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ixoreus // rowan pippin

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A member registered Jun 16, 2020 · View creator page →

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Thank you! Glad you enjoyed it :D

Thank you! It's pretty unclear/unintuitive i think, but you actually are supposed to be able to make the different limbs - arms or legs - longer by putting trash on them, specifically, rather than just adding it to the body of the golem. I think we def will need to tweak the tutorialization and visuals a bit to make that more apparent. Good feedback, thank you!

Thank you! Glad you enjoyed it :D

Thank you! And technically the golem's face is supposed to indicate that the golem is moving in a direction in response to a prompt (it'll show an arrow if it's obeying your call and moving in that direction) but it does get overridden by the symbol that shows something is blocking it from progressing. We probably should try and make that more clear, either way, and tweak how it responds to obstacles a bit. Thank you for the feedback. :D

Thank you! Glad you enjoyed it :D Hopefully we can tweak this a little in the future. 

oooh good to know, now im gonna have to play again lmao

This is such an adorable little game, and a pleasure to play. I was a little confused my first time through because I didn't register that I was getting points deducted for catching too many, and was like "...what's stopping me from just selecting the whole screen" LOL but that's on my adhd ass.  Could be helpful to have the "0" score highlighted on the score count per level with a "Too many gubus! ):" message or something. 

I did notice a little bug in the scoring system - if you restart the game without refreshing the page, every game after the first one counts you as having scared off bugus even on the levels (1, 2) where there aren't any/you didn't encounter any.  I got "scores" of between 1-3 bugus scared off when I definitely hadn't seen any yet in that playthru lol. 

Love this tho! Might be interesting to see the challenge go up by being told to catch X amount of Y type of bugu. They have such cute personalities, they deserve individual attention! Also loved the where's waldo visual effect of having to hunt down the bugus. Very good. Nice work!

Thank you! That's not a bad idea. The golem does take a considerable time to get back to the player because of its speed @_@ so that was definitely something we struggled with balancing. Glad you enjoyed it! :D

What an incredible, grueling little game (in the most affectionate way possible). Honestly surprised I seem to be alone in the camp of "wow this game is kind of miserable" (but again, in a good way). Part of it is probably that I suffered through the first like, 2/3rds without it being fullscreen because I couldn't figure out how, until I realized I needed to do it manually via my browser options - when you said to make it fullscreen, I kind of expected some kind of in-game ui function to allow me to fullscreen it. 

I do wish the ending was a little more satisfying, though. It felt like it was leading up to something, narratively, especially with the "that's why we're here",  "we've broken your legs", and "it's for your own good" type lines, and then the ending sort of didn't have any kind of reveal aside from "well, you can fall down or climb down but this is all there is".  Especially after struggling through to finishing instead of giving up many, many times, it felt like Some Kind of payoff was earned, but there wasn't anything to be found. Even something as simple as "oh, you thought you were through? that's a shame, we'll do this as many times as it takes" and teleporting you back to the beginning or something would feel more in line with the narrative lead-up. 

The gameplay is very fluid and feels great, even the parts that are miserable and frustrating end up being very satisfying when you finally figure out a way to get through them. I was also constantly getting myself stuck places, often because I'd try going a different way than the arrows directed because I saw there was still open space and thought maybe there'd be an easter egg or something in that direction since it was like, Conspiciously Open despite not being where the arrows wanted me to go. The first few times that happened I ended up having to restart, but eventually I did learn how to get myself unstuck with some success. That being said, the arrows were very helpful in general, when I wasn't being a pain in my own ass.

Great work! Easily one of my favourites so far. I hope you'll keep working on this, would love to see how far you could take it.  

Ah! That's on me, I completely missed the "allied" part at the beginning about securing bases, so I thought the number at the bottom for X/10 Bases was about enemy bases somehow. That makes a lot more sense, and having gone back to try again it feels a lot more responsive. Will def have to play the desktop version in order to try and actually win though, lol. Thanks for clarifying, and best of luck!

Ambitious concept, and worth continuing to flesh out. It's rough to see what's going on in the browser-scale window, but then going full-screen means I can't see the instructions below the game :,) I couldn't tell which of the colours was mine until I read your description--it was really hard to tell, in terms of responsiveness, what the reaction was to each placed target. It kind of just felt like I was constantly dropping targets all over the map and waiting for something to happen. 

It also didn't feel like anything *bad* was happening to challenge me, either? I suspect if two different colours interact maybe that starts something, but they're so far apart that even with it at max speed, none of my guys ended up making contact before I gave up and moved on to read your description instead to see if I was doing something wrong. 

