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Clark Padmore

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A member registered Jan 27, 2022 · View creator page →

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Unfortunately, there are no intentional secrets. It's a straightforward sort of game.

Thank you for playing!

Fantastic! Great work!

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It is unfortunate. I also noticed that it doesn't work in Firefox. One day, I'll figure that problem out (or an update to Firefox might fix it for me, who knows!)

Thank you for playing!

Fantastic! Great work!


That was really fun! The art is charming, and the mechanics are fun to use.

The music is a bit quiet compared to the sound effects.

Great work!

That was fun! The art is charming, and the mechanics are competent.

The music is a bit loud; it regularly peaks over +0.0 dB.

All-in-all, good work!

That was neat! The art is proficient, and the mechanics are competent.

That was a cool GBJAM 12 splash screen!

Good work! Congratulations on the submission!

That was fun! The art is proficient, the character design is charming, the mechanics are fun, and the soundtrack is cool. I think I made it to the end; I didn't find anything to do after leading the reaper out of the castle.

The sound that plays when hitting enemies is a bit louder than the other sounds; it sometimes peaks the audio above +0.0 dB.

All-in-all, great work!

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That was a neat prototype! The art is charming, the soundtrack is cool, and the concept is interesting.

The music is a bit too loud. The volume on some the music tracks repeatedly peaks over +0.0 dB.

All-in-all, good work! Congratulations on the submission!

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That was neat! The art is charming, the mechanics are fun, and the soundtrack is cool. Cuca is quite intimidating!

The audio is a smidgen loud.

All-in-all, fantastic! Great work!

That was cool! The lighting is great, the art is proficient, the mechanics are competent, and the sound design is cool.

The instant death and restart is a little punishing.

The audio is a little quiet.

All-in-all, good work!

That was cool! The art is competent, the demon designs are charming, the soundtrack is creepy, and the writing is solid. Great work!

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That was quite disturbing! The art is proficient, the character design is charming, the sound design is spooky, and the atmosphere is excellent.

I'm not sure why walking is considerably slower than simply spamming the fly button. It's a strange decision. [EDIT: 2024 October 6]: I've now seen your replies to earlier comments about this point. It is an understandable problem!

The audio is a bit loud; the volume regularly peaks above +0.0 dB.

All-in-all, great work!

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That was cool! The mechanics are a bit slow, but the avoidance gameplay is fun. The art is proficient. The character design is charming. The concept and story are interesting!

The battle intro sound is a bit louder than the other sounds.

The static effect towards the end might warrant a flashing lights warning.

All-in-all, good work!

That was fun! The art is great, the character design is charming, and the mechanics are competent. I especially like the effort put into the unique character art for the enemies and death screens. I managed to defeat Molly!

I did not realize I could throw knives until the final encounter.

The roughest aspect of the game is the soundtrack. It has a lot of interesting ideas, but a lot of technical problems. That being said, my favorite song in the game is actually Molly's theme; it's an interesting use of the Game Boy's sound chip to produce hostile audio!

Good work! Congratulations on the submission!

Score 12670. x 5. 423.58s
That was really cool! The art is striking and charming, the mechanics are insanely fun and fluid, and the soundtrack and gamefeel is simply excellent.

That being said, I wish there were a couple of conventional goal-based platforming levels before the big blitz at the end. I was so used to how the controls feel as a frantic platform-brawler that I only realized on the final level that I had no idea how to use the controls for precision platforming; they're very different skillsets!

While I more-or-less figured everything out, a reference manual for mechanics would've been helpful, given how easy it is to accidentally skip the tutorial text.

All-in-all, fantastic! Great work!

you found peace in 06:51:04 with 7/9 hearts. you lost your way 1 time(s)
That was cool! The mechanics are fun, the art is proficient, and the character design and concept are charming.

That was a cool GBJAM 12 splash screen!

Great work!

That was fun! The mechanics are competent, the art is proficient, and the character design and writing are quite charming. Good work!

That was cool! It's a bit rough around the edges, but the art and monster design is charming, the soundtrack is cool, and the concept is quite fun. The amount of work put into character art and unique music tracks is staggering!

The mechanics are quite janky, but still pretty fun! I liked the concept of the fireball double-jump, even if was a bit difficult to use. I made it to the final boss... where I encountered the horrifying final game over screen. You fit the theme well, to say the least!

While the text gradient might make for good emphasis on key words, it's a bit hard on the eyes when applied to all of the text.

All-in-all, great work!

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That was interesting! The mechanics are competent, the character design is charming, and the soundtrack is pretty cool!

