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A member registered Sep 25, 2023 · View creator page →

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This game sounds really cool! I am considering buying it.

Reminiscent of Stardew Valley in the mines, gathering resources and all.

A classic game! The music is well-done. I also like the camera zoom effect when you land and take off.

Nice re-skin of this classic game. I love the music! It's so relaxing.

This reminds me of the calculator games back when I had the TI-89.

The movement is considerably smoother.

Superballs in space. This is a fun screensaver: Set “ship pull” to true and gravity to 0.5% and watch as the planets bounce around you and off each-other.

Much of the game-play is solid. But there are two minor problems that shouldn't be too hard to fix.

1. The motion is sudden. It would be better if there was more "momentum". Meaning that acceleration to top speed and stopping is not instant. This is especially true in space where there isn't any friction.

2. There are invisible boundaries. Maybe wrap-around would be better, or to spawn new enemies around you?

I may have a little time to play around with your GitHub repo, I will let you know if I stumble on anything.

There are not that many handwriting fonts out there, and those that are are mostly in cursive, so it's nice to see you post this.

The music is amazing. I have stepped into a world between worlds, a realm where life and death are one and the same. Look forward to it's further development!

I love the art! The aliens remind me a little of the biters in Factorio.

Excellent prototype! The music fits the space theme very well and the enemies have a unique insect-like appearance. I have some ideas for small gameplay improvements, I can elaborate on them if your are curious.

Interesting to see your first few steps out of being "stuck in tutorial hell". 

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This is a nice little tutorial! Vanilla Javascript. No excess layers of abstraction (as can happen in the OO world) and a blog explaining the code. Repl.it to play around with the source. All within a small but fully functional game.

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Well-built game! The art, music, and puzzles are nicely designed. The process of elimination is a bit counter-intuitive. But other than that its a charming puzzle game with a catchy tune.

This maze takes me back to engineering 101 where we learned how to draw top, front, and right views of parts on special graph-paper.

Video games are in a sense the perfect communication medium. They can have text, graphics, interactive demos, and much much more. I hope to one day develop a proper 4D engine (with lighting, shading, occlusion, textures etc) in order to visualize polytopes and other objects.

Beautiful (in a gritty, dystopic way). Takes me back to the Game Boy era, could totally be a Metroid background.

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So many neat ideas come from game jams! Any tips for my first Jam?

This is a well-made game. Everything from the art to the combat/puzzle mechanics (and upgrades) is nicely done!

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Neat "game-over" sound effects! Did you make them yourself?

Interesting demo! Splitting and merging to avoid obstacles is an elegant mechanic that would be a lot of fun in a fully-featured version.

That motivation bar is quite realistic lol. I am seeing more and more neglected talent: people who have all sorts of neat ideas who are being ignored by both academia and industry. I am hopeful that some of their innovations, not constrained by the cooperate world, will move society forward.

Lol the bookshelf. Is this your first escape room/point&click game?

Fun little mining game.

Short and difficult, reminds me of the Newgrounds era. You can't jump again until the bouncing animation finishes. Harsh.

Making small games such as this is a nice break from my large, open-ended projects.

"Run, collect, run, upgrade, run, shoot, run, run, run". The 8-bit cemetery starts out easy enough, but the ghost and ghouls get faster and faster. Gamedev definitely stress-tests "clean code" practices. I am inspired by *Factorio* (the blogs were recently resumed) as a large-scale, performant, highly stable game.

Not a fun experience to have IRL. Nice hand (mouse?) drawn graphics and ambient horror soundscape.

Charming graphics and spooky music. Very difficult, I get overwhelmed by skeletons before I make enough at the lumbar mill to buy anything.

He keeps his eyes on the ball, useful to know when it is launched high into the air. Fun little demo of a classic game concept.

This makes me want to add a sci-fi theme to my Bash shell. It's among the most powerful tools in the existence of computing. It deserves better graphics.

Use now or invest for later, that is the question. The music is serene. Not a bad way to spend a few minutes before the tornado buries your wheels or wipes out your energy crops.

A reflection of some common childhood fears. Video-games are where code meets art. I live in code but visit art from time to time; I somehow fit art culture better than the “tech-bro” culture. It’s nice to try a game powered by words and stories instead of math and GPUs.

“Never look twice” neat idea with a steady difficulty curve. Great for Sokaban fans seeking a fresh challenge with a unique way of “route-finding”. I will also check out enginesdatabase.com; I see much potential for game engines both within and outside of gamedev.

I love the pixel patterns used for dithering, it adds to the cyberpunk vibe. It's interesting that you chose "mind uploading" as a topic.

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"Elegant games, from a more pixelated age." This tempts me to make a Rasberry-pi "e-ink" console so I can play classics instead of ad-filled phone games.

"That dragonfly stole my honey". Simple and charming game. Plays as an endless 2D platformer without gravity.

I used to play a clone called "playing with fire" with a friend. We would always try to get two pairs of "running shoes" for super speed.  It's nice to have an open-source template in case anyone wants to make their own version.

Beautiful scene! Much like telescope (RIP Louise Glück) it really hits home how endless the world is, both the cosmos and that inside the mind.