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

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This game does have an ending and a victory screen! What you think is the final boss isn't actually the final boss, and another route opens after defeating the second boss. Did you notice any "skull" gates in a different room, similar to the ones in the room of the first boss?

I'm sorry about the exclusion of any permanent saving features; this is just a quick, game jam-type game that I put together in a short period and didn't consider adding anything of the sort. It sounds like you got pretty close to the end, though.

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This game is pretty fun, and I enjoyed playing it!

Despite how you might feel about them, I honestly like the custom art assets you made quite a lot. The scratchy, black-and-white look to the characters complements the aesthetics of the battlefield quite well, and the game is overall pleasant to look at. There's something about the simplicity to the characters that gives me a comforting vibe; I'm sure the warm colors lend to that as well.

The controls feel tight and responsive. The difficulty mainly seems to stem from how the two types of enemies move at nearly the same speed, so you sometimes run into situations where it's difficult to kill either one without taking damage. I was going to comment that the dash felt unnecessary as it's generally preferable to just kill the enemies instead of avoiding them, but I realized after playing for a little while that it could be used to pass in between two vertically aligned enemies, so it definitely has a useful application as a means of escape.

The only criticism I really have is that the powered-up state (that is what the meter is for, right?) doesn't feel particularly impactful. My character seemed to be moving around a little faster and attacking with a bigger hitbox than normal, but it wasn't particularly obvious that I was under the effect of the buffs. Something more visual would probably help to communicate that my character is stronger now, but I can see how that would be hard to work in with the simplistic art style.

Thank you for playing! I hope you enjoyed the game. I just put out an early update to address some issues, which should hopefully eliminate the issue of having to repeat the platforming challenges to reach the green and blue switches after deaths and make the bosses more manageable to deal with.

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There are two versions of the game up for download.

There is a chance that the first version will run at an unchecked framerate (speeding up the gameplay and making it pretty unplayable).

The second version (VSync enabled) should function normally for everyone, so if you find issues with the first version or simply don't know if it's working properly, take the second download.


That's a nice trailer! The opening animation is cool as well~

Nice concept! I played this through twice and just walked straight to the boss on my second time, which made for an amusingly fast ending.

Jack community · Created a new topic My Impressions
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This was an interesting experience. I didn't really have any expectations going into this game, but I was still surprised by what I found. It was nice to see the original artwork and sprite assets, and the custom music fit the tone of the game pretty well, too.

It would have been interesting if the story at the beginning of the game was expanded on more. Why is Jack religious? What was the "really bad" secret he discovered about his goddess? Why did the goddess presumably put Jack in a series of mazes and ask him questions about animals? What actually happened in the game felt disconnected from what I was told at the start, and I wasn't sure what to make of it.

The extra material after the end of the game was a nice touch. I don't often see features like that in games, and it helps to show that you were passionate about developing this game.

A man is lost without the sauce, but a man can also be lost in the sauce.

Take your time, I've had that exact experience multiple times with my own game development too.

To be or not to be; that is the question.

Thank you!

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Congratulations on finishing your first game! I really enjoyed all the artwork you did for your story; it's very cute and pleasing to look at.

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Nice work! I'm looking forward to seeing how the game feels now when I get a chance to play it.

Very nice! The difficulty feels just right.

You're alright! A single game development project can require an immense investment of time and effort, so it's quite normal for creators here to go silent for very long periods of time. Many people I know tend to make small posts every now and then on places like Twitter and Discord as opposed to writing out comprehensive devlogs here. Enjoy the rest of your summer!

I really like the idea of enemies dynamically changing appearance with their health! It definitely improves on both the general aesthetics of the game and the communication of an enemy's relative strength to the player.

I did feel a little lost at the start of the game, myself, and I do think that a little more guidance about where to go would be an objective improvement. At first, I didn't realize that I could walk off to the left side of the city. It's not terribly vague, but more explanation about your objective would always help.

Regarding the criticism about the game being too hard, I think I can imagine why someone would think that. Toil begins the game in a somewhat weak state, and the enemies do a considerable amount of damage to him on the first excursion into the dungeon. However, the dungeon treasures are very powerful and relatively easy to reach if you run from every battle, and in turn, that makes grinding on the enemies at the top floors quite effortless. I think some way to balance out the game's difficulty on both ends would work well; making Toil stronger in the initial state of the game but reducing the power spikes he can get outside of levels in exchange might be a good idea.

I'm not sure if RPG Maker MZ will allow you to easily do this, but I think that dynamically reducing the experience easier enemies give until they finally no longer award any would greatly improve the balance throughout the dungeon. Aside from that, I think that the harder enemies should drop their own exclusive resource that's involved in the creation of the demon equipment. As it stands now, there's no real reason to want to fight harder enemies, so giving the player a motive to do so would make them a lot more notable and useful.

I'm impressed with the effort you're putting into the development of this game and I'm very excited to see more!

This game's description caught my interest, so I decided to give it a try. My expectations were definitely subverted! By the description, I thought that this was going to be something more like a detective story with less of a focus on combat, but I ended up being okay with a combat-heavy dungeon crawler instead.

I really like the custom spritework you've done; in particular, all the sprites for the major characters and enemies are very nice. I also appreciate the effort that went into constructing all the maps in order to make the city feel more like a living place rather than a linear path back to the dungeon.

There are several issues I have with the balance of the game itself, though. My main issue is that the ability to save anywhere really reduces the risk of exploring the dungeon, as it's not too difficult to just save once or twice per floor and make a run to the bottom on the first day. The treasures in some of the deeper floors are quite strong, too, which encourages such a playstyle. There's also little reason to want to fight the enemies on the deeper floors, as you can always go back to the top in the same day and use the powerful equipment to grind on the weakest enemies. I got up to Level 5 while farming for the demon dust I needed to craft one piece of gear, and at that point, I ended up being very overpowered and defeated the boss in four turns. Almost all of the shops in the city ended up being unnecessary. If you end up revisiting this game after the jam is over, I would love to see the balance of this game tightened up.

Overall, this was still an enjoyable experience! Congratulations on finishing this game and submitting it to the jam!

I think I just finished playing through this demo (I reached the quest to travel to Middle Guard City but found myself blocked by an invisible wall). I'm quite interested in what you've created so far and am looking forward to future updates, if you're planning on continuing to develop this!

My favorite aspect of the game so far is the visuals. All of the sprites are charming and well-animated, especially all the different animations for the main character, Elise. The combat is also fluid and interesting, but all of the enemies seem to fight in the same way so far, so it would be interesting to see greater variety in enemy behaviors. The minimap in the top-right corner is also quite helpful.

I feel like certain objectives could be made more clear. I didn't realize that the big beehives in the stingfly nest area could be attacked at first or that they were linked to the walls blocking the paths, so I found myself wandering aimlessly and trying to find a trigger to cause the direct bridge to be unblocked. I also feel like Elise's movement speed is a little bit slow in comparison to how vast the world is, and I still found myself wishing I could be a little faster even while rolling constantly.

Interesting concept and theme for a RPG battle system! The battles were my favorite part of this demo. I want to say that the areas, especially the city, feel overly large with little reason to fully explore them, but that is probably something you would flesh out if you continue to add to this project.

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.

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.