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A member registered Apr 02, 2019 · View creator page →

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Hey! Are you playing the web build, and if so what browser are you on?

Thanks, that's really helpful :) I'm glad it didn't happen on the second playthrough as well!

Thanks for the report :)

Thanks! Guess I've gotta add "on enemy death" to the growing list of possible causes

Thanks for taking the time to report!  I thought I handled that edge case but apparently not. Unfortunately I think it may be one of multiple possible crashes, but this should help a lot :)

Yup :( Still looking into it

Thanks for the info! I haven't been able to reproduce the issue myself so that helps narrow things down a bit :)

Definitely should have introduced the style-swapping mechanic before the boss fight. Thanks for the feedback :)

Thanks for the feedback :) I didn't want to add too much time in between battles since that would get really dull in the early stages. Maybe the time increases with the number of items you have? The pulling thing I'll have to try out at some point.

Godot for the engine, aseprite for visuals

Thanks! Loop hero was definitely one of the sources of inspiration for this game :)

Thanks for playing putney :)

That match 3 idea for crafting better equipment is a good one, I'll have to consider that. I was originally planning on having the slime able to destroy equipment but I ended up not putting it in due to needing additional controls.

Aware of the issue, will be working on it soon. Thanks :)

My submission for Godot Wild Jam #33 is finished :)

You're a slime that unwittingly entered the heroes' bag (of holding). Support the hero by feeding him equipment from inside the bag. An inventory management game with a mashup of sokoban mechanics and Loop Hero's automatic battling.

Play it here.

Nice work, your art is getting better :)

You can't click on certain areas of the start button (on the title page), had to click it a few times before actually being able to start

You should definitely consider putting all of these on newgrounds or something similar, it'll get them more exposure and you'll get a lot more feedback.

Nice work shibey :) Really like the art and narrative as always. You've got some good enemy variety too. The second boss with the massive hand that comes out actually made me jump a bit, that was pretty cool.

I definitely had a hard time beating this one though I eventually managed to do it. I think there's a few things that you could try to make things a little more doable:

  • A lot of the time you'll get the shield powerup before any offensive upgrade, which often ends up with you losing the shield powerup because you can't destroy the enemies as effectively. You could make it so the shield only spawns once you've gained at least one offensive upgrade.
  • The acceleration based movement kind of threw me off, I feel like for most shmup type games they have linear movement. The acceleration also means that if you follow your bullets forward, you can catch up to them (Resulting in a big stack of bullets, which while fun doesn't end up being very effective)
  • I felt like some of the upgrades weren't worth it. The laser seemed the strongest to me, followed by the curving shots, the spread shot, and then last would be the rockets. They just felt too slow by comparison. The upgrade that takes you back to the normal shot was a bit annoying -- the icon for it looks a bit similar to "speed up" so I kept picking those up and losing my laser or curvy shot or whatever.

Take all that with a grain of salt and whatnot since good game difficulty is a fine line :P

I'm not going to nitpick the art, but I think since you outlined some of the background buildings and such it might look better to outline the main character as well. The enemies read really well with the red outlines and black interior, it'd be good to have the main character pop out a similar amount.

Nice work as usual! I liked the balance between healing, recovering glamour, and attacking, seemed like you spent a good chunk of time playtesting :)

I really like the animations you've got (Particularly the sleeve slam move). Must have taken quite a bit of time considering it's all hand drawn.

Some transitions would've really added to the polish since you go between scenes so frequently. I like how you "end" the various scenes (The enemies/player change color and it pauses for a second when you're about to enter battle, the victory/fanfare after battles, etc) but there should be a sweep or fade in/out between those scenes as well.

Although the platforming wasn't the main focus, a jump sound would have been good.

(Art nitpicks from someone who's not that good at art) For the main character's head, the eyes bugged me a bit -- she's either missing upper eyelashes or missing eyebrows. I think adding in some upper eyelashes to go with the bottom ones would make sense since the bottom ones are pretty prominent. It'd also be good for the right eye to be smaller since it's a bit further away. On the second character, the hair makes it look like the front of her head is jutting out pretty far. The line weights for all the characters seem a bit sporadic. Since you're animating it it'd probably be best to limit it to 1-2 weights, maybe one for outline and one for internal details.

Thanks for the feedback!

I'm not using ogmo, just unity rule tiles, tilemaps, and object prefabs

Managed to beat it, though there were plenty of close shaves :p I really like how the rocks pull you in, makes things a lot more interesting.

The waves did not immediately register to me as obstacles -- it took a couple tries before I realized what was going on. Not sure how you'd make that more clear, maybe debris riding on the waves that crashes into your ship?

Nice work :)

I like the one button style gameplay -- we definitely went for similar ideas.

I think that the Getting Over It style gameplay doesn't fit well for this sort of control scheme. If you compare it to something like Getting Over It, the speed at which you can actually return to where you were before falling is much slower. In Getting Over It, there's a certain amount of momentum which lets experienced players return to their furthest point much quicker. In this game due to the stop-and-go nature of the controls it takes much longer, and there's not a lot of optimization you can do to speed things up.

