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Thrstymnd

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A member registered Sep 21, 2025 · View creator page →

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I certainly will. I'm a part time beginner dev though so it's gonna be a while before I get it playable. 

I'm in the planning phases of something similar to this but on a much smaller scale. It's very cool to see a similar idea brought to fruition...and done well. very cool concept and game.

Really cool concept. I'm working on a dice/deckbuider myself (totally different premise). I really enjoyed figuring out what dice to combine to maximize my rolls...ended up beating level 20 with 1 standard d20, 2 multiplier d20s, and 2 reroll d6s and a roll of over 8 million! super cool game, I really liked the roll mechanics and ui. It would be nice to see the sell price on my dice so i'd know if it was worth selling to buy whats available. I'd love to see this expanded past lvl 20, maybe with some different dice abilities or expandable hand size. Either way, I really enjoyed this.

This looks cool, and I'm not sure if I'm missing something, but I don'y know what to do after I choose and roll my dice. 

I'm glad you liked it... you did the right thing on the 4th night... its pretty much just a climax with some time to catch up on journals... I had fun with all of it but really dug into the lore. Some other things probably suffered on account of that. I may pull this back down from the shelf and expand/polish it a bit more in the future. Thanks for the feedback though, it all helps me get better. 

that sounds really cool, i'd love for more people to be able to check it out. how does that work?

thank you for the kind words and feedback. your comments on "hunger" and energy restoration through sleep is actually how it ran originally but i changed it to force the player to visit the pantry more...in hindsight I probably should have left it. It was hunger and HP but it felt too common I went with energy and sanity lol. I really wish i'd checked the web build further ahead of time for the font issue (i'm gonna find something to smooth that out in the future) and eliminated some of the harder to read variations. I had alot of fun with this and learned a lot about several aspects of development, and made my first pixel art, but i'm really seeing the importance of getting my tutorials and onboarding paced out better. I think the game would be more enjoyable with just a bit more thought put into helping the player understand how everything ties together, without spoiling any plot. I think playtesting solo is also another drawback, I think there were big blindspots for me as the developer as far as knowing what to do and balancing lore delivery when I wrote and already know the whole story. Thanks again, the next one will be even better!

The ships crashing in spite of the light is either because the light was too dim/didn't cross over them...or it could've been ships crashing into existing wrecks. I made it that way to keep the power dynamic flipped against the player. It's basically impossible to save all of the ships, you're real goal is to make it to the end without starving or going insane. the different fonts were an effort to give each character a different voice visually but it kinda fell flat and proved to be more difficult to exucute thoroughly (and some  font symbols didn't render in the browser). My biggest takeaway from the last two jams is that I really need to focus more time on onboarding/tutorial pacing and make sure everything is clear before shoving the player into the action...it works well for creating tension, but not neccesarily in the way I intended. I also need to upload and playtest outside of the engine before the deadline lol. thank you for checking it out and giving me some feedback.

used one of thes dudes as the main character in my game "the beacon" and added you to the credits, thanks!

I used these in my game "The Beacon". Credited you, thanks!

I used these in my game "The Beacon", added you in the credits, Thanks!

I used this in my game "the Beacon" ...thanks so much!

thanks for playing, I'm really glad you enjoyed it.

i'm really hoping to revisit this and add a top deck and basement...they were not part of the original scope and i didn't want to shoehorn it in, but idefinitely have some ideas to make all those items tie in like you were thinking. 

thanks again.

