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DREAM LAKE GAMES

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A member registered Jan 01, 2025 · View creator page →

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100%!!! Even the secret levels… (jk) ((unless…?))

I also felt like playing/making it helped me understand and appreciate the game of life rules more. So simple, and yet so complex.

Thanks for playing!

Glad you appreciated the floaty jump! Always one of my favorite things to tweak for platformers like this. Thanks for playing!

Turn based is super interesting! I wonder if that could work as a top down thing too (and ditch the platforming aspect). If I had more time, definitely would have tried to get insert/delete feeling good and working.

Thanks for playing!

Glad you enjoyed!!

One of these days I’ll learn Bevy UI for real and then keybinding will become trivial…

(At least this time I supported both WASD + ARROW…)

Thanks for playing!

Toes stuck in block is a very sad way to go…

Glad you were able to cheese some levels! I couldn’t figure out how to cheese any myself but was hoping someone would :)

bog is good, bog is great?

Was not familiar with wireworld/langton’s ant, thanks for the suggestions! I can imagine a lot of fun level ideas with both those.

I spent a couple hours trying to figure out if adding/removing blocks would make sense, but ultimately found it too brainmelting/unpredictable to yield satisfying puzzles. Worth trying again though, I think with a less chaotic automata like wireworld it may be more effective.

Thanks for playing!

Sorry to hear about the audio :( Didn’t realize till it was too late, still haven’t really figured out why it’s broken sometimes.

Good note on easing into it too! I think I just got too excited to break out the gliders.

Multiple lines of dialogue for the CCTV!?!? Delightful. Charming and funny, loved vomiting as well.

Love the Dali clocks! Fitting for the theme, and made for some good platforming.

Gliding mechanic was really fun to use! Really enjoyed moving around in the world.

Love the paper designs, and bug theme! Hand drawn aesthetic is super polished.

Love the isometric style and the low(ish)-poly models, especially the verical-like enemies. Very satisfying to be swinging a hammer around, although I do wish I had at least a little bit of control over the angle via my mouse, instead of it always being where my character was facing. Very fun to play!

Took me a second to realize the pen moved with the percussion, but once I did, was a ton of fun! Would’ve been cool to add some more color or art around the background, but neat idea.

What a wonderful game! Insane amount of polish, the sound and the camera movement especially felt so good. Was thoroughly stumped by the puzzles at the end, but very rewarding end with a surprising amount of emotion.

Love the low-poly models, and the way the sheep move around is really cute. Well done!

Really great take on the theme! Loved the names of the platformers, meta jokes, and the text adventure at the end.

I wish the radius of the horror game vision was a bit bigger — some of the deaths felt pretty unavoidable — but was surprisingly scared by just some red squares.

Wonderful audio too!

I believe in Indiana.

Great game! Very polished. I really appreciate how the controls are clear, but the goal is not. Leads to some fun trial and error discover (took me way too long to figure out what “Grab” meant…).

Love the concept! Really cool take on the theme. Could see this being a fun multiplayer game as well.

Was a bit frustrating when i would swap and immediately get killed. Also could have been cool to vary the level setup or monsters a bit to keep it fresh. Super fun though!

Love the shader! Also really intrigued by the main mechanic. I think this could be cool in a faster-pace game too where it’s more important to lure things and line up specific “circles”. A bit buggy with where the line appeared relative to my cursor in browser (and itch didn’t let me go full screen for some reason), but tons of fun!

Cute game! Love the main character and movement feel. Was a bit hard to hit enemies, and I unfortunately got stuck unable to fire anything on the second level. Memorable and fun!

Very well done! Love the vibe, feels very fever-dream-y indeed. Didn’t think I could be so scared just from barcode boxes.

I like the layout of the platforms, interesting movement options!

Would be cool if some of the movement options were more forced/expressive. I think I was able to complete the game on every difficulty just with the “normal” gravity.

Cool concept!

Super fun! Grandfather is very well-designed, really appreciate the simple-to-understand-but-hard-to-master mechanics. I wish the die-repeat loop was a bit faster, and that the music wouldn’t stop when I died. For the harder levels, was a bit annoying to keep hearing same section of music and waiting for death screen to try again. Great game!

Great game! Love the visuals and just the feel overall, incredible amount of polish for a two week jam.

Really cute lil guy rolling guy! Fun to play as him. I wish the camera was a bit more zoomed in. Really cool that there are multiple endings and different ways to approach the puzzles (my favorite being just breaking down the walls).

Super impressive to be able to get LAN multiplayer to work. Unfortunately I was playing on web so was trying to play just against myself, but thought the mechanics seemed super fun. Kinda reminded me of subterfuge. Good stuff!

Really enjoyed the interpretation of the theme, the visual of the wizards rushing towards the staff with their hand extended is really clean. Would have loved to have some more mechanics to mess around with, but very fun overall!

Love the design of the characters. Was a bit confused when I first picked it up, but once I got into it I found it super fun and relaxing. Great work!

I’m terrible at FPS games, but thought this one was really fun! Liked the map design and ability to approach it with different strategies (different guns + kick). Good game!

Really enjoyed the music + character vibes, fun to bob my head to it and watch the lil guys fight.

Thanks so much for playing, it means a lot!

Key rebinding is on the roadmap. I know it’ll be really important, especially for players coming from Celeste which has very different bindings. Controller support also coming as part of that.

Totally agree that the title screen and UI in general needs more love, plan is to totally overhaul it. It’s definitely too hard to get around, mostly a skill issue on my end.

The game is very much still in development so keep your eye out for new updates. Thanks again!