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A member registered Jun 09, 2017 · View creator page →

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Pretty nice game with an interesting idea for a mechanic! The sprites are nicely animated, and I especially like the goblin enemy. The biggest issue to me is that the weapons feel unbalanced; the fireball can easily be spammed across the screen and does high damage, while the sword does quite low damage and is very risky to use in comparison.

I just had a few things going on in my life and wanted to step away from social media for a while. I'm ready to be back now, though!

This was definitely an interesting experience! The game began to feel fairly repetitive, which is probably the point, but the different aesthetics as well as the new types of items and skills introduced throughout the game helped. My favorite part is the custom spritework - everything looks really nice, sharp, and appealing. I liked seeing all the graphics for the different enemies and the player character in particular.

Nice game and interesting concept!

I had a lot of fun playing this game! The physics-based mechanics are very unique and definitely offer some thought-provoking challenges. The spritework and the music are quite lovely, as well.

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I randomly ran across this game while surfing through the newest uploads and decided to give it a try. Here are my thoughts after playing through and finishing it, as someone who doesn't often play RPG Maker games:

  • The stat and skill progression felt extremely well-balanced to me. By fighting every monster I encountered, I always felt like I was just strong enough to handle the upcoming monsters. The new skills are introduced at times where they are useful (Piercing Lunge for high-defense scorpions, Shadow Walk when strong, charged physical attacks start becoming more common, etc.). I feel like this is something a lot of other RPG Maker games I've played tend to bungle or not execute as well, so it was really refreshing to play through a game that handles level progression nicely.
  • The visible enemy encounters on the field are so much better than the default random encounters. The fact that the enemies don't respawn allows the game to have a clear expectation of the player's level progression throughout.
  • The mapping is nicely done, with the floating island plains being my favorite maps in the game. The point in the forest where you walk off the east into a new room feels a little awkward because the whole aesthetic of the forest suddenly changes, but it still feels alright.
  • I mostly enjoyed the flow of the story; the fact that the game is short and simple fits well with only really having one mute party member for most of the game. This game works well as an introduction of sorts for future stories in this series, as well. One thing I do have to admit is that it feels a little awkward how none of the townspeople or guards seem to be interested in Gondroch being all suspicious just a short walk away from the town, but I don't really see how they could get involved and still have this game have its main focus be on Isacaiah and her journey, regardless.

Overall, I enjoyed my experience with this game, and I'm certainly interested to see what you do in the future with these characters. Well done on completing this game!

Nice work! The music is pretty swanky - I like it!

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This is pretty fun! I spent some time playing this and was surprised by the variety of different things there are to avoid. The music is also upbeat and goes well with the gameplay!

This seems like an interesting game, but I unfortunately wasn't able to play for long before I ran into this error. If it helps, I got this error immediately after purchasing the Roomba trap and starting the next wave:

action number 1
of Step Event0
for object o_ENEMY_PARENT: Variable o_KNIGHT.secs(100343, -2147483648) not set before reading it.
at gml_Object_o_ENEMY_PARENT_Step_0
gml_Object_o_ENEMY_PARENT_Step_0 (line -1)
gml_Object_o_KNIGHT_Step_0 (line -1)

Hello! I have two finished games and one in-progress game that I've done all the graphics for with MS Paint. Would it be acceptable if I wanted to submit one of these games to the jam? I see that using old assets is within the rules, but I'm not sure if that extends to entire games.

This is a very nice first game! The mechanics were nice and simple, and I especially enjoyed many of the later puzzles in the game. My only complaint is that the jumping feels overly precise and awkward, which made jumping between spikes in some levels feel annoying. Great work overall!

This game has the greatest soundtrack!

It's always good to wear protection.

You're welcome!

I was definitely wondering about that second boss in the game screenshots. I had figured that the boss at the end of the week would be random and didn't try playing the game again to find out. I might give it another go at some point and see if that hidden boss will show up for me. Regardless, I do personally feel that the bonuses granted to the player by the random items is really strong in relation to the nights that just feature regular enemies. Given how dangerous the main boss became towards the end of the fight, I could see the enemies being adjusted to be somewhat more dangerous as well.

This is going a little off-topic, but I did check out your team's profile page. I really like being able to read about the people who develop games like this one; it's great that the two of you are so passionate about what you do!

This was a pretty fun experience! The sprites are pleasing and nicely animated, and the accompanying music matches the game's aesthetic well. It was also fun to discover all of the strange and random items dropped by the bunnies. I feel like having to manually pick up the items is a bit of an odd choice, considering that souls can be picked up just by moving into them, but it's not a big deal to me.

I only have two real criticisms that I can offer for this game. The camera swings around too dynamically as I move my cursor to aim and shoot, and it's a little hard on the eyes. Additionally, I felt like the game was much too easy, and I only started to find some challenge when the boss began using a wide spread shot that I had to weave in between.

Generally, I tend not to go for this game genre, but it was a real treat to see your excellent artstyle juxtaposed with this interesting 3D Unity game world. I was surprised to find myself getting stuck for a little while in the middle of the "game" and having to think about what I could have left undone. As usual, the characters line right up with your classic whimsical style and were interesting to meet and interact with. I also had some laughs about the jack-o'-lantern that got in the way of most of my screen as I obsessively carried the stupid thing around, trying to see if I could find a place to make use of it.

