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werignac

48
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A member registered Oct 10, 2020 · View creator page →

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Recent community posts

Hi cinetic! I'm happy to hear that the theming is coming through, and (hopefully) doesn't feel superficial. Thanks for playing!

Hi Rare Dialect! A city-builder roguelite / roguelike is an interesting idea. Thanks for playing!

Hi estainer! Yeah, Whyburn started development on the tutorials early on, and that was absolutely for the best. I'm glad you liked the building descriptions! Writing those was a nice break from doing building art. Thanks for playing!

Thanks Benmols!

Yeah, we had to use the every of the nine available days to make this. Happy to hear that people are finding the gravity mechanic interesting! Thanks for playing!

Thanks Bartticus! I enjoyed your stream.

When you look at the gif on the front page of this game, you think “haha, I won’t need that many items in my run.” Then you play the game and realize that that was the world record for minimum objects spawned.

Great identification of a relatable problem involving power, and good execution turning it into a game. Objects making different sounds when you hold them is a good touch.

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Great visual style, postprocessing, and particle effects combined with a straightforward game loop with a lot of potential for player creativity and replayability makes Fugue Shot a very well-rounded game. Well done!

Clark the Spark distinguishes itself from other Doughnut County-type games by embracing a fixed-track and premise that are unique to a spark. The game’s concepts are intuitive and need minimal UI to explain, shaders are effectively used to show where you are, and there are nice quality-of-life features for movement (e.g. backtracking when you’re at a dead end and provide input, regardless of the input direction you give). Plus, it’s worth finishing for the end sound effect. Well done!

Great writing and distinct voice acting, audio effects, and a visual style make this game stand out. The fact that you will remember the quirks of all the characters after playing the game is a testament to its mastery of psychedelic storytelling. Well done!

Turning the keyboard into towers for a tower defense game is an interesting concept, and this game plays off of that well in interesting ways such as spelling particular words, losing keys, and mapping the space onscreen to the physical keyboard. The latter in particular creates an interesting alt-controller in-the-zone experience once you’ve gotten used to the screen to keyboard mapping. Well done!

Hi Aaron! I'm grateful to hear the tutorial helped with getting over the barrier to entry, and that you ended up enjoying the game. Thanks for playing!

Hi Panlord! I'm curious what flash games the art is reminding people of. Glad you enjoyed the gameplay and thanks for playing!

Hi GoldShots! Happy to hear we're one of your favorites. Whyburn designed the tutorial and levels, so I'm sure he's delighted that you liked those in particular. Thanks for playing!

The lose SFX is funny and the premise is very relatable. The choice of making the main game music a remix of a lullaby was sensible. Nice work!

Thanks Preeminent_Bunny! Happy to hear you enjoyed it.

I like the design of the main character and the brown toad. The details on their heads are a nice touch. The way that the final boss interacts with damage types fits the Zelda-like genre. Well done!

The little details like the glowsticks fading and particle effects when breaking blocks and on the slime enemies make the game feel complete. Nice work!

The gate and the incorporation of “Power” towards the end are very clever. Also, the SFX are very fitting. Well done!

This game captures the intense ramping of deckbuilding very well in a unique setting. Big fan of the origami characters and how your player will pose to reflect the last action you took. Fantastic job!

I beat all the levels! I like the use of the fade effect for switching between levels; that in particular reminded me a lot of games on the GBA. Also, having the player start by turning on the power source in every level was a smart design choice. Nice job!

Nice use of Unreal for visuals and object manipulation. The fact that the premise is that you’re being interviewed is funny. Great job!

The camera shake and chromatic aberration take this to the next level. An excellent blend of audio and visuals!

The addition of the animated tree shadows, moving grass, and music really helps sell the cozy feeling. Nice compact game!

Thanks sundriedtuna 🤝! Whyburn started working on the tutorial very early on in the process, and spent a lot of time on it, so I'm sure he'll be glad to hear this. 

Well done on the procedural animation of the Orblorgo feet. Swinging the sword around has a good feel to it.

Thanks! The art was a lot of work, but I'm glad we got all the major assets we needed done.

Hi oflatt! Glad you liked the zoom. I was thrilled that we were fortunate enough to have time to implement little quality-of-life features and juice like camera smoothing and multiple background layers; and I'm even more thrilled people noticed it. Thanks for playing!

Being polished was on our minds throughout the process, so I'm glad it feels that way. Thanks SavestateCorrupted!

Fantastic job on the game feel! I love how this project is oozing with juice, which of course absolutely contributes to fitting the theme of power. Also, the quantity of animated characters is extraordinary for the amount of time.

The artwork of this game perfectly matches the theme. The introduction to Tony is fantastic, and so is the lose screen. Not going to lie, I got jump scared by some of the coworker reactions to your character sleeping. Well done!

Hilarious premise. The writing is excellent. I love the reveal of the ponytail on the convenience store worker.

Love the vacuum tube physics, and appreciate the sheer volume of sprites. Well done!

Love the ragdoll death animation. Captures what it's like to lose willpower IRL.

The addition of the flashlight was a good choice. It helps deliver that feeling of anxiety when anticipating your next jump. Well done.

Never have I been so delighted to be called a noob. Nice work!

Interesting choice of theme. I like how each level uses the idea of being electrically charged in a different way (taller jump, antigravity, exchanging electrons to open gates). Plus, the sounds the electrons make are funny.

Nice! This reminds me of piloting the Cyclops in Subnautica with how you manage various separate parts of your sub. Very cool art style and implementation of the theme.

The creative use of the spacebar as the only key to place turrets turns what would be an otherwise linear level for a tower defense game into one that emphasizes precision and space allocation. Very nice.

@Twon82, I'm glad you were able to get the intended experience out of The Green Reaper. We here at Root Monster Studios strive to make games that keep you up at night; not due to fear, but due to the desire to get that next bushel of corn.

As for your video, the first two attempts at the no yellow quest were tragic, and I'm sure the designers laughed maniacally as they watched the hitbox of the scythe graze the adjacent corn.