta try it. It does happen at the edge of wall faces. I think on all 4 edges.

3) I'd need more specific instructions on how to replicate - or a video perhaps. Let's try and get you set up on Discord!

And on how the game will eventually be, I plan on making it slower and more methodical, with optional portions that are very difficult to get to, or even secrets that are little sandbox levels like this one. This current layout is so that I can test as many gameplay elements as possible in a densely packed area. So no NPCs, story, or pacing at all.

Right now, my vision is something like Darksouls mood and pace, with a Mario 64 gameplay loop (not necessarily the jumpiness). But let's see how it pans out...