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A member registered Oct 03, 2016 · View creator page →


Recent community posts

Started getting everything working in Unity! Most of the game play mechanics are done, so really most of what is left is just adding more content (3D models, story, polish, etc). I've also decided on a title : You are (not) welcome here.

For some reason I decided to make a scary game for the holidays...

Well, it's starting to get somewhere. Here's a blender internal render of my WIP game assets for the jam:

Now just to add all the other stuff, and code it all together!

It's cool seeing everyone's progress! Looks like it's going to be a fun jam!

Thanks Jupiter_Hadley!

OK, thanks! I'll look into possible fixes.

Thanks MiniChimera!

Sorry it crashed :( . What OS are you using? I’ll see if I can replicate the crash so I can fix it.

Replied to JTGn in DemoDemo comments

Thanks JTGn!

The game uses system environment variables, in this case the username variable. I just assumed that most people (myself included) name their computer profile their name, or something close enough that it wouldn’t break the story if I used it.

Another Godot game!

I liked the art and music, and the story is interesting. I didn't notice any difference in the story based on the choices I made, but I probably just missed it. I was a little confused when the story seemed to be stuck in a loop, but I read the game page and realized that I needed to solve the puzzle.

All in all, I had a lot of fun playing!

A pretty fun Tetris like game! I wasn't sure on how to play at first, but that was because I didn't look at the game page (I only looked at the entry page) so it was my fault. I really liked the music, gameplay, and graphics!

This was a lot of fun! I only have one suggestion: Maybe make the ability to cancel when you have the hack menu. I found myself accidentally pressing the hack button when I meant to press slide and I had to chose one of the programs to get back.

Regardless, the game is a lot of fun, and I enjoyed playing it!

Posted in DemoDemo

I just released an update to the game, which adds the following features:

  • Background music for all levels
  • Walking/sprinting noises for the player
  • Customizable mouse sensitivity
  • Better quit mechanics (now a label shows you how to quit when you press escape)
  • An small hint on what you need to do for each level when you enter it
  • Small fixes and changes here and there.

Thanks to Kai20 for the feedback and everyone that's played the game so far!

Replied to Kai20 in DemoDemo comments

Hello Kai20!

Thank you for the feedback. Most of these problems are actually design choices I made that seemed a little off and I wasn't sure if they'd work with the player. Good to know that they don't and my apologizes for the confusion.

Here's a full written walk through of the entire game. There are spoilers but I'll try to keep them to a minimum:

Starting in the overworld you need to enter the whale of noise level.
Once you are in the whale of noise level, you need to get atop the building that the whale is beside. This can be done by climbing scaffolding and various objects. There are two paths, both starting with scaffolding. You need to walk near to the center of the top of the building to interact.
Once you've got to the top of the building, you leave to the overworld and enter Bana the Banana's level. Here you need to gather 5 bananas. Some are sorta hidden but the two most hidden (in my opinion) are in a cave and floating by a saw.
Then you need to run away once you've been given a gift and then leave back to the overworld.
From there you can now get to the I-like-trains level. Here you need to jump from train to train until you reach a floating platform with a power-up on it. From there you can leave back to the overworld and enter the final level: Dark tolls.
In Dark Tolls you need to flip switches to open doors and reach the top of the building. Once there, you need to interact with the object up there and you can end the game.

As for the controls, I probably should have found a way to explain it better at the beginning. You only have the ability to walk at first, and then you slowly acquire more features/abilities, like jumping. I'm not sure what to do about the movement speed (I'll play around with it), and I think I can make the mouse sensitivity an option in the title screen. The Q key was to keep people from quitting when they hit escape thinking it'll pause, however it occurred to me that if you didn't see it at the beginning with the rest of the controls, then you're stuck not knowing how to quit. I'll make a label appear when you hit escape telling the player they can quit by pressing Q, and that should (hopefully) fix that.

Thank you for the kind words and feedback! If you have any idea on how to make the objectives more evident for the player, please let me know.

(Since I've play the game so many times when I'm developing it, I kinda forget that not everyone knows as much about the game as I do... Whoops! Thank you for the feedback! I really appreciate it!)

Created a new topic DemoDemo

Hello everyone!

I just released my entry to the jam: DemoDemo

The game features four levels, two of which are based on fantasy cartridges. I was inspired by the DemoDemo cartridge, but I don't think my game really lines up with the picture or the description of the cartridge, just the name... Whoops! It does stay mostly (kinda) true to the other cartridges, A whale of noise and Bana the banana.

I decided to release early because I thought I'd see what you guys think about it, and update the game if there is time. Please let me know what you guys think and if there is anything I should change/remove/add!

It has been super fun working on the game for the jam. Huge thanks to the organizers of the jam for making this possible!

(Should I tag this as a devlog? Or leave it as is?)


