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A member registered Jun 07, 2020 · View creator page →

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So relatable. :)

Nice work!

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On Linux I got a segfault when trying to interact. I even tried running the Windows version through Wine but I got a segfault there as well. Just FYI (not rating since I didn’t really get to experience the game).

Really cool movement and a great exploration of it with the obstacles. Nice job!

This was really neat. Very challenging but so simple and engaging at the same time.

Nice job!

Short and sweet. Flying instead of jumping was an interesting twist on this kind of game.

The art was nice and the story was interesting. Nice job!

This was cool. The moon facts were great.

I had some trouble with the controls, partially because it was a little hard to tell what I was doing wrong (e.g. if I was in an invalid place) or if something just didn’t trigger. Often trying multiple times would get it to work. I think the main case that bugged me was if I was on a platform that lowered as I slept, it would result in dropping a bit, waking up, and having to sleep again, repeatedly.

Overall though, this was pretty cool. Nice work!

I was pretty confused by the controls on this. I don’t play games like this much, so I was lost pretty fast and everything just seemed kind of random. I think I kind of got it eventually, but it was definitely too late to make up for how far behind I was.

I did like a lot of the animations, though. And despite my troubles the turrets kept firing away and keeping me alive for a pretty long time, so that was nice. :)

This was fun! I like the art and general simplicity of the visuals. I also liked how shooting was basically tangent to the edge of the moon so you had to line it up differently then you might otherwise expect.

Nice job!

I was able to extract the .pck file from the Mac version (Save The The Moon.pck). Once I put that next to the Linux executable it ran fine!

This was pretty fun! Kind of gave me Hotline Miami vibes a bit? Nice job!

For what it’s worth, I was able to get this working on Linux without any problems. I’m using Pop!_OS (Ubuntu-based) with proprietary Nvidia drivers, so it seems like a pretty different hardware set up. Could potentially related to using the Godot 4 alpha as well.

Just throwing it out there in case it’s helpful for anyone.

This was great. I loved the environment and retro look. The ending was what really got me, though.

Great job!

Really loved this idea. The art was great and I enjoyed the music as well.

I wasn’t able to “win” ever but I still enjoyed the process of trying to make an orbit (which I assume was the goal).

Nice job!

Firing and reloading were very satisfying, thanks in part to solid sound effects. I liked the art as well.

The game was definitely a bit slow-moving, as others mentioned, and I was a bit confused about whether I was making progress how I was supposed to, but I think the core here is pretty solid. Nice work!

Neat concept! Getting things going was a little rough around the edges, but the tutorial is definitely a nice touch and helped keep it playable. I also really liked some of the art/animations.

I lost on Carbon and couldn’t figure out what was wrong, I had it bouncing above and below 10 but it never seemed to trigger anything else until I lost. From the project page it looks like there are more requirements that just weren’t clear to me at the time. I think making whatever conditions weren’t currently being met clear somewhere would have helped a lot.

Overall, though, nice job!

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The “feel” of driving around was pretty solid and it’s extra cool that you used real height map data from the moon. Nice job!

I really liked the how the hard shadows made it difficult to tell where the craters were, it definitely added the suspense/sense of danger.

Took me a bit to figure out what exactly was going on but was able to get it pretty well on my second try, I think. I agree with a lot of the other feedback here, but I think the main thing I would like to see if I had to pick one thing would be some kind of timer or score or other indication of how one defense compared to another.

Regardless, definitely fun. Nice job!

Thanks for the feedback! I can definitely understand that the controls are a bit awkward, I think that’s a common response to Stephen’s Sausage Roll as well. Worth calling out nonetheless, though!

As for the bug in the fourth level, I’m not sure what you by taking the excavator. Do you mean that you picked up one of the green lifts? If so, that’s not really expected in that level, but it is allowed (and central) to most of the following levels. Let me know if I’m misunderstanding, though – if there’s another issue, I’d be interested to hear it so I can be aware/figure out what went wrong.

Really liked the controls and style. Would have been nice to have a bit more enemies or other things to interact with/avoid, but this is a solid foundation for sure. Nice job!

The animations were probably my favorite part. A bit hard like others said. I think the main thing that got me was the beetles going back to if you died with them. I also wish that there was a bit of a delay (or maybe just ignoring of initial inputs) when you went to a new screen. I died a couple times due to moving right into an enemy on a new screen.

Overall, though, really solid!

The environment was nice, though the basic particle effects mixed with the fairly detailed environment felt a little mis-matched.

I also accidentally quit the game two or three times by hitting escape, particularly while I was trying to figure out the controls. Some kind of menu, even if it just had buttons to resume or quit, would have been nice.

Once I figured things out it wasn’t bad. It was pretty easy, though, so something that required more decision making or otherwise kept things interesting would have been good.

Really enjoyed this, though it was definitely a battle to get used to the controls and start making actual progress.

The moon looks great, particularly because of the cel shading. The general concept of collecting parts that help you get the other parts is great. I also really liked the spherical map HUD. Nicely done!

I like the general concept a lot. However, I found it pretty awkward. It was hard to tell what I was doing wrong at first. I think it would have been much more obvious in third-person, though that would obviously have a different feel. Maybe just some kind of tutorial or even a security video showing the player in the first area might helped?

The gravity also seemed a bit too extreme for walking. I think I would have preferred if walking was a bit more manageable and jumping was necessary but easy to over-do. Regardless, definite potential here. Nice job!

Definitely challenging. Enough that I never actually had to refuel, I just did it to try it out.

I think if you found the right balance this could be really fun, though. Nice job!

Great vibe, very nostalgic.

I didn’t understand what the boosters were and avoided them at first, but I eventually hit one just to see what it would do and figured it out.

Great concept. I may have had a couple situations where objects went through walls and completed the level for me, but I’m not 100% sure, it’s possible I just got lucky and circumvented some of the obstacles without realizing it.

The physics made things a little cumbersome (possibly too much friction?), but generally the slow, imprecise movement is fairly appropriate for the context, so it may be safe to just call it a “feature.” :)

The retro graphics were a neat touch, and the inclusion of a level editor was really neat!

Very cute idea and solid execution of the photos, made even better by the great art.

My personal experience was a little awkward in the sense that I kind of just explored and took some pictures at first and then half of characters I talked to didn’t have any set up, they just jumped to me completing the task without any explanation. It would have been less jarring if they said their initial dialog on the first interaction regardless and continued into the secondary dialog if there was already a relevant photo. Mostly a nitpick, though. Great job!