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A member registered Apr 10, 2016 · View creator page →

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Doesn't help there's a bug I don't know how to fix where the game just crashes, even though it shouldn't be finding that object ever.
But thanks for playing. :)

Yep. I had no time to code any instructions, and thought wandering was a better concept than explaining with a description. ^^; So apologies for making it so confusing.

Part of the design I had for this game was to create that kind of confusion, so unless you got stuck in the first five-to-ten-ish levels where there wasn't a hidden timer forcing the game to progress, I'm glad it somewhat invoked that emotion. ^^;

Glad you had fun enjoying the game! Especially that you got a few uses out of the physics engine, too, as I'm unsure how many people would run across. ^^; Still, good advice: I don't plan to do much afterwards, but I may tie an increase in resolution to the binoculars after the jam is over. 

Glad to see you were able to make a sequel this jam! :D

I'm still just as bad as I was last time, but having 5 hits instead of 3 really helped me out. Made it to the first boss, at least!

Wow, that was some intense platforming! The little puzzle runner, too, really mixed things up. Freezing enemies, moving them to different positions... gosh, great job with this one! And... the ending? Uh. I didn't expect it to be non-bones. Kind of cool.

Nice submission! I enjoyed the tutorial and got to about 3000 in the endless mode. Cool idea that the colours would change with an increased high score! Aside from it being highly polished, I do have a few critiques to mention:

- The "big block appears right under a little block" does create a weird object that acts like a destructible block, but you can also pass through it? It may be a part of the "blocks spawning under tanks" you mentioned earlier, so it may just resolve itself in the end. ^^;

- The higher speed you attain, the harder it is to move your tank into 1x1 spaces. I'm not sure if that's intentional or not, but that's up to your design.

- I noticed the view's resolution is interpolating, although the view area conforms to the 64x64 requirement. I believe while installing the game mentioned that it was made in GM:S2. Is there a similar work-around akin to "surface_resize(application_surface, 64, 64);" from GM:S1, or does your game use more complex surfaces than a simple line of code could fix?

Other than those random opinions of mine, great job! 

That's a valid critique: I did spend a lot more time building the art assets and physics than incorporating good design into the game. I'll make sure to take that advice into the game I made the assets for, so thank you for your input!

And enjoy the rest of the voting period for the #LOWREZJAM!

Really awesome and addictive gameplay! Everything was spot-on in regards to polish, too. Just, make sure to fix the Browser/Web version so that the round timer starts. Otherwise, amazing!

Hey, that's a cool idea! Might be a good idea to use it someday, but for now, I enjoy the comparison. Thank you. :)

Thanks to all of you for trying it out! Glad to know my graphical style is going in the right direction. :)

Fun little game, although it does repeat itself very quickly. I think I struggled a bit more with the sliding physics when I wanted to go through a narrow passage, but otherwise good job.

Nice Tetris game for the jam. You did a good job with the progression system, although I never learned how to apply them. ^^; 

Took me a try to figure out what I was doing, but it was pretty intense once I had! Those work emails, though. ^^;

Wow! Short, sweet, and to the point: amazing job with your entry!

Wow, that was an intense adventure game! And the visuals were amazing, too!

Fun little game! I'd like to add, though, that because I was button mashing, I skipped the ending scene when I lost. Otherwise, nice animations!

Pretty challenging arcade game, but I did enjoy it.

Oh dear, poor Mr. Bernt. There was no path to his house, so I tried to pick him up, and... uh...

I must say it was fun! Wish there were more levels, though.

Uh. Was it the feather? Because I didn't double-check to make sure the feather glitch wasn't removed.  In any case, thanks for trying it out! 

Quite a challenging twist on the gameplay.
Was pretty fun!

Thanks for the feedback! ^^; Although it does sound painful driving that little bunny to its death, your experience gives me an idea for a cutscene I could add at some point. 

Yeah: if you can make a game in Java from scratch (including, I'm assuming, drawing functions), I have no doubt you'd know how to write Android & iOS apps. ^^; Which also means your skills are valued, so no pressure; get what you need done first!

That was pretty fun! Just wish there were sound effects & more varieties of blocks.