Yeah, FNAF:Purgatory has some difficult gameplay moments due to how the code is set up. I've (hopefully) fixed most of the animatronic behavior in the sequel: FNAF:Purgatory 2

I'll probably fix animatronic behavior in FNAF:Purgatory at a later point, probably after FNAF:Purgatory 2 is at version 1.0.0.

Strange. I'll look into it. Thanks!

Thanks, but FNAF:Purgatory 2 has been released since June 17th ;)

I made the announcement in this devlog! I just released an update to the game a couple days ago.

(I'll edit the devlog to reduce confusion for future readers)

(Edited 2 times)

I just released an update the fixes most of these bugs. Hopefully the game is playable on Windows now :)

Thanks for reporting! If you find any bugs in the new version, please let me know!

EDIT: I changed the topic name to reflect the state of the bugs. I also thanked you in the devlog posts and put a link to your profile. I hope you don't mind. If you do, let me know and I'll remove it.


So, I started looking at fixing the problems. It would appear that the majority of the problems are with the Windows export template for Godot 3.

Unfortunately, the daily builds I was using for Godot currently don't export to Windows due to build errors. I might be able to build my own Windows export templates and I'll update if possible. Regardless, I'll do my best to update and squash bugs as soon as possible, but it might take awhile.

Thank you for your patience.

(Guess that's what happens when you use pre-alpha builds of a game engine :P )

Thanks Jupiter_Hadley

Thanks Jupiter_Hadley!

Thanks Jupiter_Hadley

Added! Thanks.

(Edited 1 time)

Thank you for reporting! I will try to improve Windows stability soon!


I have added the issues to the game page. Do you mind looking through the known issues and let me know if I missed something?

I probably cannot start tackling the issues until next week. I'll add a new post when these bugs are fixed. Thanks!

(Edited 1 time)

Found a bug/issue? Please use this template when reporting:


[Version number]Small Bug Description


OS: (Windows, Mac, or Linux)
Console log (When applicable):

Issue description: Please write everything that you think is important. I'd rather have too many steps than not enough!

Steps to reproduce (When applicable):

I'll try to get back as soon as possible, at least with a message confirming I've seen your report.

NOTE: Open the game with the console for your OS (command-prompt for Windows, Console/Terminal for Linux and Mac) to see the console output!


Hi Lolypopmaster!

Thanks for the ideas! I have some cool new stuff in store for FNAF:Purgatory version two! Version two is going to be similar to version one, with some major changes and additions as well, and hopefully it'll be scarier too!

Thanks again.

Thanks Dave Microwaves Games!

The new version of FNAF Purgatory is coming out soon! The graphics are going to be overhauled to have a more realistic look, but I'm glad you like the low poly look :D Low poly modeling is very fun, but difficult to pull off!

I currently have no plans to make a free roam version of FNAF Purgatory, though I might look into adding a free roam mode or something similar, after version two is released.

Thanks Spudcats!

Hi Craig9988!

I do not have any Android versions currently planned, as I do not have a test device for Android.


(Also, I deleted the second comment, since it was a duplicate)

Which version of FNAF: Purgatory?

There should be jump scares, I added them in/around version 0.2.0. Maybe you found a bug? Which version were you playing?


PS: Thanks! I tried a low poly look, and I think it turned out pretty good.

Thanks ThatOneDrewster!

I watched the original jump scares probably two dozen times. As far as being immune, I'm still just as easily jumpscared as before I started development :)

I can confirm that the current download for Windows and for Linux open and run. (at least on my computer)

Please try downloading again and see if that solves the problem.


(Edited 1 time)

which version? Windows, Linux, or Mac?

The very first 1.0.0 version I released had a bug that prevented it from running. If you downloaded the game yesterday (the 11th) then it might already be fixed, so please redownload and try again if you downloaded yesterday.


Thanks masamooe23!


Created a new topic My Jam entry: FNAF Purgatory
(Edited 1 time)


I entered my Jam entry, a randomly generated FNAF fan game!

Each pizzeria/level is randomly generated, with randomly placed animatronics. I developed the game in little over a week (nine days? I'm not really sure when exactly I started), and it's made in the Godot engine.

Please let me know what you think!

EDIT: here is the link: game page

REVIEW of Captain Crack:

Captain crack is a vertical platformer where you fall down each level trying to make it safely to the bottom while getting the highest combo you can. There are several enemies to stomp and traps to avoid, which makes the game both fun and challenging!

I played the game several times back to back trying to get the highest combo I could, it's really addictive! Eventually I did a speed run to the last level because I got too caught up in trying to make a huge combo that I'd make too many mistakes. The only issue I had with the game was at first I wasn't sure if my goal was to make it to the bottom (or if there even was a bottom!) or if my goal was to get the highest combo I could. Regardless Captain Crack is a really fun game! It can easily be replayed over and over again, trying to get the highest score!

My game, Lost sleep, can be found here: