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A member registered May 26, 2016 · View creator page →

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Likely not, sorry to say. I'd prefer to move on from this game, since I wasn't super happy with its design.

I’ve heard about this bug from others,  but this is the first time I’ve seen it. Thanks for the footage, and I’m sorry the game became unplayable!

Thank you for the feedback!

Movement probably felt inconsistent due to the fact that it’s slower while you’re over carpet. This was a near-last minute adjustment which was made to give the levels some added depth when traversing, but it may have ultimately been unwise. 

I actually disagree about the chasing - I find stealth games where punishment is instantaneous to be frustrating. Widening the spectrum of failure allows for more tension and less frustration - at least, ideally. In practice, however, pathfinding cost me an immense amount of time to implement and frequently does not function - it’s the game’s weakest aspect and I’d likely have been better off dropping it entirely, but it’s hard to make backwards decisions when you’ve got so little time, hah. 

While levels can be made unclearable in other ways, misaligned cycles shouldn’t ever cause this - after all, if they can be misaligned, they can be realigned. That said, this makes for a more tedious experience, so it’s still a problem.

Re: buggy pathfinding: yep. 

Ultimately, time was a big limiting factor in expanding with new mechanics. I think I should have dropped moving NPCs early on - this would have saved me an immense amount of headache. 

Thanks, I'm glad you enjoyed it! I do think it would probably work okay on a mobile platform, although I lack the tools to get it there without paying some chunk of money, unfortunately.

Softlocked the game by having a disappearing platform reappear on top of me.

Very nicely done! I think you could have made the world feel just a hair less "linear," and I don't care for the boss, but it's a solid effort. Impressive that you managed to translate a lite Metroidvania formula to this theme!