The UI options are extremely cluttered in the browser window scale, and it would be best if the game starts with them collapsed, and allowing the player to expand them to see what each one is--this would be a little less overwhelming. Might also be nice to have some tutorialization, or at least a more zoomed-in (gameloop-wise) start to the game so it's a little more clear how your actions as the player impact the game world.

Regardless, a very impressive turnout for four days. Keep working on it!

Interesting concept, but the execution could use some more work. Not being able to control where the platforms are placed (because it's based on the spinning....thing? flying around the armadillo in a circle) meant that the only way I could get anywhere was by just spamming in order to hope one landed where I needed it to before the one I was on broke. This feels like it could be a really fun game to have to plan strategically with in terms of placement, and having to react quickly, etc, but in its current iteration it isn't quite there yet. Definitely a concept worth continuing to work on, however. 

Agree with what previous commenters have also said - it was very unclear what some of the emojis were meant to be, and it was also really hard to tell where I was in terms of being able to pass/fail the level. Even though I got pretty far, by the time I was at X/225 hearts, it was kind of dragging a bit. Having something to challenge you more than just constantly chasing a moving goalpost of hearts, or at least having some transparency into how close you are to reaching the goal , would make strategizing more interesting as the gameloop stretches out and the goal gets higher.

It also gets really finicky once you need to start scrolling/zooming out; sometimes things would bounce back to the menu even if I had enough money to buy them, and sometimes they would snap into a spot before I had actually dropped them, which got progressively more frustrating as I was trying to be strategic with placement. 

I also found myself habitually alternating items that build off each other, before realizing only two of them benefit from that (the sunglasses building more hearts per adjacent household, and the restaurants per adjacent household)--it would be nice if it was consistent, with all items either building off each other based on how many are adjacent, only one-to-one benefits. 

Another thing that was unclear was what counted as "adjacent"; having some mini-tutorialization or a static tutorial screen in the options/start menu to demonstrate what counts and what does what would be really helpful in this regard.  I assumed diagonally adjacent squares counted, but I wasn't sure, and I genuinely couldn't tell since the "payoff" per day was always so brief and not easy to track visually for a good understanding of the effects each item had.  It also seemed like certain items were decreasing/countering my heart gains, but since none of them said they did that in the description (except for the factories, and those only if they're within X distance, which none of mine were), and there were no details about that in the instructions, it really wasn't clear what was happening there. 

Overall, a very cute game and an interesting approach to the city-building-resource-management gameloop. Would be very interested to see this polished further. 

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Gorgeous game, excellent vibe. The song's really good for the tone of the game, but it might be worth while to try and loop it or else shorten the countdown to match? Music ran out before my timer ran out, which ended up being really....interesting? It felt almost intentional, but I feel like the length of time between the music running out and the timer running out was just a little Too Long to feel like it was supposed to happen. 

I was also a bit confused about how exactly to capture the enemy bases? I spent most of my time shooting enemies and trying to avoid allied bases/friendlies, to the point where my Defeat screen glitched out and the enemy stamps completely covered the score text.  I somehow captured three bases, but I'm still not actually sure how I managed that, or even when it happened. 

I also wasn't actually able to understand the audio feedback of "Allied Base Destroyed/New Allied Base" until the music cut out - not necessarily a bad thing, but it does seem like it might be important to know, so maybe some kind of visual message on screen as well? 

Overall enjoyed this game, would love to see a more fleshed out, polished version. 

Unplayably broken.  ): Items fall thru the fridge regardless of how you line them up, there's no feedback to say if you failed that would indicate it's not a glitch, score is listed as "x", and if you click with the left mouse button you automatically go up a level [so the fridge just continually scales bigger and bigger while the same small scale items fall across the screen. 

Absolutely incredible game. I made it through about 3-4 levels on Story Mode before giving up and switching to Easy Mode, and even that was quite challenging - the controls felt a little loose/inconsistent at times, which was a big contributing factor. Didn't decrease enjoyment whatsoever, although it was a little frustrating at times. Really nails the retro gaming vibe of simple but challenging levels and failing again and again until you  nail it. Would love to see this fleshed out with more kinds of obstacles (as opposed to just spikes). Great work! Would absolutely play again. 

