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IronnButterfly

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A member registered Jun 12, 2020 · View creator page →

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The sounds are the main feel good of this. Being able to beat my meat really quick just feels good ;) 

Some of the games I have played have too much juice that it is disorienting. For this one, it has a lot of juice but isnt disorienting because the juice happens when you are not in control (ie during the dash) so you dont have to make decisions during the juice and is a subtle but really great way to get juice int he game.

The art here is gorgeous! And with knowing how bitsy works, I know it must've taken a massive amount of time. I think the art and colors really do the game justice in telling this story about change and how a person adapts with it. 

I'm having some hard time reconciling in my head what the game is actually about though. The seasons changing really hits home the theme of change and how you react to it. The world and characters are all changing around the player, but you are still focused on finding sticks. But then you come to find out that the dog was still there with you and that you shouldnt be so laser focused on your task as a loved one might be right there in front of you this whole time. This to me doesn't really interact with the theme of "reacting to change" in a very, for lack of a better term, elegant way. 

I would personally ditch the seasons altogether. The changing of seasons is such a powerful trope in storytelling that I felt as though I was distracted by it and missed the actual, more interesting, story.

With that being said, the ending really hits the theme of a kind of "stop and smell the roses" vibe really well. As a player, you are always given a goal and all you really think about is achieving that goal. So almost mindlessly playing can be the norm until you are hit with those ending words. I even think the "lame" puns played into that mindlessness as I alomst didn't care what the other animals were saying because all they were going to do is give me a pun. Which, whether intentional or not, also really empowered the ending. 

I personally love when a game hits you with an ending and you have to stop and think and ask yourself "did I just play through the entire game and miss out on the entire game?" So you inevitablly play through it again and oggle at all the clues you miseed out on. 

So far, this game has been one of my favorites because of the awesome story telling that is simple yet beautiful. 

While I don't fully enjoy the creepy coconut staring into my soul, I do quite enjoy the underlying concept of the game. Using the mouse as a "paddle" to control the real "player" (ie the ball) is a great twist on the game. 

I think all this game really needs is a kick-ass theme to go with it and really tie it together and emphasize the unique-ness of the controls. I personally think diving into some sort of sport  would be neat. Maybe you are a tennis player bouncing a ball to defend against a zombie apocolypse. Again, something like that to really drive home the really awesome control scheme. 

This one stumped me at first. But only because the way that the coin needs to be collected. You have to move a block on top of it, and then update the game with the block to collect the coin. My first go at it, I honestly assumed that the game just didn't work until I messed around a second time and heard the little collect noise. 


As much as I love the little square ninja turtle, I couldn't help but using the word "attached" when talking about moving 2 blocks. I wonder if changing the theme to reflect that might help with understanding of the first couple levels and might just tie everything together a bit. I personally thought about magnetic fields or electric currents binding the blocks together.

That last level was a doozy for me though. I originally thought that this concept was lacking in complexity and was just too simple to make a good game out of, but if you can continue to churn out levels that are on the same level as that last one, then I will have to stand corrected. 

Another very clever game and takes the classic sokoban to another level. Although the first level made me feel really good once I figured out what was happening, when it came to the later (or last, im not sure I wasn't able to beat it) levels it was extremely difficult to follow what was happening. 

If I were you, I would experiment with making this game in another engine that can handle the balls bouncing without the need for player input. I think that will make the levels easier for the player, but also easier to design because it will be more understood visually.

Otherwise really great puzzle game!

This is extremely clever! It reminds me a lot of Baba is You and Scribblenauts which is a compliment! The puzzles are clever, but not too hard. It can also be expanded on so easily with different word functionality. The fact that the letters start as obstacles but then finding valid words removes them or condenses them surely will lead to great puzzles. 

All in all a VERY clever game that I would love to see a full build of in the future!

thats fine its free

Of course! Anyone can. I don't see what is preventing anyone from using it without asking. Of course mentioning that I created it will alwyas help though.

Just the right length to get a well written and heartfelt message across! 

The colors are just right to set the mood, contrast well, and fit well with the candle theme. The rooms also quite simple (in a good way to not clutter) but seem to tie in with the message being sent (especially the restricted room). The writing is evocative and is sure to relate with many people. 

Very awesome game! 

I love the concept of this! I wish there were more levels! Super cool