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A member registered Jun 05, 2017 · View creator page →

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I agree that the music needs to be expanded on; piano seemed effective for a game like this, but I didn't have enough available time for serious final mix mastering. That would likely reduce the metallic feel quite a bit; as would extending the loop's material by about a minute or so and adding a little dampening.

I do intend to expand it; but first I'm working on a premium edition for another well-received game, "Six More Weeks of Winter". Might be as much as a couple of months, but hopefully just a few weeks. After that, I'll likely write up some proper dialogue and come back to this one. I feel like this version could be a bit longer, and have a more refined UI. Maybe some health powerups here and there, and some new enemy and NPC types?

Thanks for playing!

Yeah, the music was done in a bit of a rush; I was thinking it might be extended by about sixty seconds to reduce the redundancy. However, I had to prioritize!

I think it might be nice to have some kind of a HUD symbol for the module being used. Somewhere like the top-right of the screen, maybe. It would make it a bit less confusing, right?

Sorry about the motion sickness; that's not really my field of expertise so I'm not sure what to tell you. Happens to my wife, too.

Thank you!

I'm still playing through it; but you've got a fun style to it with a unique arrangement of familiar mechanics. I look forward to completing it when I'm off work in a few days!

I'm glad you liked it! I had to think of a way to give A. Square upgrade modules, given that he doesn't have any arms or legs. Affine transforms seemed to be the way to go, especially since they kind of imply an additional dimension in order to work.

OK, after making breakfast this morning I sat down and implemented the timer. The new version (1.01) should give you a second of invulnerability after contact with anything dangerous, and nothing will do more than a single point of damage.

Thanks for the feedback!

Yes, that's a bug I'm aware of.

I can and will fix it by adding an invulnerability timer, but the day came to push to publishing before I could get around to it. 

Hopefully it isn't that much of an issue for you; I appreciate your patience. 

This is surprisingly entertaining.

Thank you!

Well, I'm not saying you're wrong necessarily. I'm just thinking that the very point of using Mono is to allow for cross-platform compatibility, so if Linux-in-particular has issues with Mono, it might be a place for a contribution.

And yes, I am also still super-skeptical about the Microsoft/Linux dealie; but this also isn't the kind of hill I want to die on.

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That's strange, given that the entire point of Mono, which is primarily developed on Linux, is to encourage cross-platform compatibility.  I'm guessing that something just isn't quite finished yet.

Maybe I'll look into it.

I appreciate that; it's basically just draw-instructions encoded into Polygon2Ds. (Kind of like an SVG file, just, not SVG.) I wanted to give it a welcoming feel without having to rasterize anything.


What exactly is the reason for the delay?

Thank you!

I'm aware of the volume issue; it was a bit of a rush job generating it so I went with 8-bit sound. I do intend to add more control to that (and for that matter, more ways of coaxing hogs and snakes out of their hole, possibly some new block types like water or, what the hell, lava). I took most of my inspiration from how the old NES synth worked.

Thanks for viewing!

This is brilliant. I almost didn't rate it due to the lack of support for systems other than Windows, though (I generally use Linux Mint); then I remembered I can just run it in Godot.

Thank you for sharing!

Nice work

Nice work! This is a really high quality arena racer for a one month Godot project.


My Itch stuff is generally goof-around-and-stop-thinking-about-work things. I've got another project with Unity in the background, called Overclockalypse; and there's a mobile game I put together a few years back called The Penguin and the Dragon, which you can find on the Play Store. I'm considering building it for mobile and throwing it on Itch. We'll see. There were a few other items from about a decade back but at the time I got sidetracked with some music production software and then a job for a cloud computing company, it kind of took me out of the loop for a bit. It's fun to be building again.

I've been using the equivalents of Godot's _draw() for years, it's rather effective. My thought is, if I procedurally develop my assets at run time (I've never done it on Godot, but it's a simple enough task), and constrain the result to make a reasonable amount of sense, then all I would technically need is a random seed for it. The game could generate the field of play at run time.

Of course, that does gobble some processor time and expand the memory footprint quite a bit; but to my knowledge there's no rule against that.

Wow. So textures, models, sounds and everything are together < 2MB?

What are your format standards for something like that?

Thanks, I must have missed that part.

I'm just about finished here, which is amazing, because I got a new job this week too. However, I got thinking.

What is the preferred format for installation? A .deb? An .rpm, for those of us who really feel like they have to flaunt it? Some weirdo sticky sweaty .bin file with coffee stains on it? A generic .tar.gz????

Or am I entirely overthinking this?

Know what? Nevermind. I'm not gonna ask anybody to sudo anything. Y'all are getting a .tar.gz.

It's also where I get a lot of my ideas; kind of like a writing prompt for game makers.

This is a lot of fun! Takes me back to the Wolf3D/Blake Stone days.