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A member registered Nov 10, 2014 · View creator page →

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The SightWords Quiz Game privacy policy is now available:

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I learned that SNAPWORDS is a registered trademark of Child1st Publications, LLC (filed: 2020-01-13; registered: 2020-08-04; serial no.: 88756241; registration no.: 6117678). 

In light of this information, the title of this game has been renamed to the SightWords Quiz Game. Additionally, the cover image and screenshots have been removed from the game page to be replaced with new images reflecting the name change. The embedded HTML5 browser game is also currently disabled, and will remain so until a new build can be prepared and ready for release.

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Hello, again! As requested, I've uploaded standalone builds, and updated the release to v0.1.0.

Also, I noticed we are still able to see the comments made earlier through the previously available Comments section. They can be found under "Recent Community Posts" on our profiles (as opposed to our creator profiles).

No, no, sorry! I switched over to using the Community instead of the inline Comments section. The Community format is much easier to work with when developing a project. I thought that by switching it might move your comment into the Community section, but it looks like it's not built that way. The comment is still there under the Comments section, along with my reply. It's just not visible while the Community is active.

Wanted to say thank you so much for taking the time to play the game, and leave feedback. I really appreciate the kind words, and the critique. This is an older project, but still one that excites me. Would eventually like to build it out further. I'm still going through old files, but will see what I can do about standalone builds.

Thanks for playing! I appreciate the kind words, and the critique. It’s true, the game isn’t much more than an environment at them moment. This prototype is a few years old now too, made in 2015. I keep thinking about it, though. Would eventually like to develop it further. For now, I just wanted to share it.

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Hey folks, feature suggestion for the itch app. It'd be nice if we could specify a channel as a beta or test channel to allow users the option to pick a version to run. 

This primarily affects HTLM5 games, since only one channel can be set to "Played in the browser". If we could allow more than one channel to be set to "Played in the browser" while specifying one of them as the default channel, this would load the the default channel in the browser while allowing itch app users to select from any HTML5 channel at launch, and still hide the download for each HTML5 channel on the store page.

A more elegant option may be to add an HTML5 platform to the list of platforms. This would avoid the need to specify a default channel. The channel specified as "played in browser" would be the one that loads in browser, while any channel specified as HTML5 would appear as an option in the launcher.

I've basically accomplished this using currently available options with the following steps: 

  1. Set the test channel as "played in browser" 
  2. Install the test channel via the itch app
  3. Set the main channel back to "played in browser" 

The test channel is set back to "hide this file" to prevent it from showing as a download on the store page, while still appearing in the itch app launcher after being installed. 

Because these steps require special access as a developer, the average user doesn't have this option. Having this option would allow users to participate in open betas using the itch app while the stable channel is played in browser by default.

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This manual is for the SightWords Quiz Game (v0.1.3).

About the Game

The SightWords Quiz Game is an early learning game for young readers that offers a fun and engaging way to practice sight word recognition through gameplay, helping to increase sight word familiarity while improving recognition speed.

Appropriate for all ages. Intended for children of ages 3 to 7 years. Users are recommended to have some level of proficiency with the English alphabet, letter sounds, and combination letter sounds.

How to Play

This game is presented in quiz format. Listen to the word. Then select the word that matches. 

If a non-matching word is selected, the word is removed from play, and the user is again prompted to listen to the word, and select the word that matches.

Note that the game will continue to present quizzes endlessly in an infinite playlist Quiz mode. For the moment, there is no completion state. Future versions of this game will include completable levels and stages.

Please feel free to exit the game at any time. There is no penalty for leaving the game early.


Please keep in mind that the SightWords Quiz Game is still in early development. 

Features are subject to change.

Current Features

  • 25 different sight words
  • Quiz mode with random word selection for practicing word recognition
  • Infinite playlist mode for extended practice sessions

Planned Features

  • Additional sight words
  • Completable levels and stages
  • Customizable word lists and quizzes
  • Dynamic word lists and quizzes based on matching letters
  • New gameplay modes that include memory and spelling challenges


The SightWords Quiz Game is made by Nikkolai Davenport.

Third-party packages used in the making of this game include:

Additional software and services used:

  • Adobe Audition 2021
  • Adobe Illustrator 2021
  • Adobe Photoshop 2021
  • Atom by GitHub
  • Git for Windows (2.31.1)
  • GitHub Pro
  • Google Workspace
  • JetBrains Rider 2021.1
  • Krita 4.4

Made with Unity. Portions of this program © 2005-2022 Unity Technologies. "Unity" and associated logos are trademarks of Unity Technologies.

SightWords Quiz Game. © 2021-2022 Nikkolai Davenport. All rights reserved.

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Release notes for the SightWords Quiz Game (v0.1.3).


  • Gameplay: Selecting 2 words at once occasionally still results in a progression stopper (issue #30)
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Release notes for the SightWords Quiz Game (v0.1.2).


  • Gameplay: Selecting 2 words at once results in a progression stopper (issue #30)

Issue appears to be resolved with the latest version 25.5.1.

