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Bitwise Games

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A member registered Jul 03, 2016 · View creator page →

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Thanks for the feedback.

You can press Esc and then Space to skip cutscenes instead of having to mash through. You can also hold down Ctrl during a state transition (when the screen goes dark) to speed it up.

Obviously, I'm still ironing out all the details. I'll keep working on it.

Sir, this is "amateur" game development. "Professional" game development is a few doors down.

Seriously, the only complaints I can think of are (1) my mouse cursor didn't automatically hide when I plugged in my gamepad and (2) pressing A while a character was talking skipped that line, instead of filling the rest of the text in. I absolutely love character action games, but I've always thought there weren't enough 2D ones. This is basically my dream game.

Thank you for playing! I agree with you about the Wizard Dance mode; especially when playing in fullscreen on my 4k monitor, sometimes the UI feels a bit too big. But obviously it's still using programmer art, so once I'm ready to replace it all with final artwork, I'll figure something out.

For the shmup mode, the bullets have to move at a certain speed, otherwise it would be impossible to deflect them with the shield. You might be right about the hitboxes though, I'll have to take another look at those.

You should be able to shoot in 4 different directions when controlling the dragon (up, down, left, and right). I may have forgotten to write "mouse to aim" in the instructions; my apologies. 

I'm glad you thought the Letter Editing mode was fun! I actually thought about removing that one, until I got some positive feedback about it. And while I was making the levels, I discovered that it's much more fun to play if it seems like one giant block of garbage text at first. If it gets broken down into shorter sentences with fewer misspelled words, it just feels like a chore.

The third level in particular (with all the spikes) is what I felt like I "cheesed" through. I just built myself a sled and walked across the spikes. Again, that could be the intended way to solve it, but I'm not sure.

all my balls died :(

There are a couple of things I don't understand: I bought an item called Midnight Oil, but I wasn't sure how to use it. I didn't see anything in the "How to play" screen about items. It also doesn't appear that missing a ball with a paddle and letting them hit the bottom of the screen does anything, which kind of defeats the entire purpose. I'm sure I'm just missing something.

I love the VHS art style. It's fun!

Get 10 Dollars Simulator

The Settings button in the main menu doesn't seem to work. I'm not sure if that's a glitch, or if you just haven't gotten around to implementing it yet.

Roguelike mode is fun, although it took me a minute to realize I had to press W/A/S/D in the direction of an enemy to attack.

Nice art and music, although the controls feel a bit off to me. I personally would prefer space to be jump, and LMB to be the draw button. Some of the puzzles are nice, but as others have pointed out, it can be hard to tell if you're doing things the "correct" way, or if you're just cheesing your way through.

I enjoyed this. Thank you for uploading.

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Really cool art and SFX (some background music or ambience would be nice). Gunplay is fun. The Damocles' reload animation was really neat. The ability to switch weapons via the scroll wheel instead of just the number keys would be handy (assuming you aren't planning on using the scroll wheel for something else).

I liked reading the terminals, although having to press E twice (once to bring it up, and again to show the text) is probably unnecessary. Just once to bring up the text is probably enough IMO. And I would've liked to be able to scroll the text vertically with the W and S keys.

I played until the new room opened and I got kicked back to the main menu. Seems pretty interesting so far. I wasn't too keen on the art style at first, but it grew on me after a while. And the writing was nice.

Could be a cool Danganronpa/Zero Escape clone. Good luck!

Movement and visuals are nice.

I accidentally killed Ivan while talking to him, because I assumed LMB would advance the text, not shoot.

Some more verbose mission instructions would be helpful. I had a task to "kill a robot pedestrian", and I figured I was supposed to kill a certain one, but apparently I could just pick any robot pedestrian and kill them instead. I also had to talk to some rebels at a restaurant, but I couldn't find them. There's a dark square in the upper left of the screen which looks like it's supposed to be a minimap, but it just said "none".

Atmosphere was pretty cool. I liked the random radio chatter.

10/10 would give up again

I made it about 42 seconds. It's insanely difficult, but also kind of addicting in a way (similar to Super Hexagon). And I was able to see the secret ending (because I spoiled myself).

