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I had to use continuous locomotion (jogging locomotion didn't quite feel reliable), but it worked very smoothly and I didn't personally have any issues with nausea. Nothing ever felt very threatening, but the environment was nicely filled out and expansive, and the final outdoor area was very pleasant (until I fell off). All in all an enjoyable experience!

Thanks again for playing!

It's unfortunate that I was only able to test on Oculus headsets (normally I would have access to a Vive as well, but Covid restrictions made that impossible this time); the ideal hold angle vs pointing angle offset is different for every type of controller, but of course I was only able to tweak it for Touch.

It's interesting to hear your experiences of the pick-up mechanics; again, it's something I think I need to try myself on different controllers to really understand? The current implementation is that tapping the grip button is a toggle (pick up or put down on each tap) while holding it is, well, a hold (pick up on press, put down on release) in order to accommodate different types of controllers without an options screen. But of course what a "tap" feels like will change enormously between Touch, Vive wands and Index controllers because their grip buttons all have completely different designs, so I'm sure there's a lot more work needed to make it feel natural everywhere!

Glad to hear you came back to it, and it sounds like you made it a decent chunk of the way through this time, so great job! :)

Yeah, that's definitely something I needed to make clearer, even if only in the itch page description. Technically it should make no difference to the game balance but in practice being able to line up your shots precisely and avoid unnecessary moves that just give the enemies free attacks is likely to make a big difference in the player's favour.

Even knowing about those things it requires pretty careful play and healing management to make it to the end, so I've accepted that most if not all players won't see the whole thing (let alone the secrets). I've thought about recording a video playthrough, but as always time is a limitation (that, and figuring out how to record good video in VR is really hard).

Thanks for playing, and best of luck if you have another go at it!

I appreciated the attention to detail put in to filling out the set dressing and environments! Unfortunately I wasn't able to complete it (an enemy parked themselves in the side corridor in command, just slowly turning back and forth, so I couldn't leave that room and had to quit).

I think my biggest feedback, as an Oculus user, is that holding the grip button for the entire game is *very* uncomfortable on Touch controllers; I ended up repeatedly ditching the lathe and coming back for it because carrying it around was too annoying. I'd strongly recommend having at least an option for grip toggle even if it's not the default.

Overall the controls felt oddly unresponsive a lot of the time (even once I realised that movement was head relative)? I eventually noticed the little circle that told me whether I was hovering over a grabbable item, but turret type selection and movement both sometimes didn't respond, and I wasn't sure why.

Still, all in all it's obvious that you put a lot of polish work into the game, and the overall product feels very fleshed out. Great work!

Thanks! And yeah, sorry, the game doesn't really explain its mechanics at all.

The game is actually fully turn-based; you get a certain number of attacks, then the enemies move or attack. It's streamlined so you don't usually have to wait for the enemies to finish their animations before you can take your next turn, but if you take your turns very fast it will sometimes have to put a hold on your actions until the game state catches up. Of course, if you don't already know all this it can easily look like a real-time game where your gun sometimes stops working. Turns out that tutorials are important, who knew!

Thanks again for playing!

You're not wrong! I actually got a full save state/continue on death system written this time, but it just wasn't reliable enough to enable before the jam ended. Perhaps if there had been another couple of days to fix the bugs, but alas. (Next jam I should probably just have mid-level restart points and not worry about saving state, but that's a poor fit for the kind of explorey/backtracky games I like to make.)

Thanks for playing, and for the kind feedback!

The last two levels are definitely both much harder than the previous ones. I'm sure you can do it, though!

Would you mind marking the download as being an executable for Windows? It won't work in the itch app without that.

Very impressive, especially in such a short development time! The plus symbol is very tough for such an early mechanic, though; even after finishing the game I still don't really understand it. I think it would be worth thinking about how The Witness lets the player easily refer back to previous solved puzzles as a learning aid; perhaps the puzzles could actually be seen and solved in the overworld, in a similar way to Taiji?

Can entries use code and assets downloaded from asset stores (assuming entrants have all appropriate legal rights to use them)?


Can I get a couple of clarifications about the jam's asset rules? They specify "you must only use sprites, models, and textures available on the Kenney website."