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Release notes for the SightWords Quiz Game (v0.1.1).


  • Sound effects.
  • Animated flash cards.


  • Idle word repeat dialog has more variation. (issue #3)
  • Idle word repeat base time extended from 3 to 5 seconds. (issue #4)
  • Flash card selection occurs on press down, instead of release. (issue #11)


  • Audio: Dialog cuts out abruptly when another dialog clip is played. (issue #6)
  • UI: User can rapidly trigger responses for the same word. (issue #7, #8)
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This issue is specific to the itch app, and occurs when launching WebGL builds made with Unity 2020 and 2021 (Decompression Fallback enabled). 

The following errors appear under the JavaScript Console tab in Developer Tools (press Shift+F12 after launching the game):

SnapWords.loader.js:1 failed to asynchronously prepare wasm: CompileError: WebAssembly.instantiate(): Wasm code generation disallowed by embedder 
SnapWords.loader.js:1 CompileError: WebAssembly.instantiate(): Wasm code generation disallowed by embedder at blob:itch-cave://game.itch/5a05f7d0-ceae-49fc-8481-c88094ce1483:2:24961

This appears to be a Content Security Policy (CSP) issue with the Chromium integration in the itch app.


This issue does not occur with WebGL builds made with Unity 2019:

"5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) itch/25.4.1 Chrome/85.0.4183.84 Safari/537.36"
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Release notes for the initial release of the SightWords Quiz Game (v0.1.0).


  • Basic dialog
  • Basic user interface.
  • Core game loop.
  • 25 snap words.

Fixed in release v0.1.1. 

Game now defaults to using OpenGL Core when DirectX 11 is not supported by system hardware.

Please see the release notes for more info.

Fixed in release v0.1.1. 

Please see the release notes for more info.

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This release addresses a regression in the previous release.


  • Mouse cursor is now shown when the game loses focus while on the Pause Menu.
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This release introduces a number of fixes and improvements to the previous release. 

NOTE: Due to changes made to the game save system, all save data will be reset on first load.


  • Custom settings are now applied on load.
  • Mouse cursor is now shown when the game loses focus.


  • Configuration window is now shown by default on load.
  • Default quality level is initially set to Good instead of Maxed Out on first load.
  • Quality levels are limited to Good, Beautiful, Fantastic, and Maxed Out in increasing quality.
  • Graphics settings found in the Pause Menu are now disabled by default on first load.
  • Added Graphics API support for OpenGL Core and DirectX 12. Due to the current experimental nature of DirectX 12 in Unity, DirectX 11 still has priority and will be used by default if supported by the graphics card. DirectX 12 can enabled by using the command line argument -force-d3d12. At the very least, graphics cards must support DirectX 11, or OpenGL 4.1 or newer.


  • General improvements to UI and menus.
  • General improvements to saving game state.
  • General code refactoring, project reorganization, and cleanup.
  • Replaced the existing game save system with a new system less prone to error.
  • Added a version check and update notification prompt on app start.
  • Added a loading screen.
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This is a hardware / graphics API issue. 

  • Version 0.1.0 only supports DirectX 11. 
  • The ATI Mobility Radeon HD 4670 card does not support DirectX 11, or OpenGL 4.1 or newer.

With added support for OpenGL Core, I was able to resolve the issue with reflections, but the tree shader doesn't have a suitable fallback. Which resulted in them being drawn with an unlit white texture. This issue does not occur when using OpenGL 4.1 or newer.

In addition to adding OpenGL Core in the next release, support for DirectX 12 will be added as well.

Setting to Uncompressed did not resolve the issue.

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This appears to be a driver issue, specific to the hardware and driver version listed in the report. Which may not fully support DirectX 11.

Was able to resolve the issue by forcing the use of OpenGL Core, but not without causing new issues. Continuing to research a solution.

I've noticed there are a few issues with this build.

I'm going to be addressing these issues in an upcoming v0.1.1 patch release.  To help improve performance on first load, I will be lowering the default quality level and making the Configuration window visible by default. Will also be disabling FXAA, Ambient Occlusion, and Post Effects by default under the Pause Menu.

Will aim to address a couple other issues as well that didn't make it into the first release. Release notes will be available in an update anouncement.

Issue is not hardware specific.

Issue may be due to reflection probe compression.

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Changes to settings in the Pause Menu aren't applied on next load.

Steps to Reproduce:

  1. From the Pause Menu,
  2. The user disables the Post Effects option.
  3. Selects Quit to Desktop.
  4. Loads the game again.
  5. Observes film grain and motion blur when moving.
  6. Opens the Pause Menu to observe settings.

Bug [10/10]:

Post Effects appear enabled on next load, even when the Post Effects option is disabled in the Pause Menu


The setting appears to be applied after closing the Pause Menu.