Thank you for playing! I've received some similar comments in the past about the rhythm game. I have a couple ideas about what to do, but I haven't fully decided on anything yet.

I'm glad you liked the stories. I've tried to make some "funny" games in the past, but a lot of them just fell flat.

Right off the bat, I noticed a few graphical glitches that prevented me from starting the game (see attached images). They were kind of a pain to fix, since I had to search for the game's settings file in my PC's temp folder.

Nice sprite art and sound effects, and I like the forest ambiance track.

There doesn't seem to be a way to return to the main menu. A pause menu would be nice.

"Battle" and "Forage" look like buttons since they light up when you hover your mouse over them, but they don't respond to clicks.



Believe it or not, I've actually never played Warioware (although I did play Game & Wario on the Wii-U a few years ago). The biggest sources of inspiration for this game are Half Minute Hero, Octopath Traveler, Chrono Trigger, and a few others. Definitely agree with you on the polish (I haven't been working on this for too long), and I'll look into speeding up the transitions. Thanks!

Thank you for the kind words! You're 100% correct about the fish in the 3rd level; I'll need to take a look at that. I've also received similar comments in the past about the notes in the Wizard Dance mode, but I still haven't decided what to do. I'll have to think about it some more.

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Saw a whole bunch of error messages right as I started the game. Not sure what that was all about.

Camera controls are REALLY wonky. Maybe make it so that you have to hold a button down, or increase the friction so it doesn't slide so much.

Holding W while against a wall will prevent you from falling; might be something up with your collision detection.

I haven't played a whole lot of "tactics" games like this, so take what I'm saying with a grain of salt.

The writing/story seems interesting.

It feels odd that you'd left click on a character to select them, then right click to tell them where to go. Is there a reason why you can't use LMB for both?

I think there should be a bit more distinction between the player characters and the enemies. You can click on both of them and see all their info/stats/etc. so it might be hard to tell who's who.

Obviously it's still very early, but hopefully this turns into something bigger. Good luck with everything.

based SDLbro.

I think I found a bug. Does the level continue updating, even after entering the game over state? I died and it showed the game over screen, and then a split second later, my score increased slightly. I'm guessing I probably shot an arrow right before I died, and it hit something after switching to the game over screen. Might be intentional, just thought I'd let you know.

Cool little Hotline Miami clone. It'd be nice if the guns automatically disappeared when out of ammo. As it is now, you have to manually drop them and pick up a different one, while avoiding the one you dropped so you don't accidentally pick it up again.

There are a lot of spelling and grammar mistakes that can sometimes make it hard to understand the instructions. I'd really recommend getting a proofreader to go through and fix them.

This seems like it could be really cool, once it's closer to completion. Good luck!

Neat little strategy game.

- Since the background is solid black, it took me a while to realize there were other nodes surrounding the first node, and that I had to click on the dirt paths to expand.

- An option to fast forward through all the animations after clicking "end turn" would be nice

- Some of the buttons were kinda hard to click, since they overlapped each other. But I know this is very early, so you probably just haven't gotten to it yet.

I enjoyed this. Thank you for submitting it.

Thank you! I'm glad you liked the humor. Writing comedy has always been really hard for me, but I've been getting better at it.

Really nice art and sound effects. Definitely needs a way to rotate the camera, though. A couple of times I thought I was placing archers on top of walls, when I was actually placing them on the ground behind the walls. I also accidentally hit the trash can button and wiped out everything I had, so some sort of "Are you sure you want to delete" popup would be nice. UI scaling would be cool, too. I'm on a 4k monitor and the icons were really tiny.

The gameplay here is fun and simple. Good luck with this.

A more detailed tutorial and descriptions of the buildings would be nice. I'm a total brainelt (real typo) and I honestly had no idea what I was supposed to do. And I even turned on emotional support :(

Nah, don't worry about it. Ryzen 9s are built to get REALLY hot 💪.

Is there any way to limit the FPS? It's running at like 600 frames per second for me, and my CPU is getting kinda hot.

Thank you for playing! I'll keep working on it.