I'm not entirely sure, but I had the ability to repair the bike before finishing the "game" and getting the ending screen, and that has me curious as to whether that was intentional or a sort of sequence break. I wasn't about to try and end the game early, but I wouldn't be surprised if you had some nasty game-over screen cooked up if I tried to leave before doing everything else that was left to be done.

Oh, and one more thing... Happy birthday! I hope today has been going well for you, and I wish you many more to come!


This was an incredible experience. It's definitely more amazing than you had me believe it would be!

Yes, moth time.

This was pretty fun for an unfinished game! The arrow indicators for stars and enemies were helpful to have. The game became really easy once I figured out what I was supposed to be doing, and some more variety in enemy types and chasing behavior would be welcome here.

This is a really nice and surprisingly challenging puzzle game! I especially like the cute overworld you've set up to be a glorified level select. I would enjoy seeing this expanded with more levels!

This isn't bad at all for a beginning game! The graphics are definitely the star of the show here, and I especially like the animations of the protagonist and the boss at the end. A few sound effects would have helped to make the experience more complete, but it's no big deal.

This was a nice little game! I really like the sprite and sound effects. It seems that the flag is already present on the fourth level without needing to pick up the fruit, though.

This is a cute game! There's a nice volume of ideas here for a game that had to be made in 48 hours, and the artstyle is charming despite its rushed look. The only issue I really have is that the platforming feels awkward due to the jagged nature of the planets.

Sure, the music is far from incredible, but it's still better than what I'm capable of doing...

I came back to this game and got through the rest of the story mode. I'm really impressed with the game's variety! The game definitely picked up towards the end for me, and I enjoyed the tougher puzzles and last two bosses especially. It's really nice to see all of the extras; it's clear that this game was a real passion project. I definitely want to start checking out your other games after playing this!

Cute and quite impressive for something made in 2005! I played through the first handful of levels and had fun. I can understand your gripes with the moving platforms as I had some trouble getting on and off of them successfully; this game would probably benefit from having grid-locked movement as opposed to free movement, which makes the controls feel a little tricky and twitchy.

Interesting! I would be interested in seeing this fleshed out more.

I finished playing through the first world of this demo. This is a nice little platformer that has some interesting ideas of its own! However, I find that issues with the controls drag the gameplay down a bit.

My main issue with this game is how the jump height varies based on the character's momentum. I don't think this is a bad idea on its own, but there are multiple places in the levels where I was expected to build up walking speed and jump around and back onto a solid platform directly above. These jumps are made frustrating by how the momentum is lost if I change my direction before jumping and how there is often very little room to build up some momentum on the platforms I need to jump from. The slopes also feel a little awkward to move around on and I found myself getting somewhat stuck on them.

The shield and key items seem like they could be made more convenient if they were automatically used. I haven't encountered a reason not to immediately equip the shield when getting one, and it would save a little time if the keys were automatically consumed when trying to enter a locked door.

I encountered one issue with the wall collisions on the cave portion of Level 1-2; I jumped left and over the wall as the moving platform brought me to this area and found myself trapped within the walls, unable to escape.


I really like this game! I'm impressed with the item and enemy variety, and the sprite animations are a real treat. I would enjoy a higher difficulty setting if you ever plan to update this game.

Moth to the Moon

The visuals of this game are lovely! The spooky sound effects also help construct a nice atmosphere.

I struggled greatly with the controls, specifically while trying to absorb the ghosts. It seemed to be impossible to absorb them unless I was both in a specific position and so close to them that I risk taking damage. I also encountered a glitch where ghosts could get stuck outside of the room's boundaries after firing them away.

I would really be interested in seeing this game with improved controls and more content!

I really like the visuals of this game, but I seem to be unable to play it. At least with my browser (Firefox), the game crashes during the initial story, right after the scene where Ber is picked up by the garbage truck.

Cute and fun, even if it's on the short and easy side. Nice work!

A true cinematic experience! The ending brought forth my emotions.

You're welcome. I can tell that this is a project you're very passionate about, and I'm glad to be able to test it!

I just finished playing your updated version!

I like how the combat feels more in this version; with the fact that energy takes longer to recover, there doesn't really feel like a cheap way to fight the enemies, and there's a reason to learn how to play each character. Since you do have to spend some time playing as each character, I think it's a good idea that both of them can fill the roles of the other. However, I feel like the effectiveness of these secondary roles should be adjusted. Sword's block appeared to be just as effective as Shield's block in reducing incoming damage, making him feel less valuable. In contrast, Shield's melee attacks felt extremely weak, having poor range and only doing a single point of damage, which isn't even enough to break the save stones in one hit. I feel like he could be boosted a little bit in this area. Shield's special parry move when swapping to Sword felt very good and played to the strengths of Sword's character, giving her an opportunity to land some free damage. I'm not sure what you could do with Sword's special move, but I would be really interested if it somehow played into Shield's abilities as well.

You might think that the game feels too easy, but I don't think that there's enough content to really judge the game on its difficulty as of yet. With the complexity of the game mechanics, it's important to provide an ample tutorial to allow the player to become accustomed to the controls. If you continue to add new content to this game, I think it would be reasonable to gradually raise the difficulty curve.

Nice work on getting a new version of your game out! I'll try to make time to test it out soon.

Dark Space

You're welcome! I'm interested in seeing where you end up taking this project in the future.