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This game is astoundingly clever. Unfortunately, perhaps too clever for me? Hard to tell if I was running into bugs or just Not Getting It, lol. The level names are clever and helpful clues for the most part, but I really struggled with the first level.  EDIT: Turns out I couldn't figure it out because I didn't realize there was an option to jump, haha. Might want to add that to your control list in the game description for dummies like me.  :,)

Being able to skip around the levels is really nice - some of them I understood and was able to complete, but some of them really just stumped me. Definitely the kind of thing I'd enjoy looking up the solutions for after getting stuck on it for a couple hours lol. When I did figure out the solutions it felt really satisfying, but made me even more confused about what the solutions were for the ones I couldn't figure out. 

As others have said, the game gets very strange if you take the mini-cube off of the scale platform. It's also possible to completely despawn the big cube if you're moving the mini cube around too violently. I'm not sure if this is a glitch or part of the intended solution, but I was able to shove myself up onto the scale platform with the big cube? Additionally, the game gets a bit funky if you at any point press "Esc" (I defaulted to that before I realized it was "P" for Pause), had to completely reload the page.  I also really wish it didn't capture my cursor (i.e. trap it within the game window and necessitate pausing to get it back).  The combination of cursor-locked camera movement and first-person-perspective made me really motion sick, unfortunately. 

In general I really enjoyed this game. Definitely one of my favourites so far. Good work!

Very fun game--took me a little while to get the hang of it, but once I did I really liked playing it and ended up losing track of time playing until I got "Game Over".  It's a fun puzzle, and I really enjoy how the different objects react differently (like the exercise ball being bouncy, and you bouncing if you jump on it). 

Some minor quips: at a certain point it got to where I was kind of waiting around waiting for trash to fall, because I had built a really stable, wide base, but things kept tumbling off the sides and despawning at the edge of the game before I could get them, preventing my pile from getting much higher - I ended up finding that the most effective strategy was staying at the top and grabbing things out of the air as they fell, which, while effective, wasn't super fun after the first few grabs. 

Assets & UI/UX: 
The audio is good, all of the trash and character assets are really nice - the UI, as a result, kind of sticks out like a sore thumb. I think it probably would have been more visually appealing without the bounding boxes behind the text? If needed for legibility, a low opacity black bounding box might be less intrusive. Additionally, it would be really nice to have more info available in the UI about certain things, like what the difference is between the two game modes, what certain power-ups are actually doing (it took me a little while before I realized that's what they were, and I'm only 50% sure I know what they do).  Would also be nice to have the controls listed in the game somewhere, rather than just in the description (A/D is easy to figure out, but it took me a while to realize I could jump, since W didn't do anything).  Having a pause function is a really excellent choice, I appreciate that you incorporated that. 

Overall - I really enjoyed this, and I'm glad it came up in my queue. It's very clever and feels great to play. I hope you expand on it further, maybe even incorporating more levels with different types of objects and powerups, rather than a single level with moving goal posts. Great work!

Thank you! Yeah, that was something we really struggled with, and the time crunch got the better of us  on that part. Hopefully we can tweak it a bit more!

Can't rate this yet till I get thru my queue, but wanted to leave a comment while still fresh off playing - very creative concept, genuinely made me anxious as hell, but also very buggy! 

Bugs: My first playthru I was actually confused because I apparently broke it somehow (my best guess is I did so by pushing the furniture around when I was still figuring out what to do/how to interact with stuff). The bug that happened is that the hand seemed to get "confused" and could not go through the door. If I closed the door, it would move to the closest open door, but if I didn't close the door it would just hang out in the doorway. I survived two nights like this - on the third night, without an enemy even spawning, I died pretty much immediately lol. 

My second playthru (did not restart the game, just hit start/restart to see what would happen) actually worked closer to what I think was intended, although there were still a few hiccups. I died this time despite having successfully closed the door on the monster, which was a bit confusing. 

During the second playthru, most of the time closing the door would cause the roar/shake sfx and the monster to disappear, but a few times it just moved to the next door instead, which was also a little confusing. If this isn't a bug, I'd probably try and make some indication of why this happens (I thought maybe it was proximity, but it happened sometimes even when I closed the door right on the monster at the last minute) so the player can plan and adjust. 

I think, for increasing difficulty, it might be more interesting to have more doors in the room to contend with after each night, rather than just a faster monster (though the speed increase is good and I would keep it). Something about having to rush to shut a new door immediately after having closed one creates a real sense of tension and urgency, and I think you can push that further. 

Wow this turned into a book. Overall, very well done! The vibe is extremely spooky and the mechanics paired with the sounds and camera shake make for a genuinely anxiety inducing experience. 

Thank you! This is great feedback, hopefully we can work on implementing it in the future.

