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A member registered Aug 30, 2018 · View creator page →

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Hey just to inform, I get this error whenever I try to launch the game: 

Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819] 
Rendering thread exception:
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1107] 
GameThread timed out waiting for RenderThread after 36.05 secs
0x00000000FCE1BE0D KERNELBASE.dll!UnknownFunction []
0x00000000405C7B30 PlatformerKit2D.exe!UnknownFunction []
0x0000000040161E5B PlatformerKit2D.exe!UnknownFunction []
0x000000003FEC4D58 PlatformerKit2D.exe!UnknownFunction []
0x00000000431C03F2 PlatformerKit2D.exe!UnknownFunction []
0x00000000431D42EF PlatformerKit2D.exe!UnknownFunction []
0x0000000041FC0C40 PlatformerKit2D.exe!UnknownFunction []
0x0000000041FF9F58 PlatformerKit2D.exe!UnknownFunction []
0x000000004200338C PlatformerKit2D.exe!UnknownFunction []
0x0000000041FEDA21 PlatformerKit2D.exe!UnknownFunction []
0x0000000041FFED2B PlatformerKit2D.exe!UnknownFunction []
0x00000000425443ED PlatformerKit2D.exe!UnknownFunction []
0x0000000042011658 PlatformerKit2D.exe!UnknownFunction []
0x0000000041FF7697 PlatformerKit2D.exe!UnknownFunction []
0x000000003FF4F554 PlatformerKit2D.exe!UnknownFunction []
0x000000003FF4FAE0 PlatformerKit2D.exe!UnknownFunction []
0x0000000041D7EDA7 PlatformerKit2D.exe!UnknownFunction []
0x0000000041D7EFE7 PlatformerKit2D.exe!UnknownFunction []
0x000000003FF8EC4C PlatformerKit2D.exe!UnknownFunction []
0x000000003FF82783 PlatformerKit2D.exe!UnknownFunction []
0x0000000076E6571D kernel32.dll!UnknownFunction []
0x0000000076FC385D ntdll.dll!UnknownFunction []
0x0000000076FC385D ntdll.dll!UnknownFunction []

Not too sure if its on my end though but I thought I'd share this. I really hope I can play your game at some point!
Also sorry if this looks like spam I have no idea how to use a spoiler format

chill game!

Oww I'd love to see a commented video, sorry there wasn't the option yet! I'll definitely add it next :) 

You're so right, there definitely would have been better ways to end it, I shall update that with one of your propositions, it's just that we were only left with a few minutes to put an ending and well didn't think hard enough! 

We tried giving some kind of message at the end like that dude always wanna go forward without looking back but in the end you'll just get stuck if you don't take the time to look back a bit, but yeah the problem is then it confuses some players. The final game will have a proper end though! 

Sadly it does in this version, but we'll be working on a deluxe version with a lot more content later on! 

Hey thanks a lot for the video Ridonculous, means a lot :)

I'm glad you were able to enjoy the game by the way, and tbh I might extend this to a bigger game!

Thaanks! OST is by csx42 :)

Thanks a lot! Art is by Thomartin and music by Csx42, and fun fact: the little stabby animation actually used to be a slow stab but on accident I made the animation super fast and somehow we liked the look of it so we kept it!

Collisions have been improved in the latest build! And for the grave at first I thought I liked how you had to restart so it would introduce the restart option to players even if they never got to restart before, but actually you're totally right! We now wanna add something like hearts that you lose each restart, so now it would be important to really think ahead instead of rushing into it like a madman and constantly restarting!

On health, well, we're adding health, but I don't think I'll make it so you don't restart the rooms though, it would ruin quite a few puzzles if you could just go through the blobs and also if they hit you then they would give you knockback I guess? But I feel like that would ruin the entire feel of the game that you DONT go back (even tho you could argue restart already does it ha), so yeah, I'm not too sure how to do that. But I'll def be adding health pick-ups like you say for the system I just explained earlier! That would be cool! I'll also add some money system so maybe at some room you'll have to think, do I get the money or the heart, knowing if you lose all your hearts you'll lose all your money (you wouldn't go back to a checkpoint, I really wanna make it so you never go back!), and once you reach a merchant you would have to think hard if you skip him or buy certain items, since you would never be able to go back to him ever again!

But yeah, thanks a lot!

Fun fact: we actually looked up my other altergames to find ideas at first

Thanks a lot! And yeah we reached the end of the time sooner than expected so we had to end it like that kinda... But well I tried to add a little story to explain why and how!

I'm glad you were able to notice all those details :)

If we ever continue this game I hope you'll be able to play it and that you'll be satisfied with all the other details we'll put in!

Thaaanks!! I'll definitely add some visual indication for the sword cooldown :)

I really love level design so usually I'll always have lots of levels using the same mechanics and then I'll be able to choose a few to make the mechanics evolve like you say!

I definitely wanna add more levels!

And yeah those 41 seconds were pretty stressful ngl, especially since the site went down at the moment so I had to wait for 5 min before knowing if I did it in time or not ha

Life metaphors are always cool to put in games :) 



Thanks, I'm glad it was easy for you to understand! 

Thanks! I'll check your game once I have time :) 

Thanks a lot! Difficulty balance might indeed be not too good in this build I kinda did the level design quickly without going back to it afterward too much! I'll definitely polish that up after the jam and add a bunch of new levels :) 

That blob can be quite tricky when you don't get it but there's alternative solutions, I'll put some other rooms before so it doesn't feel like unfair difficulty! 