  1. I assume we can use our own materials and shaders, as long as all the textures they use are from the Kenney website?
  2. Can we use simple code-generated solid colour, gradient or noise textures (e.g. in materials or post-processing effects)?
  3. When using 3D models, can we animate them ourselves? Or are we only allowed to use the animations that come with characters?


I got lost pretty quickly (possibly because the field of view was quite small), but the gameplay felt decent. I mostly just used the gears as platforms rather than riding them, though!

Works well; it took me a while to notice that I could move with WASD, and how the "reloading" worked, but once I did the game felt smooth and fun. Great job!

Works well; it took me a while to notice that I could move with WASD, and how the "reloading" worked, but once I did the game felt smooth and fun. Great job!

Neat little game; figured out the controls on my second attempt. Feels good and works pretty well! I pretty much only died to colliding with myself, keeping the beam charged never seemed to be an issue.

On level 1 moving the robots to the exit doesn't seem to win the level, I have to move them to the two spaces next to the exit?

On level 2 I can't seem to move the grey robot into the rightmost column?

Is there a way to reset a level if I think I've got them into an unwinnable state?

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v0.7.1: If "Use Color Over Time" isn't enabled in bullet settings then BulletContainer.Color will never be set.

Minor feature request: Naming the BulletManager's command buffer would make it easier to find in RenderDoc.

v0.7.1: When bullets are working in the XY plane I would expect "Rotation Over Lifetime" to apply around the Z axis, not the Y axis.

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The graphics and audio are both very impressive! Unfortunately they're often not easy to interpret, and it was sometimes very difficult to tell where I was and what I was looking at. Still, I do really like this kind of game and I would be interested to see what it might become outside the constraints of a game like this one!

I liked the aesthetic a lot! The solidly built, brightly coloured enemies work really well in VR, as do the sharp, low poly surroundings.

This is probably personal preference, but I didn't like that movement was head-relative. Since this is a dungeon crawler (and possibly also because I was playing seated) I had a clear idea in my mind of which direction my character was pointing within a cell, so it was always an awkward surprise when pushing forward moved me in a different direction. I know there are other people who absolutely demand head-relative movement, though, so I guess you can't please everybody!

Overall a pleasant little VR experience; hope you had fun making it!

The overall mechanics and feel are very nice; of all the rhythm dungeon crawlers I've played, I think this comes closest to what I want from the genre!

The beat timing unfortunately doesn't feel great to me, though? I play a moderate amount of rhythm games and I felt like I was hitting notes on the beat, but the game was giving me fails (and no indication of whether I was fast, slow, double-hitting or whatever). A Necrodancer-style beatbar might have helped with that part, even if only to diagnose whether there's an audio or control lag somewhere?

Still, the concept is sound and the game looks great, so great work!

Thanks for playing! That UI and window size are currently expected, unfortunately, and like you I'm not really happy with how much of the screen the UI takes up. A post-jam build will unlock the window size (it will still render low-res for the effect, but it should upscale nicely), but UI screen estate is a trickier issue. A hypothetical HD PC-only version of the game could get away with a much smaller UI footprint, but I designed the UI with the possibility of touch control on phones in mind, so I wanted to make sure it would work in that worst-case scenario. I think the conclusion is as you say, it's playable, but it could be nicer!

Glad you enjoyed the game otherwise!

No problem, thanks for responding!

I really like the animations! I think the gameplay itself is harking back to a genre I have no personal nostalgia for, but I can tell that it's very carefully made, so good job!

Hi; just a minor thing, but would it be possible to check the box to mark your download as being "for windows" on the itch page? The Itch app won't install it without that checked (also it doesn't appear when filtering jam games by "runs on Windows").


No problem, thanks for responding!

Just a minor heads-up: This doesn't install for me using the Itch app. Looking at the log files it seems possible that the app's extension handling might be case-sensitive (as silly as that sounds):

No mapping for file extension (.ZIP)
Will use installer unknown
No manager for installer unknown
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Hi; just a minor thing, but would it be possible to check the box to mark your download as being "for windows" on the itch page? The Itch app won't install it without that checked (also it doesn't appear when filtering jam games by "runs on Windows").