There is a tutorial in the bookshelf but it's largely fluff/distraction as its the same info thats on the game page. the misc section is also mostly fluff and flavor with a few easter egg entries. the journals are where the story fragments are.

there should be pop ups when you begin that guide you through the controls and function of the switches, lens and fuel area.

as far as saving the ships, you can't save them all and depending on spawns some playthroughs will feel almost impossible to complete. that part is very intentional. the fuel and lens are also intentional to force you to focus on maintenance/management and create a sense of dread and responsibility tied to the beacon itself. likewise if you do die and restart, counters don't reset...these are all subtle things i decided to leave in to help get the feeling i wanted...interesting, not hard, but not easy...no down time.

there is a bit of exploration in the way of journal entries in the bookshelf, but if you read for very long you will definitely lose ships fast. 

you're spot on though, it's designed to force a sense of struggle to balance, but if you focus on the beacon and make it three nights, you can spend all the time you want on the fourth night reading almost everything that can be unlocked on the bookshelf. (all stats freeze on the last night so you can focus on the climax and any reading you missed) but you have to start the loop again to read the very last unlocks...

anyway, i'm sorry if it frustrated you, but i did want to create tension in a different way than a typical "horror" experience would and i think i mostly did that, just didn't convey it precisely or explicitly how i intended. i'm learning...and comments like yours help immensely.

thank you for playing it though, and sorry for typing even more stuff for you to read. 

I'm glad it gave you that retro-mobile vibe...thats definitely the feel I wanted to emulate. you got me dead to rights on the world building, I almost have to create lore and backstory to then let that guide the actual plot...and I really enjoy that part of game design. I was unsure of the clarity and pacing as I developed it because it's easy to get blinded to that kind of thing. I also left several things in as easy ways to expand in the future, and to make the world feel bigger than it is, because i really enjoyed this project and may revisit it in the future. I'm sorry about the wall/stairs bug, I know exactly where you're talking about and there are invisible colliders to stop it but i guess i missed a spot, lol. Thanks for trying it out though, I hope the story got across well enough, I wanted it to be playable even if you never visit the bookshelf, or only once...but i also wanted to reward players who kept going back and give them enough detail to make it worth their trouble. 

That was super fun, and super creepy...easy to grasp really quickly and the progression and composition of it all goes and flows together really well. I was ready to play this as soon as I saw the Title screen. I really love how you took a simple mechanic and turned it into an unsettling experience. The sounds, art and animations fit perfectly, great work! I really don't have any criticism that sticks out... idk, the begin button didn't change appearance when i hovered/clicked? I feel like you all nailed what you were going for!

Awesome game, i'm working on a lighthouse game myself and wanted to see what others had done with the theme...our games are nothing alike, but I really love the atmosphere and story you've created. art was really cool too, very retro. well done!

Thanks for the feedback and I'm glad you've enjoyed it. I totally agree with you on all criticisms and I'll probably revisit it sometime in the future to flesh it out some more. This was for a jam and the scope is incredibly small... to the point that a lot of ideas became placeholders and are largely superficial. I tried to polish it the best i could in the time available. Thanks again for checking it out.

thank you so much! I feel like you realy honed in on exactly the vibe and idea i was going for...and every criticism is spot on as well. The issues you brought up basically read like the stretch goal list I never made it to.lol. I really do appreciate your comment though, it lets me know that the "character" and emotion i was aiming for got through on some level. I may revisit this game at some point and add in/tune up some things. I developed an entire lore around it in my head that i never really conveyed...I think given more time it could be an easy addition that would add a ton of depth to the game. thanks again and i'm glad you enjoyed it.

Thanks for taking the time to give me some feedback, I really appreciate it. I think you're pretty spot on with your analysis. I'm new to gamedev and clicker games so i was kinda winging it with the design, but I knew what vibe and emotion I wanted to convey and I feel like I generally met my goal there.

My biggest lesson through this has been to include a thorough explanation and/or tutorial in my games. a lot of the elements were put in as indicators but with no explanation of what they were indicating...it was purposeful but It didn't quite translate how i'd hoped. Trust/obscurity turning red for example does lower the overall speed at which you accrue points, but under the hood I designed the game to never actually punish to the point of losing points. I actually designed it to basically go on forever. There is no end game state or win condition and the math won't break untill long after the sunn burns out (in theory). Also, the menu typing can be fast forwarded with the space bar to speed up that wait time, but I agree no one wants to watch a cut scene to change the volume.

