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Ethan's Byproducts

575
Posts
12
Topics
114
Followers
6
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A member registered Apr 01, 2016 · View creator page →

Creator of

Recent community posts

Adjacent does not include diagonals, furthest away means the farthest living non-cat target

I appreciate that, thank you! Any time I'm having trouble coming up with ideas, I find the best strategy is not to force it. The more you force it, the more pressure you'll feel, and you'll become even less motivated. Just try doing things you enjoy and the inspiration will return

Thanks! Always proud to appease the smetter!

Thanks for the kind words! Definitely could've reworked the marking system haha

Thanks, glad you liked it!

Thanks so much! Glad you enjoyed the ambiance, definitely was something I was striving to achieve

Super charming visual style, and I really adore all the little UI touches. I think that sort of thing is integral to a game like this and you nailed it!

Really crisp and evocative pixel art, and the minimal soundscape provide a wonderful atmosphere

This was a super impactful and wonderfully written story, and I love how self-contained and complete it feel. Great job!

Fantastic game! A really polished experience all around for a jam, and a genuinely fun little roguelike in its own right. I especially loved the sound and visual effects on all the different spells. Great work!

I really like the sense of exploration! Nice work!

Really fantastic atmosphere in this game, achieved through minimal but evocative visuals. The combat system is interesting as well!

Thanks for the detailed feedback! I agree with everything you said, especially the necessity of grid-snapping.

Very interesting idea! I think the smartest design decision on display here is the auto-movement of the player, placing the mechanical focus of the game on manipulating the size of the pillars. I think the inclusion of a "freeze time" feature would grant players the time they need to think about the solutions to these puzzles, as right now it can be difficult to think while also accounting for the main character's changing position. Great work overall!

Super cool core mechanic! I think with a bit more refinement of the controls and collision, this could make for something really interesting. Great work!

Great idea for a turn-based mechanic! I'd like to see a version without a time limit, as I think this would encourage more strategic thinking and less frantic cube-combining. Nice job!

Really interesting way to re-contextualize jumping in a platformer! Nice work!

In hindsight, Vampire Survivors + Katamari seems like an obvious match made in heaven, and I thank you for finally making that match. This game is great, and really incredibly capitalizes on the inherent satisfaction of watching your character grow as you consume larger and larger prey. Great work!

Fantastic work! Such a simple concept, so well executed I couldn't help playing for a half hour. I could even see this being expanded out into some kind of strategy/roguelike sort of thing. Great job!

The art and ambiance are really top notch here, especially for  jam game. Would love to see this concept more fully explored, or even a whole new game set against this calming aesthetic!

Really neat! I'm not sure I understood why the movement worked the way it did, but I love the idea of gaining new blocks to place by reaching new heights.

Really nice idea, and solid execution! I think a bit more audio feedback would go a long way toward making the initial onboarding smoother, but overall great job!

Thanks, glad to hear you liked it! Sorry about that bug, I can't seem to recreate it unfortunatel

Thanks for letting me know, will look into it

Hey, thanks for saying all that! Comments like this really mean a lot to me, and I'm so glad you like my work! (I'm biased of course, but I do recommend replaying some of the games with sound on, cuz the musician i work with is really good)

Fantastic visual design and animations, really impressive!

watchmojo top 10 scariest moments in games: number 4 - appearance of the bridge troll

Really great take on the souls-like boss format, and really well-executed for the timeframe. Nice work!

Nice work! Very atmospheric for such a small game

Really expressive visuals and responsive controls. Great work!

thanks for the detailed feedback! Been a fan of yours on Twitter for a while now, so this means a lot to me!

Really clever idea for a central mechanic, and a great use of theming to contextualize it as well. Great work!

Absolutely fantastic visual design. I'd really love to see a full game employing this aesthetic. I think the game would heavily benefit from a bit more player feedback regarding when they've taken damage, and how long after taking damage they're invincible, but overall great job!

Great visual effects and animations! Everything works well together to create a strong sense of atmosphere. Nice work!

Excellent work, really impressive for such a short timeframe. I'm definitely interested in any FPS projects you have coming up down the line!

Great, solid work here! All the animations are simple but really convey what they're meant to, and I think you made the right call simplifying combat so players can focus on avoiding enemy attacks. Nice job!

Really nice work, super solid boss design and simple but effective combat mechanics. Great job!

wow thanks so much! Glad to hear you liked it, I really wasn't sure about it when I published it at 4am lol

Very novel idea, switching between bosses mid-fight and having your progress saved. I wasn't quite sure how that would help me, but I think the idea has a lot of potential. Nice job!

Great work designing the bosses here, I'm genuinely impressed by the breadth of their move sets and animations. Also, nice job managing to convey a bunch of different types of attack using such a limited color palette.