I couldn't get this to play in Chrome; in Firefox it mostly seemed functional, but on level two I got into a fight that was just a black screen with UI, and when I tried to attack it threw an exception.

The focus on conveyor movement is an interesting one, though; I would be curious whether it opens up any interesting possibilities in level design!

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The 3D maze is very interesting! I would have liked to see a little more variation (even something as simple as different light colours) to give me some sense of location or progression; the different floor and ceiling textures worked very well for orientation, though!

Web version mostly worked well on my machine, but the framerate really struggled when looking in certain directions on level 4 (I guess each level is larger than the last, and it renders the whole level at once?), and the jar collection sound looping over the long loading screens was a big problem.

I really like the look overall, though; more content in this style would be lovely!

Thanks! I think the 90s era is the hardest era to throw back to in terms of graphics, so I tried to reproduce the feel using modern techniques rather than recreating it as-was. I'm glad the results are appreciated!

Thanks, that's great to hear! I know how important a game's first few moments are for making an impression, so I worked hard to make those feel slick (though I wish I'd been able to find a better font treatment!).

Glad you were able to push through the initial opacity and come to grips with the combat system; I was worried about having to omit a tutorial for the jam build, but fortunately I think most of the jam entrants have a solid backing in regular crawler mechanics so they only need to figure out my own weird additions. Of course the genre also has a lot of history of throwing players in the deep end and telling them "figure it out"... but still, I do think I'll be including more of a tutorial in any future builds!

Thanks again, and hope the rest of the jam goes smoothly!

Very nice lighting effects on the walls! Unfortunately I had to stop at level 3; the up stairs appeared in a corner square, and there didn't seem to be any way to enter them?

Still, the game was a pleasant experience, and I appreciated the presence of a web build even though the game is obviously stretching what the browser can cope with. Thanks for making it!

I like the art, it's very crisp and stylish! The gameplay feels pretty slow, though; between the first enemy taking ten hits and attacks taking multiple clicks to execute it felt a little demoralizing right off the bat! If the game could be made a little snappier I think that would help a lot?

Hope it was fun to make!

Thanks! Yeah, the original design was for the upgrade stations to also act as continue points, but when things came down to the wire I had to choose between that or audio for the jam build. Really glad to hear you had fun with it!

Thanks so much! I was quite surprised myself by how interesting the mechanics ended up becoming (I even found new fun and rewarding interactions while playtesting my own game, which basically never happens), so I'm glad that translates into other people finding it fun too!

Darn; I thought I had found all of those before release, but obviously not. Because of the way the grid is set up, whenever walkable tiles are adjacent to each other I have to manually mark those edges as walls (or make them too high to climb, which only works in one direction). Do you happen to remember where it was? I did just find one next to the second upgrade station (fortunately that one only goes backwards, so no skipping ahead there).

Really glad that you enjoyed the game otherwise, thanks for playing!

Thanks so much for playing this, I'm really glad you enjoyed it!

A few other players also mentioned (as you do in your video) that they would have liked to be able to take pictures directly from the camera menu. I think that was an oversight on my part; I'm not actually a photographer myself, so I may be missing some intuitions! Unfortunately in the short timeframe of a game jam it's always difficult to get as much polish and testing as you'd like for things like that, and similarly for the take-off process (which I was never entirely happy with). If I ever revisit the game to address things like that and add more content I'll be sure to let you know!

You mentioned that you would like to see similar games, so just in case you haven't played them I should mention that Outer Wilds and Umurangi Generation were both big influences on this game. Neither of them are quite the same thing, but they might be worth checking out in case either of them have somehow passed you by up to now?

Thanks again, and I look forward to seeing more jam streams from you!

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Thank you so much! It's really helpful to watch someone who's coming to the game without preconceptions. I'm sorry the controls were confusing; I think I relied too much on the on-screen tutorial prompts, but of course those only appear at certain times so you can't refer to them if you have questions at other times. I'll add a controls reference to the page for now, and think about how to make the flow more natural in future!

Thanks again!