I think if i were to try something like this again or expand on it in the future, I would start with a better in-game tutorial and then expand the prestige store to make it playable for longer. I think my biggest downfall on this project was that I got the vibe across too well without explaining why...i made things intentionally cryptic and players didn't really realize how intentional it was or did't have the context that i wasn't able to put in.

At any rate thank you for taking the time to play and comment...it was definitely a learning experience.

that's good to hear, I tried to pin down the bug that's causing it but it has eluded me so far. 

Cool game, I'm an old dude so i like the simpler, retro look of it. I do wish it had a bit more depth so that all my clicking could lead to something more. If i had to make any real critiques i'd say it needs a save feature at the very least as i was quite dissapointed when i took a break to eat and reopened to find myself back at zero. all in all it seems like a good base that could use a bit more depth and polish, but I enjoyed it. It does what it says, and I didn't see any bugginess. Also, the font isn't the easiest to read but once my eyes got used to a few numbers i was good to go. good job, I know you did this on a very short time budget...I'd still be googling code in the time it took you to put this together so color me impressed.

This game is beautiful...the particle effects and colors look amazing and really catch the eye. the mana collection has a puzzle feel when you're trying for combos and an all out fruit ninja feel if you just try to get everything. the building was a little buggy but fun to explore. I wish it was longer or that i could remove/replace build elements as i filled my map pretty early and reached a stalemate where I could no longer build anything. I feel like by the time i got the hang of it i had run out of options (that's not shade, I was really enjoying it and wanted to build more). Overall this was really fun and absolute eye candy as far as the art, animation, and effects go. I also like the music. I could really see this being popular with a bit more depth and a few bugs ironed out...I bet it catches a lot of attention as is! I like the whole concept and how it draws off of a lot of genres/themes to create a really unique and engaging clicker. Great job!

> comments · Replied to ailithi in > comments

I had someone else generating zero score and they said clicking reset seemed to fix it... I'm going to look into why that may be but maybe it can get you going in the meantime. Sorry.

> comments · Replied to ailithi in > comments

Trust goes down when you click, so an outside auto clicker will keep it at zero.. it shouldn't hurt your signal velocity much. Trust and Obscurity get averaged to arrive at a final multiplier. And the value is clamped so it can't zero out your score. At higher levels it's much easier to keep both stats higher, leading to better signal velocity. I don't use an external autoclicker so I never tested it that way, I probably should have. 

> comments · Replied to ailithi in > comments

Thank you, I'm definitely going to try and add something that clears it up a bit. I think i got jaded a bit because I spent so much time with it that it makes sense to me even though it's quite abstract. There is definitely some story/lore that goes along with it but I felt it was a bit out of my scope to try and squeeze it in before the jam deadline. 

oh that's very odd... that's most definitely a bug. I'll look into why that could be happening. Your score should go up when you click, and start increasing automatically after you purchase the autoclicker (click *). I never experienced this during debugging or playtesting.

You aren't losing when you click... keep clicking and it will unlock more options as the number goes up. Hover over any element for a brief description. the trust and Obscurity will fluctuate and affect score but never cause it to go down.  You cannot lose and the game pace is determined by you.  After 1mil submit a high score and then try to get it higher... if it's taking too long just let it idle or close out and when you come back you'll get points for your away time at a reduced score rate. It's meant to be kinda cryptic, but not confusing. I hope you'll give it another try. 

> comments · Replied to ailithi in > comments
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Hi thank you for trying this out and sorry you had a bad experience with it. trust and Obscurity are factored into your overall score. The first prestige disappeared because your score wasn't high enough yet. (Should be a hover hint tooltip on all buttons) anomolies are just buffs and debuffs though sometimes you can't access them if the button they're lighting isn't available. And your prestige purchases absolutely influence your progress, along with a boost to click power based on the difference in your previous high score,  although the first one or two aren't super noticeable until you start earning more meta currency with higher scores. I hope you'll give it another try, get the auto clicker going and check back in a day for all that offline gain. You aren't daft, this is my first game and I've a lot to learn.