Adding health, at first I thought it would be nice to make the game more friendly, however I realised it would break the feel of the game in most cases. Like if you get hit aren't you supposed to get knock back? But then wouldn't that make you go back even tho that's the whole point of the game, not going back? Also when your on the same horizontal line of an ennemie, you know you can't kill him anymore, which makes it really important to always stay behind an ennemie if you want to get him out, but by adding more health that wouldn't be a problem anymore, not to mention you could just breeze through most rooms that were puzzle based at first :/

So yeah I wouldn't know how to fix that, I think no health is fine since the rooms are fairly short but yeah I wouldn't want my game to be frustrating. 

Hey nice game here! I like how it becomes Momentum: The Game due to removed mechanic. Since the only control you have (jumping) is so simple, level design would have to be interesting, and I think you did great! The platforms add a lot of depth to it and like I said, it's all about momentum! The only level I didn't like much and skipped at first was level 7, felt really random to get to the third platform because sometimes if you jumped a certain way it would be litterally impossible to jump to it and you'd have to redo the first two platforms. But after beating all the other levels I came back to it and got it right away, felt much easier now that I knew what I was doing, I still feel like this level could be reworked a bit maybe. But yeah, other than that, I liked it, tough but fair :)

Okay so first of all I really love the art! Took me a while to understand the control at first, but after a while it became smooth, I still wish it would have been easier to control like not having to press enter for example but overall its pretty fun! Nice entry!

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So I like how you turned snake into more of a puzzle game instead of a scoring game, gives it a nice twist, and on top of that, level design wise, it's well executed. The art is simple yet good, and that's pretty awesome for a 48 hour jam. Now my only problem has to do with the core gameplay, controlling the snake didnt feel responsive to me, I didn't feel in control, this probably has to do with how smooth the animation is combined with the fact that everything is actually based on a grid, so when you move, there will be a delay related to where you are on that grid. I really don't know how this could be improved because of that... But yeah, other than that it's a solid concept :)

Edit: Oh yeah, really liked the crates too! It's where it became a puzzle game for me and I was like ooooh!!

Having the same problem, found any solution?

Sadly I'm not the one who made the art but I'll give it a look, and I'll share it to my art creator as well!

Thank you so much!

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Loved it! Hoped it'd never end tbh

Awesome concept, looooved it! I really hope you extend this post jam :)

Hey so, current version has a few minor glitches and I went back to fix those for a better experience, however I cant update the link itch provides until the jam end, so I'll put it there:

installer exe

instant exe

Here's the list of the fixes so you now the state of the game post fix even if you play this version:

Lists of fixes: Fixed Collision issues - fixed minor visual glitch (missing texture in one level) - fixed audio issue (last level song being way too loud compared to the rest) - and that's it!

Hell yeah that was the most stressful submission I ever did

That's still cool!! I remember I made a game about a ball that moves like that and it took me way more than 48 hours, I'm lucky to have been helped by some friends for the art and music, without them (thomartin and devon) it wouldn't have been possible! Regardless, thank you so much for your comment, means a lot <3

Thanks a lot! And yeah at first I didn't think it would turn into such a puzzle game but well, I just went with the flow while level designing and realized this was totally what I should go for! The last level is pretty tough to figure out indeed, although there's actually two solutions to it, one that requires precise timing (avoiding the two blobs by going from down to the top of the corridor while passing them, the timing here is really close), or a safer one but that requires some thinking (luring the top blob into the vertical corridor to be able to kill it and then peacefully taking the key without triggering the other blob). Art by Thom and Soundtrack by Csx42 :)

Thanks! Sound by Devon/csx42 and Art by Thomartin!

Well I wasn't alone actually! Thomartin, a friend of mine, made the art, and Devon made the SFX! But yes, we did it in 48 hours :D

(40s before it was over aaaaa it was stressfull)

Thanks! I really love making levels :)

Music by csx42 if you're interested!

Music is by csx42 if you're interested! I see what you mean by challenges, kind of like the comet in mario galaxy, and while I think it would be a cool addition, it would kinda break the feel of always going forward, if this were to become a full game, you would never be able to backtrack, because, well, you can't go back! However I could add a hard mode for after you complete the game normally which makes you replay everything with new challenges, actually this may be what you meant, but yeah, I'll see if we continue this, that could be fun!

I feel like The Grave Warning fits more there personally because I kind of wanted to personify the grave, but well, that sounds weird in the end thats true^^

Thaaanks! I'm glad you noticed the level names, Since I'm not comfortable with having a full blown story, I try to add subtle back story through titles!

Nice little game! Fun dialogues and cool art :)

Cute art! I like the fact that levels random, although it makes it a bit hard for me, but yeah, real nice game you got there!

reading this, I feel like everything makes a lot more sense, I noticed the choice in certain levels and thought that was neat but wasn't sure if intended, well now I see it was and that's actually pretty awesome! Hopefully I'll get through the boss

Visually impressive, gameplay wise, I actually like the controls, however it's the level design I feel like could be improved, a few levels felt random to me (but when I did them I was at 20fps so prob would feel a lot better now that I fixed and can run it at 60fps), I'm not sure how much health has the boss though. But yeah, amazing art!

Cool twist!