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A member registered Oct 29, 2013 · View creator page →

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thanks for playing!!!

What the title says. Is there anything that can be done to sneak my game in there? it’s here:

incredible! hope u like the game :) 

okay it worked.  i hate that this is how it has to be done nowadays, but this link:

should have a link to a flash projector.  i made the swf downloadable, if u download the projector it shld play it just fine.  sorry!

oh no :( i will try to figure out if i can put up the swf as a download.  thats kinda the best i can do until i have the time to remake these games :(

yes! username is slimefriend#0076

Hello! Is this a paid opportunity? I have plenty of experience with Unity and have been working with it for many years, working primarily with pixel art.  I would be very down to come on as a programmer on the project if that position is still open

no concrete plans, but this is one of my most popular games so there’s a good chance i come back to it some day. 

thats weird, its possible that the two pico 8 buttons are different on your keyboard? i assume its not a US keyboard

Ah, sorry about that. This game was made about 5-6 years ago and tested on Macs at the time.  I personally no longer own a Mac, and it’s an old game, so unfortunately I don’t think I can restore that support.  I will indicate on the game page that it no longer can support Macs. 

Hey! I’m glad you liked it despite it’s big flaws. Yeah, I made this before I really knew how to do proper procedural generation, so the levels aren’t really generated properly unfortunately.

Hello everyone! 

I just released my new game Bean & Pesto!

It's a shoot em up about two friends breaking out of space prison together! Fight various mechanical sea life on your path to freedom, utilizing Bean's blue sniper and Pesto's green machine gun.  Swap between them to parry bullets and destroy color-coded shields, and build up your combo!

If you like cute pixel art, fast-paced arcade action, or strong friendships, considering checking out Bean & Pesto here:

Thanks for reading!



I'm using Unity 2018.3.6f1.

I wasn't using the most up to date Super Text Mesh, but I just updated it and got the same result.

Whoa I found something even weirder.  I built and ran the game on a whim and it worked as-expected there.  Seems like running it in the editor breaks it somehow?


So I tried moving that aforementioned code into an oncomplete event listener, and I get the same result.  It's really strange.

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Hey Kai!

I'm trying to use textMesh.reading to queue up a bunch of messages and play them one after the other.

But with this code, it looks like both messages are being read really fast (or just appearing immediately) and then disappearing. 

Would you know why that's happening?

EDIT: I should mention, this code is running in an Update function.  At some point I'm going to add some buffer between reading out the messages, but for now I want to get the basic stuff working.

if (!textMesh.reading) {
      if (messages.Count > 0) {
        var message = messages[0];
        textMesh.text = message.msg;
        pestoImage.sprite = pestoSpriteDict[message.emote];

the same thing happens if i have a gold cat and try to transmute gold into glass. is that what you mean?

i think that feature might be broken? this is the state after i type "transmute cat into glass" 

i thought you could only transmute the vessel that you currently are? if not that idea might not be the best....

would just transmute (without any arguments) work? sorry i'm still not super familiar with the systems of paradise so if that doesnt make any sense i apologize :P

thanks for showing me this!

sounds good! i think i've attempted to use that command before, so it should be intuitive :P

i feel like, for newcomers / in case i make a typo or are trying to explore the system more, it might be useful to be able to delete vessels?  especially since i can’t seem to find a way to reset the game back to its original state. 

vessels can (more or less) be removed by taking them and not dropping them.  canonically its a bit strange, unfortunately.

my idea was just to treat books as more of a general group, not individual books -- but this sounds cool too :P

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hi! this seems so, so unbelievably cool.  

is there a way to make an object plural? or do i just have to make multiple? i want to make some books to fill the library, but it treats the object as singular (You see a books). 

holy cow, i was not expecting the level of fun and polish this game has! you should be charging money for this dude!


yeah I could never get the swimming controls the way I wanted for that demo. there's no extra suit upgrade for that, it's just bad design :P.

And the digging--I've decided I'm going to remove digging. It's a good way to hide secrets, but having to put rocks down everywhere just sort of spoils the look of the game. beyond that, digging kind of messes with the core concept: you're here to observe, not to destroy. digging destroys.

I made the game in openfl, using haxepunk as my framework. mostly because I started with flash and flashpunk--I don't know if I'd heartily recommend haxepunk. haxeflixel is probably better.

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hey! thanks so much! I do plan to have flavour text for life forms, and you actually do get more for scanning new species in the demo--it's just not communicated particularly well there :P

there's definitely going to be a bunch of places! im planning about 4-5 areas. this is just a small sampling to introduce people to the game :)

a lot of the stuff suggested already exists? you can follow developers, there is a feed (top bar, on the left) where you get updates from the projects of the developers you follow. there's no way to follow projects right now which i agree would be cool, but everything else already kind of exists on the site


will this be a paid position?