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A member registered Aug 04, 2018 · View creator page →

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Very cute! 10/10. Only real issue I noticed was when you hold your mouse button down the ghosts move away, even when you don't have any drawing juice. Can make it a bit easy to survive. Otherwise super fun, character is super endearing, and there's tons of potential with the system.


Yay! This is one of the projects I was super excited to play watching updates on the game jam server. It's goofy, it's satisfying, it's fun. The aesthetic is simple and cute and the fire is very easy on the eyes. I would greatly like a bigger version of this game, something maybe a little more open with just a slight challenge.

Still -awesome! Thank you.

This aesthetic? Yes. Please. 100% more. This project seems like a fun start and has the germ of a neat quick little idea.

Short and fun. The aesthetic goes a long way. I really appreciated the '0' & '1' hit response along with the little droids tearing apart. Threw me off when I couldn't do any damage to the limbs, not sure if intended or bug. I confused my computer when I tried to 'shoot' off the side of the screen to reload cause the game did strongly remind me of arcade light shooters and I was like 'this is how you reload.'

Good work!

This game is really fun. I love the idea behind limiting the firepower and it works well in the game. The biggest point of feedback I'd have is in the background -it's super busy and can be a little distracting. I think a plain black background and a handful of the parallaxing stars would work much better while also keeping the play area nice and clear. The slower moving ship is awesome though, I liked having to plan my location in the long-run rather than just zipping around the screen.

Great game!

This is a great little game. The difficulty escalates nicely. The anti-virus software spike though can break the game if the RNG is in the players favor though. I had some of the more difficult levels where most of my hacks came from just spiking blue computers on the larger networks.  Still an awesome little game with some great music.


I love the Gameboy style aesthetic so much. It tugs on all my nostalgia heart strings. I also greatly enjoy challenging and difficult games (Super Meat Boy, Electronic Super Joy, Dark Souls, etc.) This game has a lot of potential, and right now I think the steep learning curve is hurting it. I intend to play more but after nearly an hour I still haven't gotten past the first level. I think it is simply too busy and there's too much going on to adapt to. Not to mention the time between death and respawn gets painful. I think the bar for initial challenge needs to be lowered. I also spent a lot of time not clear on what killed me. Part of it was due to me not registering the spikes on the level or the falling projectiles. They too closely matched the color of the background and environment. I think it'd help to have them pop a bit more, make them black like the fish or something similiar so they stand out.

I hope this project continues to grow and can find that sweet spot that makes challenging fun. All the best of luck on your project!

Love the concept, 100%. The core game loop is hinted at but isn't quite there yet. The game play and the consequences of actions is currently light but headed in a great direction. A slight thing I can say is make the enemy (victim) AI a bit more conducive to game play. I had a counselor walk toward and from a trap for close to a dozen turns. As a designer I'd work in some hidden logic where victims are more likely to walk toward and into traps when they're a set amount of spaces away.

Given the intent of the game I'd also like to see game play actions make changes on the game. This is just my thought in example: like maybe if I keep hiding bodies in trash cans there's some sort of notice that it has become part of my legend and victims start destroying or trapping trash cans.

I am very excited to see more development. Best of luck on your project!