Not really sure what you could do to make the return time faster in this case. There's always a certain amount of time that you have to take between jumps to aim it. It may be a better solution to just add checkpoints of some kind.

I like the concept, especially the bit where you can jettison passengers.

It's a bit frustrating not being able to get past the pipes when you're holding something. It'd be nice if you could quick fix if you're not holding the right tool for the job. You could also add alternate routes throughout the level so you can avoid the pipes entirely.

I really like this. Definitely feels "out of control" after a short while! Only issue is that it'd be good to be able to rotate the camera freely so you can easily click on buildings behind other buildings.

This feels way better to control than I thought it would be reading the description. The color coding of the ship is a really nice touch. Nice work!

At first I didn't notice the blue arrow pop up so I had no idea how to start the timer. That's probably just me being blind though. You could possibly make it more noticeable by adding text that shows the distance to the goal.

As others have said, cards that do different things would be good, like a U-turn, speed boost, laser, teleport, etc.

Really like the visuals, very clean. 

The slightly acceleration based movement didn't really work for me in this context. Since you have only limited uses of each button, not being able to stop on a dime was a bit annoying. Particularly for level 8 where you have to have the red poggit press the button and it's very easy to over or undershoot it.

The grass preventing the poggits from jumping wasn't very obvious. I'm not sure exactly how you'd better represent it, but it should at least be a different color or something to stand out from the background.

Would be interesting to see more levels using the mechanic where the poggits keep going after they run out of moves.

Nice, I really like the artwork.

There's a slight issue with the camera movement -- if the camera is on the edge of the map (say the left edge) and you keep holding the left arrow key, when you try to go back to the right it'll take a while to start moving again. I assume there's some object that's being moved separate from the camera and it doesn't stop when the camera stops.

I love that run cycle, it's got a lot of personality for being 3 frames long. The music is really fitting too.

It seemed like for the first button press it'd fail you much quicker than the subsequent presses. I got used to it eventually but it does require a pretty fast reaction.

Thanks for the feedback! I'm a little hesitant to add an indicator of where you'll land since that would make some things pretty trivial, but it's definitely something to think about.

Definitely something to consider if I keep going with this. Thanks for the feedback :)

Thanks for the feedback! I added in a quick kill button late in the jam so I didn't really have the time to mention it within the game. The delay might still be a little too long even with that since it still goes through the death animation.

Glad you liked it :)

A friend pointed the Gido thing out to me after the jam -- definitely didn't have him in mind but it's pretty funny how close it is.

Funny game. I think being able to skip dialogue/cutscenes/etc would really help the pacing, at the moment it feels too slow on subsequent attempts.

I liked the concept. The bouncing sheep were cute. It was definitely a bit too "out of control" for my liking though. It might be made easier if you could see the radius that the dog/human affect.

I think for the visuals you might want to use an unlit or toon shader for it.

Thanks for the feedback! I probably should have moved "Dropper" to be one of the later levels.

Cool concept! Staying alive in that last area was pretty fun :)

It felt like actually lining up the sword launch and the enemies was kind of pointless (I feel like that would be the first thing people try since it's not immediately clear that the rotating sword also damaged the enemies). The optimal strategy seemed like it was to group up all the enemies into a big clump, and then fire the sword ahead of them so that when it starts rotating afterwards it hits them all multiple times. I also grouped them up at the start of each level before I activated the sword because it damaged all of them when it got activated.

There were some issues with the sword not launching properly because it was slightly inside of the outer wall after rotating to face the player.

That was pretty fun, got pretty crazy by level 5. It's got that oldschool DOS kinda vibe to it which is cool -- not super pretty (Though some of the animations were pretty solid!) but nostalgic.

My go-to strategy pretty much ended up being mash spacebar and run up and down on the screen until a medkit spawned in. Got me all the way to A+ rating :)

I like the mechanics. Having to go back to the start was pretty frustrating, I feel like it could have started you over on the level you were on. 

I wasn't sure initially how to get past the barrier -- it's a bit weird since you have to jump up on the side wall to actually get the zombies to spawn (I think?).

I also fell into the pit and then killed all the zombies which left me with no way out.

I like the concept. Cute visuals :)

There was a point where an enemy fired and one of them teleported and immediately walked into the bullet.

The optimal strategy seemed to be to just wait until someone fired, and if the person who fired gets swapped with you, you can easily destroy the bullet.

I like how it turns into keyboard twister :) Very fitting for the theme.

Bombs did get stuck, only made it to 4 plates because of that.

Clean ui, nice and minimalist game.

I think the main issue for me is that there was no punishment for moving a piece without actually matching anything. So you could just move the golden pieces into place if you wanted to finish the level.

I think it would have felt better if the shapes automatically deleted when they formed a line of 3+ rather than sitting there until acted up on by the player (This would probably require adjusting the spawning/generation so it doesn't just give you a bunch of points immediately)

The rotating mechanic was pretty cool :)

Nice work! I like the concept :)

The last level required a bit too much precision in my opinion, took me way too many tries to get through it. I feel like the collision on the spikes could be shrunk a tiny amount.