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A member registered Oct 09, 2016 · View creator page →

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Thank you! :)

Thank you for playing and commenting! That's a lot of points considering that the video showed you only how to get ten points. However, you still have to get over twice as much points to beat my record of 26540 :)

Thanks for the feedback :)

Hehe, thank you!


Thank you so much for the feedback! The first two problems were decisions made in haste, but I had no idea that the automatic target lock would cause players to miss their targets. Did the wrongly timed target switches occur whenever you approached the targets (because there is a minimum range for the executions) or also in other situations?

No problem! It would be fun to see the polished version!

The landscape is beautiful and the characters are charming. I really liked the atmosphere, but the lackluster gameplay gave me no reason to continue playi... wait what? Online highscores? Never mind!

It was quite fun when you win the other player, but there is still lots of polish required to make the rest of the game fun.

First off, I think that the explosions need some work and the eggs should be more noticeable, because it took me a while to notice what kept killing me when I was trying out the controls. I can't remember what I did wrong, but at first I actually thought that shift was for a ghost mode (and I also thought it was called LAYAN. Yeah, I felt really stupid when I learnt that the "O" in LAY AN "O" meant egg and wasn't some kind of an emoticon :D ). 

Secondly, the collisions need more work, because it was REALLY frustrating to get stuck (especially inside the spinning cross). The sliding of the characters is also frustrating because it makes it difficult to do movements that require precision (and precision is needed in many places because of the unforgiving collisions).

Also, the functions of the colored buttons are not always clear, and sometimes it takes too much time to figure out what each button does and if they are important (and in this game time is of the essence).

However, it's not all that bad. The concept is fine and the art and animations are quite charming. I also liked how the respawning mechanism was done, and the (creatively implemented) eggs could become a source of lots of fun after a bit more polish.

The idea is nice and it was kind of fun to play "chess" without knowing what each piece does.

The sprites are alright, if only a bit rough around the edges. However, I think that the roughness also adds some character to your game, but it's just a personal preference. Maybe I would remove the most obvious signs of freehand drawing and attention-grapping pixels/sharp edges, and use some kind of engraving look/fading/hue shifting around the letters to make them look more natural (again, these are just personal preferences/ideas).

Plus, the loading times are questionable.

Wish there was more to destroy and read

It's a decent little game until you realize you can just stand on the defusing spot and the enemies will kill themselves for you.

I also wish that the movement was happening in real-time, because I think that it, combined with some animations, would make it more clear who is attacking what (sometimes nothing was happening on the board even though there were enemies standing before my barricades).

Anyways, the concept is really fun, and the unique art-style and ominous music make it stand out in my eyes. However, the controls need more fine-tuning, and especially cancelling the selections felt a little clunky. I feel like binding "back" to the RMB could do the trick. I also had the same problem as randomphantom whenever I tried to crush the enemies that got too close to right side of the window.

Nevertheless, you have accomplished something really cool and unique. Good job!

Making that post-jam version is a good idea, because right now it feels like a crude prototype of something much better it could become. In my opinion this game really needs some kinds of power-ups/upgrades or other clever ways to make you feel like you are progressing. Maybe somehow related to killing the smaller enemies (better upgrades through kill multipliers/drop chances/something else?), because currently there are no incentives to kill them as you can just run past them to the next doorway (those ideas are just off the top of my head).

The overall visuals are really cool, but something needs to be done to the shooting audiovisually. At the current state it just doesn't feel satisfying (imho). You should also consider making the game more fast-paced, because otherwise it can get boring faster due to the lack of content.

Wow, thank you so much for your kind words and the feedback! They mean a lot to me. And if you have any more ideas on how to improve the game, just keep 'em coming!

Thank you for your kind words!

There is a backstory, but it didn't make it to the game because of the lack of time. The company is actually getting a lot of funding for the submarine train, because it is efficient, fast and reliable way of transportation. The same technology can be also used for military purposes, and that is the real reason why the company wants to develop the technology, though the public doesn't know that. The player character knows of their plans, and he also knows that the company is the biggest military drone manufacturer. If the development continues, the company could gain control both in air and underwater. He plans to destroy the train making it look like an accident, hoping it will freak out the public and cut the funding back dramatically.

Like Hindenburg was a propaganda symbol for the Nazi-Germany, the train also has propaganda value to the company. If there was enough time to do it, the ending would have revealed that the accident dented the public image of the company, because it has put much effort in convincing everyone about the train's safety. The funders also got scared, and the future of the submarine trains became uncertain, just like the Hindenburg disaster ended the airship era.

Thanks for the review and the kind words! In my book decent is still a praise for a game made in such a short time.

I also agree with you that the ending could have been much better.

Thank you for your feedback! Did you give it another go? My friend just came across a bug that made it impossible to complete the game. He run out of inventory space before he could get an important item and he had to restart.

Thank you! Indeed, Blade Runner was one of my inspirations for the visual style! Especially the bar is heavily inspired by the noodle bar shown early in the movie.

And thanks for the feedback.  Sound effects could have really improved the game and helped the flawed ending.

What version of GameMaker are you using? The source code should be there, but it's only for GameMaker Studio 2.

Oh, it was never meant to be played outside the jam it was created for. I deleted the link because so many people took an interest in it and I felt that it wasn't going to meet their expectations (many downloads, 0 feedback). I made the link available again if you want to try it, but it is really just a confusing prototype of a concept, not a real game.