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Psynut

696
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A member registered Mar 19, 2018 · View creator page →

Creator of

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You put this together really well. I like the concept and there's a lot of room to grow - more shapes. (Maybe enough screen room to add one extra worker?) I think it'd be interesting, too if the conveyer didn't stop moving while you napped. Great work!

Fun game and story. It gets really hard really fast. Love the animations of those 2 legged critters. The subpixelation aside - it's got some fun personality.

I wonder what's up with that. I patched it for WASD & Return to also work. ¯\_(ツ)_/¯

Thanks for playing. I'm not sure if it was because of the transition for the menu or just needing that WebGL box selected on the browser window. Glad it started working for you.

Thanks! Glad you like it enough to see it evolve! Next I can make it for the Atari2600.

Thanks for checking it out - I patched it for WASD & Return to work, too.

Fun, rhythm game. With that little screen it's hard to give the lead in for the coming notes - you did a good job with that. I look forward to when you secure the rights for Iron Maiden!

This is a great game. It kept me engaged. I appreciated little tutorial to start with too -- very handy. Good use of the Nokia sound, too.

I really like this. I agree, with Nexrem, that a timer would make for some more pressure. I also just like that I'm fiddling and just doing my best to think ahead with my movements. It would be a fine casual game, too.

Cool little puzzle. I would get confused sometimes with the controls. I wasn't sure where a cursor would be sometimes. The puzzles hold up - good work.

Solid game. That ATeam them knocked me over. It was simple enough to play on this screen. I probably would have grinded on this back in 2000 on my commute.

Challenging, to be sure. The monochrome and the movement with only one pixel to tell the direction makes it rough for the brain, and it's totally playable. Some cool animation you got worked out there.

Nice game. Overall very cute. It was a little tricky to control for a 3D platformer, but not too too difficult. Great work.

I'm not sure why I had such a hard time with this game. Sometimes it seems like the card didn't show - it was behind other elements or something, because if I moused over where card had been drawn before it would show me a meaning card. I couldn't tell what was getting revealed fate or real meaning.

The graphics are fun - some really cool rendering. I bet you could do a lot with what you have here.

I very pretty aesthetic. Some nice thoughts added to the signs and the interactions with the ghosts. I would like to see more of this. More work to do to flesh it out with the combat, songs, and puzzles. And for a month's work this is great.

Some really impressive graphics and play - the animation of the spider and the movement of the spider was well done. Same with the UI. One little glitchy thing was the notes would still be up on the screen after I got caught by a resident (minor).  I'm sure it was revealed somewhere. I could not figure out how to get around the den with the kid walking around.

Totally right on the dirt, I had already swapped out for bigger pixels, and I can probably have it go up a scale more. Thanks for playing the game.

This reminded me a lot of Quest64. The concept is cute. It could real benefit with some more sounds during game play (especially in the battle scenes). Like others said, the controls were a little wonky, and except for needing an A & B button on the controller, it seems like it could have just as easily had bindings to a key board. Some of the logic of the battle probably needed to get worked out, too. Like healing a knocked out character still gave them HP, but they didn't get back up. The animations of the battles were great. I love the idea of life continuing on for characters after some epic unfolded around them, too. Great work on this game -- I would love to see it developed into something bigger.

Great work on this! The animation of the car and the premise is very cute.  The little interstitial between levels was a fun touch, too. Having made a game with enemies that detect your presence--it was harder than I imagined to work through, so well done on that! There were things to spiff up (camera, or making the scene a little more 3D), and for getting this done with the time you got -- it's great!

Such a beautiful game! The art, the light, the sound - all of that came together for a sublime feel. There were a couple of spots that weren't intuitive - getting in formation with the deer(?), the Simon says that included the spacebar. And it would have been helpful to know the progress especially for the deer and the crane. With the crane, I didn't realize I was resetting and sometimes it was finicky about the timing of hitting the space bar. I realize adding a UI would probably take away from the magic, but maybe there'd be an artful way of showing it without it just being a progress bar on the screen... (musical tones, lighting)? You've got something to be very proud of here.

Thanks! Yeah once I started making the sprites for the game (though not nearly as cool) it reminded me of Commander Keen - oh the good ol' CGA days.

Thanks for playing!

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The concept is great. It was a lot of fun. I wasn't always clear which kind of answer a question called for. A few grammatical errors (not gonna mark the scores for that, though). The art is just amazing in this game.

Yeah. If the game went longer, I'd certainly think about what ups the health. Thanks!

Hey! Thank you! You're certainly right about the the micro-events.

That was rough. It got jittery for me when the room lit up the first go, but things got much smooter after that. Definitely difficult for me to master. Nice straight forward game, though. I like the concept.

It seems like it didn't register my interaction with the blue piece on the second floor? It was also unclear what the checkpoints were about or where I would cross them. I really like the use of using color filters.

That is fun - the ending was very Dethklok. The art was great - it seems born out of early 90's sprites, but so nice. It was a little tricky, especially once inside buildings to know what was grabbable and what was just environment. It was also difficult to discern what was floor v. wall sometimes, but it was still ultimately navigable. (a little more shadow on the 2D asset probably would fix that). This is a great game - it's always great when a game has different ending so you can enjoy it more than once. Nice use of secrets, with the villagers having little secrets themselves.

It's a real cute game. I'd like there to a be a little more ease with the shooting - shooting on 45 degree increments when everything moves freely is really tricky to gauge. Love the music and sound effects. I really enjoyed your intro story, too. Great work!

I love Camus!

This is a great game jam game. I love the whole 3D puzzle concept, and I love the minimalist aesthetic.

I appreciate you checking out the game. Thanks!

Such a great twist on a classic game genre. Love the modern effects to make it look like something I played back in 1990. I broke it when I finally used megadmg

I'm sure the solution is obvious, but gosh darnit I wasn't getting it. It's cute gameboy looking game. Well done with the music and sounds and art. It's hard to find a song that repeats like that where the listener doesn't want dig their ear drums out - good choice.

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I was very unclear what I was doing inn this. I did get into the bathroom, but even finding my way to the first key wasn't obvious. I don't know if the translating the Ukrainian note was helpful, but a little tricky without a Cyrillic keyboard - so plenty of secrets in this game.

The sound effects makes me think of the many folks I've talked to who g on and on about their noisy neighbors -- no matter where they go, they seem to have very noisy neighbors that pound on walls and pipes, etc., etc. - very crazy making.

Cute little platformer. It was easy to stick to walls. There was some sound effect I kept getting with toward the end (I think it was the end) It seemed like I got this crazy bombs away sound effect with the enemy above the head of the player. I couldn't figure out what it meant.

There's a different ending, huh? It's a cute story... though mayhaps sad - or is that the other ending? It's some cute art and music - especially the old woman.

This is a great game - it's ramps up the difficulty well, the art and the post production effect. The sound and music go well with it, too. I should try it out -- it just didn't seem like enemies "see" me?

Thank you for the feedback. I agree - there's something about the mechanism for stomping on enemies that I can learn better.