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A member registered Aug 03, 2014 · View creator page →

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lovely art! :D

If you like the music I made for the jam,

you can listen to it here:

The little spice text at the bottom with the high scores is a nice touch! Was trying to come up with some strategies to get combos like shooting the bullet out into nothing then keep circling it, or leaving it against a wall and going on the other side. But the green guys always got to me since I didn't have the bullet. The game cycle is super clean and well done, thanks for the fun experience!

I got to around 1400 but man that's tough, those green guys always get me.

Definitely a full stars project, great job Timo and Félix!

Very lovely concept and pleasing to play. The sound effects are superb and really make the game, cute graphics and great lighting!

pew pew 🔫

Great game, cool characters and weapons (the teleportation one is pretty neat and their effects are awesome). Would love to be able to traverse more floors, I could just stay on the top one the whole time and the bottom gets crowded

The Bottles, The Bottles and The Bottles

Would also be nice if there was a counter for the number of rebounds left.

This was a real blast, I managed to get all the hats but the bottles and tight rooms got to me. Thanks for the great experience ;D

jump rope

turnip guy

feel free to throw links here of your animation data for others to see ;D

From what I've tried so far I haven't had any trouble with texture shearing, there is an asset I saw on the marketplace that seems it would fix it though if it became an issue

I actually used draw_sprite_pos() and the view rotation is the fake z axis. When you scroll up and down it actually changes the view height while keeping the port the same size. So I also had to turn on and off the box sprites depending on the view rotation. The depth sorting works pretty much like depth=-y but it uses the ypos relative to the screen rotation.

Yea I know of some ways I could make it faster now, just didn't have time to change everything during the jam. Thanks! ;D

I definitely ran out of time and just started to throw stuff in there but it was fun.

I was trying to figure out just how much of our code libraries we could use too. I grabbed some perlin noise generation library that I think would be fine but I don't know if I would be allowed to use a pseudo3d system I've been working on. I still haven't pieced together the noise generation with the pseudo3d system I made and was planning on getting that working during the 24 hours. My guess is give yourself some challenge with the libraries you use so you're not just piecing together a whole game with premade assets.

Thank you [':

Reply here icons you'd like to see added ☻

If Goal is reached I'll add another 64 icons!!!

If you don't know how to clear the bone posing to get it back to Tpose: select all the bones in POSE mode then alt+R, alt+G, alt+S

Yea looks like what happens when you scale up pixel art in aseprite with the RotSprite method (tried to remake em using it) 

love the body pillow option! XD

The fixed version was a lot of fun and the level design was really neat. Having barrels block paths when you're shooting uncontrollably was great to throw in there ♥

I had a lot of fun with this, got stumped a little at the end but love how you were able to use parts of the puzzle multiple times. Very well designed, thank you for this experience! ♥

Great level design, progressed really smoothly and the aesthetic is on point.

I updated the game to include another button ;-)

Does control+click work? Sorry I don't have a macbook to test.

love how it's mapped to any key and when you press R it changes the hand color ;3 though it does break the game when you press alt? 👋🐙

I really enjoyed this one! The mechanics were well developed through your level design and progressed smoothly. I especially loved the laser puzzles ♥

Thank you my mind is happy. ☺

Gorgeous tileset!!! ♥

Thank you so much for letting me know!

I'm hoping it's fixed now but if it's not please let me know again.

Sorry for the inconvenience.

There may be better ways to go about it but I actually used spring points (made an object to use like a spring prefab a while back) and then they also find the mean of neighbor points radius with the base radius to set the spring points target position. It also sends an impulse to the neighbor points upon jump/land/collision. Sorry for the late reply ;p

Yeah I'm still working on this one and there will be more dreams. Working on a project that will help me design characters and animations a lot faster. More fish is as far as it goes at the moment but eventually you'll be able to take certain objects from each dream to use in others. Glad you enjoyed it so far ;D


Loving it so far! Also, you can notice the nearby seed even though you already picked it up.

Pixel Fx Designer community · Created a new topic demo bug

was messing around with subtract mode and ran into this error

here's a gif of what I did

Juice, art, music and sfx choice are superb! Would be really neat if you eventually expanded it to other instruments that tell time like binary clocks or sundials. Some ticking would have been a nice effect for letting you know when you're running out of guess time or a decreasing bar but I guess focusing on how much time you have left gets you even more confused. Not sure if there's a way to get back to the menu after you start playing (I tried pressing escape and that just started another game, guessing you have it looking for any key press).  My best: 300 ;b