Absolutely phenomenal! I got stuck very early on but I blame that on myself ;v; Very creative, very cute. Would recommend moving the "press right mouse button if you get stuck" message a little bit bc when I was trying to read it I was covering half of it up and didn't realize what it would do [and just decided to press it anyway, that's on me lmao]. 

Extremely cute, fun, and beautifully executed. Controls were sometimes a little finicky, but did not reduce enjoyment. Nicely done!

Hi! Thanks for letting us know (and sorry for the delayed response). Were you using the "C - Paw" control while the cat was on the bed in order to open the curtains? If not, can you try that and let us know if that works or not? And if it doesn't - let us know what browser you're using, so we can make note of it as a potential bug! Thank you <3

Glad to hear it! Yeah, we wanted to include more tutorialization and to tweak the controls a bit, but we were pressed for time ;v; maybe we'll be able to polish it up a bit more in the future!

Copied from above, just to make sure you see this too--Just as a bit of troubleshooting - in the first room you must [in no particular order]: open the curtains, clean up the trash, and clean up the laundry before you can unlock the next room, at which point you must then headbutt the human to get them to transition to the next space. Can you confirm if doing all of these things still glitches? We'll keep an eye out if so and see if we can nail down the bug. 

Just as a bit of troubleshooting - in the first room you must [in no particular order]: open the curtains, clean up the trash, and clean up the laundry before you can unlock the next room, at which point you must then headbutt the human to get them to transition to the next space. Can you confirm if doing all of these things still glitches? We'll keep an eye out if so and see if we can nail down the bug. 

Surprisingly challenging, but thoroughly enjoyable! What a creative, hilarious twist on the theme and on the stealth genre. I really enjoy this, and I love the style of the dog sprite especially. Well done!

I love this game! The music fits the mood so well, and I love the tonal shift from when you have zoomies vs. when you're just walking. I also really love that the interactions with the cats is positive as opposed to chasing them. I would love it if there was some kind of on screen indicator [like a sniff-dar or something] of which direction missing bones would be in, because once I got to the last eight I started struggling a little bit, haha. Also would be really nice if some of the wandering sprites had a little variation in shirt colour/hair/skin/etc; ditto with the cats. Incredible work for 48 hours, well done!! 

I love this game so much! It was so much fun trying to follow the prompts and guess what it was as I went along. a few times I had to start over or go back a step or two, but that made it even more satisfying to finish. The prompts were so clever, and I loved how you themed them differently each time. Some constructive feedback: I would love it if the cursor colour changed to indicate what colour you've selected! i thought it was broken at first because i didn't think to draw to test the colour change after clicking it, and thought it was stuck on black. It would also be nice to be able to see how big the eraser really is. I'd love some kind of indicator for how far into the game you are, vs how many prompts/drawings are left, too. Finally - I think this is probably unintentional - but i was unable to exit the game manually and had to use my task manager to get it to close, which was a little anxiety inducing, lol. Having a built in "close"/"exit" button would be great, but barring that, having the "esc" key trigger the game closing would be a good alternative too. Wonderful work! Congrats on being top 20, it's well deserved!

thank you! I'm so excited to play your game, the concept looks incredible. 

complete coincidence! I will look that song up tonight, though!

Thank you so much!

omg thank you! and thank you for being how I found out we made it into the video 8D;;;

This is an incredible compliment. I'm so glad our game helped you feel seen. Thank you!!

Thank you so much! ;v;

this is such a weird, funny game. some of the controls were a little confusing to figure out, and i wish i had been able to progress manually through the opening narrative instead of waiting for it to progress, but i had fun playing this! the gradual degradation in quality of picture/sound was super creepy and a nice touch. 

sorry about that! we were hoping to add more tutorialization/in-game text but we ran out of time :,D glad you enjoyed it!!

This is very clever and cute. I really wish there was a "try again?" screen after failures so i could take some time to look at what i had done and why it didn't work and decide where i wanted to move things to next time, instead of it immediately resetting. That eventually frustrated me enough that i gave up ;v; still I really like this idea and the execution! 

this is so clever! I wish there was audio throughout the whole game, it cut off well before i finished the level. That being said, the audio that is there could stand to be turned down a bit - I had to turn my volume down to around 2-4 for it to be at a reasonable level, which is nearly off. More feedback would be great - I had a hard time figuring out if I actually placed the sprite correctly or not, and a lot of times the player would input commands that didn't make sense that made me wonder if I wasn't in the right place on the map. Still, really cool game, would love to see this developed further.