And a timer after I lose so I don't mash the space bar trying very hard not to die and accidentally skip anything afterwards. ^^;

Amazing graphics-wise! And the controls are good, as everyone says. ^^; I'm just really terrible at fighting games. o.o;; The enemies would instantly punch me when they appeared, and a few times I'd roll into my death. So, Idunno. ^^; Still a good game.

Thanks! The keys & doors were about the only puzzle I could add (as I kind of mismanaged my time), and since giving NPCs images for dialogue rather than text, having them be save points kind of simplifies both. ^^;

I kinda think it's "Flee-pul?" ^^; I have a knack of coming up with nonsensical titles. 

I do like that too. ^^; If I add moving platforms or moving enemies later, I'd also like to give another route that doesn't involve such intense platforming. Not only to give options, but also to leave the focus a little more on puzzle solving. ^^;

The flying animation is a little choppy; might help to have positions to slowly ramp to depending on what keys are held.

And since figuring out how to aim is tricky, maybe a reticule could help? Not a GUI one, but, like, just a flying object at an in-between point for accuracy.

The gameplay felt like blowing up giant gas cans, though! ^-^ That was fun!

Like the concept. Graphics aren't bad, and you did a good job on both the score and the 64x64 resolution.

Just, uh, next time? Make sure to put in controls for those of us who don't have numpads. You could use three throw-away keys like j,k,l, to throw the numpad events when pressed and released; however, without those extra buttons, I cannot get past the landing pad. Sorry!

Great light mechanic for puzzle solving! Given the low resolution, you did an amazing job rendering the 3D space for both readability and atmospherics. Um. However you pronounce that. ^^; Also enjoyed the inclusion of the jump button!

I think once your have more time to add everything you planned down the road, it should come together quite well. ^^;

The simplicity of this game goes hand-in-hand with its elegant artistic style!

Only two complaints: one was with a bit of the level design. I could not figure out how to access one of the fireflies no matter how hard I tried; however, you did give more than 100 fireflies in the whole game, so it's a minor issue.

The other complaint I have is how the menus work. There's no clear indication on how to progress them; there's also no down time for the player's inputs, so I accidentally skipped the ending the first time.

But your game was good enough to play multiple times, so amazing job!

Thanks! ^^; Maybe some idle animations and an extra NPC that tells you to hold down the mouse might help. o.o Never did figure out how to make "keys open doors" with pictures, either. ^^; So, yeah, a better tutorial: thanks for the advice!

Thank you for the comment!

I'm glad the jump was fun as well, because I've never coded anything close to slingshot physics before. ^^; And since it's the game's basic mechanic, anything that comes after that would be ruined by a bad jump mechanic. I could refine it a little more, though. ^^;

Thank you! I was able to brainstorm & Google some ideas given your critiques, so they'll be helpful when I work more on this project.

The third level was where the game really shined; when you added in the falling mechanic, I was excited to see what you could have done with it!

^^; And then the game ended.

Aside from that, it's a solid outing save for the menu screens. They seem to be a little wider than 64x64, so maybe try implementing a page-turning mechanic next time, so you can keep to the resolution while still having the full tutorial in there.

Still working on making it at least basically functional, but for now, thought it would be a good idea to share this picture I took. ^^; 

o.o;; 512x512 is kind of big for a screenshot, isn't it?

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*looks at title*
Maybe that's a good title for it. ^^;

Anywho, I'm currently trying to make a somewhat minimalistic platforming. ^^; There's a few basic things you'd be able to do in the game, like collect keys to open doors, jump into enemies, and stand awkwardly close to NPCs to talk to them. So far, I only have a preloading screen and a the jumping implemented so far, but I'm always open to critique. ^^;

Controls were a bit sticky, but it felt exploratory. ^^; Sorry I didn't play for too long, but I liked what I saw so far! Swap mechanic was interesting, too. :3

I didn't actually expect an ending! I must've skipped the plot somewhere, but man does that ending make me sad. ^^;

Better make pixel perfect accuracy on some demon fights with flapppy bird cooldowns!!

Better make some routes just end in your death instantly!

Better make items spawn at the start you can't go back to!

Better make some demons have such small hitboxes in comparison to their hp that you just stare, wondering if the slight hiboxes ever go against your favor!

Better have items that do nothing!

^^; I mean, probably that i'm grumbling about it so much must mean I like it. :x But man, running into 3 dead ends at once. Not my day. (I'm also tired and grumbly so I may be making some things up. ^^;;; )