- I agree with you about the spacing of the notes in the WD mode. I have a 27" monitor, and I found myself having to constantly move my neck to fully see all of them. I've also gotten some similar feedback from others about the difficulty. I'll fiddle around with the numbers and hopefully make it more doable. 

- Diagonal shooting for the dragon might be a good idea. I'll also adjust the placements of the rocks (and their hitboxes).

- Oh man, I didn't even think about players with dyslexia. I myself am not dyslexic, but I've read that font and text color can sometimes help make it easier to read. I might have to think about that some more.

- The imp is definitely too fast right now, and I have some ideas about how to slow it down without ruining the fun. Maybe by next DD I'll have them implemented. 

- Thanks! I was kinda worried the TD levels might be too short. 

- When you say the shield is too small, so you mean when using it to deflect bullets? The idea was that you'd have to be right in front of a bullet in order to deflect it.

Thank you for the feedback!

Really nice artwork and sound effects, but I wasn't able to make it very far into the game because I kept dying lmao.

Unless I'm blind, there doesn't seem to be a way to quit the game. Alt+F4 did nothing and I didn't see a Quit button in the main menu.

I liked this. I can definitely see how it would be fun on mobile.

IMO more of the menus and popups should be navigable with just a keyboard, since the mouse isn't really used for anything.

Definitely agree about the imp moving too fast. I have some ideas in mind about what to do, I just haven't gotten around to implementing them yet.

The notes felt right to me, although so far I've only tested on my own computer. I'll look into this some more. 

Thank you for playing!

Catching a fish was a bit difficult because of how dark everything was, and there wasn't really any feedback (it took me a few seconds just to notice that a fish had bitten my lure). I wasn't really sure what to do after I caught it; I just walked around for a few minutes with it hanging on my reel.

Really nice combat system. I'm not sure if it's intentional or not, but I wasn't able to print guns after the tutorial. Pressing R didn't do anything.

In one of the cutscenes, it looks like the character's names are wrong (see screenshot).

As others have already pointed out, it's hard to comment on the game overall since you're so early in development, but this seems like it could turn out really well, so best of luck to you.


I absolutely loved this. I was kinda put-off by the MS Paint style graphics at first, but they grew on me. The music is fitting, pinball is fun, and even though the gameplay is almost entirely luck-based, for some reason I just could not get enough.

Definitely looking forward to seeing more of this.

Yeah, I have an RX 6900 XT. The grass was still moving with the wind, so I'm not sure why I didn't see it being cut. Might be something on my end.

Unfortunately, I wasn't really able to play much. I used a mouse and, as others have pointed out, the camera sensitivity is so high that even when I stopped moving the mouse, the camera continued to spin around really fast.

The animations and sound effects could use some work, but the models and textures look nice.

Really nice setting and atmosphere. Kinda reminds me of OSRS in a way.

The first thing I did after the intro was cut some grass with a scythe. It would've been nice if there was some sort of feedback besides just the number at the top of the screen going up (maybe the grass disappears or becomes shorter). If you stay in one spot while cutting grass, the number at the top of the screen goes up much slower, but since there's not much feedback, it's hard to tell that you're supposed to move around.

Fishing is fun. Personally, I would say that S to reel in would make more sense than W, since you're bringing the fish towards yourself. But that's just me.

Scrolling the mouse wheel in the tutorial windows also moved the camera back and forth. Maybe if the mouse is over the tutorial window, disable forward and backward camera movement.

Good luck anon!

Some nice sprite art and music. The pacing of the combat felt a bit off for me, but maybe I've just been playing too much Bayonetta lately. I was confused by a few of the UI elements; there was an icon of a drop of blood which said something like 25%, and I thought that meant I had lost 75% of my blood and I was about to die. It also took me a little while to understand the cooking menu (when I only had one ingredient, I wasn't sure why the entire row was getting crossed out).

The controls were pretty intuitive (I used an Xbox 360 controller), and I liked the character customization options.

Good luck with this one.

I actually really like this. The controls feel right (I used a wired Xbox 360 controller), and the whole aesthetic is great. Might be just me, but I actually liked how there wasn't any background music.

Most enemies could be killed easily just by mashing the attack button over and over. Maybe give some of them the ability to dodge or parry or something.