Game Version: 0.1.0 win-64

Operating System: Windows 10 64-bit

Video Card: ATI Mobility Radeon HD 4670

Driver Version: v8.970.100.9001

Driver Date: Jan 13, 2015

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Reflective surfaces appear discolored, pink with blue banding -- most notably with water and rocks.

Game Version: 0.1.0 win-64

Operating System: Windows 10 64-bit

Video Card: ATI Mobility Radeon HD 4670

Driver Version: v8.970.100.9001

Driver Date: Jan 13, 2015

The first release of The Island Project is now live.

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This manual outlines the inputs, options, and settings available in The Island Project (v0.1.2).

Terms of Use

Due to COPPA regulations, you must be at least 13 years of age to play The Island Project.  By downloading, installing, registering with, accessing or otherwise using this app, you agree to be bound by the Terms of Use for The Island Project.

Privacy Policy

This app uses Unity Analytics to collect anonymous usage statistics, which are used to help improve the game experience through Data-Driven Design. Please see The Island Project Privacy Policy for more details.

System Requirements

Please be aware that builds are not yet optimized. Performance may suffer on older or lower-end PCs.

Due to the current state of development, The Island Project only supports Windows 64-bit PCs at this time. Support for additional platforms will become available after the project has been optimized and tested for those platforms.

Minimum Recommended Specs

Operating SystemWindows 7 or newer
Graphics CardNVIDIA GTX 980 or newer
CPUIntel i5 or i7
RAM8GB or more

Please note, there is at least one reported issue with ATI graphics cards.  The Island Project has not yet been sufficiently tested for use with ATI or Intel based hardware graphics acceleration.

Supported Graphics APIs

The Island Project currently supports DirectX 11, DirectX 12, and OpenGL Core. 

Due to the current experimental nature of DirectX 12 in Unity, DirectX 11 still has priority and will be used by default if supported by the graphics card. DirectX 12 can enabled by using the command line argument -force-d3d12

At the very least, graphics cards must support DirectX 11, or OpenGL 4.1 or newer.

Support for DirectX 9 has been deprecated by Unity, and therefore will not be supported.

Game Controls

The Island Project supports input from Keyboard, Mouse, and X-input compatible controllers.

ActionsX-Input ControlsKeyboard/Mouse
LookRight Joystick (None)
MoveLeft JoystickW or Up Arrow Key (Move Forward)
A or Left Arrow Key (Turn Left)
S or Down Arrow Key (Move Back)
D or Right Arrow Key (Turn Right)
Left Joystick Button (Toggle)Left Shift Key (Hold)
JumpA ButtonSpace Bar
CrouchB Button (Toggle)C Key (Toggle)
PauseStart ButtonEsc Key

Input mappings can also be viewed under the Inputs tab of the Configuration window.

Configuration Window

The Configuration window is shown by default. This window provides you with options to set screen resolution, graphics quality level, the monitor to use in a multi-monitor setup, and whether to run the game in windowed or full-screen mode.

The Island Project Configuration Window

Additional graphics settings can be found in the Pause Menu.

Pause Menu

The Pause Menu can be raised by pressing the Escape key or Start button using an X-input controller.

The Island Project Pause Menu

Pause Menu Options

Closes the Pause Menu. 

Invert Y-Axis
Inverts the vertical look-axis controls for the player camera. 

Show Input Values
Enables the in-game Input Debugger overlay.

Enable V-Sync
Sets the vertical sync count to 1 when enabled. Enable to prevent screen tearing artifacts.

Anti-aliasing (FXAA)
Enables Fast Approximate Anti-aliasing (FXAA) as a post-processing effect. Disabling may improve performance.

Ambient Occlusion
Enables ambient occlusion as a post-processing effect. Disabling may improve performance.

Post Effects
Enables additional post-processing effects such as motion blur, bloom, chromatic aberration, grain, and vignette. Disabling may improve performance.

Note that the color grading post-processing effect remains enabled even while the Post Effects option is disabled. This is because it plays a significant role in setting the overall visual tone of the project.

Game Manual
Links to this page in the Community forum.

Community Forum
Links to the Community forum for The Island Project.

Quit to Desktop
Exits the application.

Command Line Arguments

In addition to Unity Standalone Player command line argumentsThe Island Project has a few of its own.

Resets the player start position to the original starting position.

Resets all settings, including changes made to the Configuration window.

Resets player stats and progression data. 

Resets all settings, player stats, and progression data. This restores the game to its original state.


The Island Project was developed by Nikkolai Davenport.

Third-party assets used in the making of this project include, but are not limited to:

Assets by Unity Technologies that are used in the making of this project include:

  • Standard Assets
  • Post Processing Stack
  • Cinemachine

The albedo texture for Ethan comes from the Stealth (Unity 4.x) sample project.

Made with Unity. Portions of this program © 2005 - 2021 Unity Technologies. 
"Unity" and associated logos are trademarks of Unity Technologies.

The Island Project. © 2018-2021 Nikkolai Davenport. All rights reserved.

Looks like the Alpha was taken down in preparation for an updated version, but this was mentioned in a post from June. More details on ModDB.