The music is a bit loud compared to the sound effects. Also, on my end, the music stopped playing after one loop.

All-in-all, good work! Congratulations on the submission!

— THE END —. Time: 00:37:35
The art is proficient. The character design is striking and charming. The soundtrack is simply amazing. The world is fleshed out, and, even in its overtly silly premise, is tangible and believable, thanks to the strong writing.

I was skeptical of the simplistic combat system, but it won me over quickly. It's like Snake; it's about initiative and careful positioning. Once I could take down a skeleton in a couple of hits, I was hooked. It's a great way to make the combat a natural extension of the grid-based movement.

Also, the menu-based save & load feature is much appreciated!

Xyndrahe is a testament to the value of simplicity. Congratulations! Great work!

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Oh! Those are quite clever features for each of the decorations. Thank you for the clarification!

That was fun! The mechanics are competent, the art is proficient, the character design is charming, and the soundtrack is catchy. Spamming the attack made encounters a bit trivial, but it was fun to use!

The sound that plays when hitting and destroying enemies is weirdly tinny. The destruction sound isn't very loud, but it always peaks the audio above +0.0 dB. It's a strange sort of audio error.

All-in-all, good work!

That was cool! The art is proficient, the soundtrack is catchy, and the mechanics are competent and fun to use. Stabbing things with knives was quite engaging!

That was a cool GBJAM 12 splash screen!

Fantastic! Great work!

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That was really cool! The art is proficient. The character design is creepy, cute, and charming. The soundtrack is creepy and catchy. The premise and execution is fun and disturbing in equal measure. Those title screens are great. I like hard platformers!

That was a cool GBJAM 12 splash screen!

Unfortunately, the game started lagging a lot when Hanako appeared. I suspect that it's probably because of the cool procedural animation on the hair. There might be some optimization work that needs to be done. (Or, as unfortunate as it may be, there could be an option to tone it down).

The lag was a pretty big problem. In this state, the lives system was deeply frustrating. Given the option, I would've downloaded a more stable Windows build of the game.

When Hanako ambushed me on the moving platform, I gave up... for now, at least; I really want to revisit this one when I have more time (or when a Windows build becomes available). I hate to be so negative, because this is easily one of my favorite entries.

All-in-all, fantastic! Great work!

That was cool! The art is proficient. The character design is cute, creepy, and charming. The soundtrack and atmosphere are positively spooky. Fantastic! Great work!

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That was fun! The art is proficient, the character design is charming, and the soundtrack is catchy. It was fun moving around as the ghost and scaring people off.

The lives system is a bit punishing; the levels are quite hard as-is without restarting from the beginning.

The audio balance is a bit off. The music is a very quiet compared to the sound effects, and the sound effects are a bit loud. The camera snap sound, in particular, is much louder than the other sound effects; it often peaked the volume above +0.0 dB!

All-in-all, good work!

That was fun! The art has a strong Y2K vibe to it. The character design is charming, and the soundtrack is catchy. I liked using the claw!

Great work!

That was cool! The art is proficient, the character design is charming, and the story is sweet.

The dialogue noise is a little grating at times.

I had a strange problem: every time I reached an ending, the game would no longer start the dialogue. I had to refresh the page every time.

All-in-all, great work!

That was a cool prototype! The art is proficient, and the character design is charming. It was fun beating people up for candy!

It's a little strange that the sound used to test the volume (the Game Boy startup noise) is much louder than the other sounds.

All-in-all, good work! Congratulations on the submission!

That was cool! The art is proficient, and the character design is charming. I like the jaunty level tune. It was particularly satisfying to scare the children away!

I'm not sure if I understand the stats for each decoration. According to the shop, the Skeleton and Mummy cost the same and have the same range, but the Mummy is more spooky. The Tombstone costs more than Lanterns, but is less spooky. Is there a particular mechanical reason to purchase the Skeleton or Tombstone? I hope I didn't miss something; it seems like a strange oversight.

The "scared" sound can stack endlessly when multiple children get scared off. It can get quite loud!

If Halloween arrives while the "Skip to Halloween?" prompt is up, it will stay on the screen with no way to remove it.

All-in-all, good work!

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That was fun! I was quite satisfied when I figured out how to catch the anglerfish. I made it all the way to the grim conclusion. The art is creepy, and the mechanics are fun. Although, it was definitely a little easier once I got my controller out; good job on the gamepad support!

Great work!

That was fun! The art is proficient, the character design is charming, and the soundtrack is cool. The mechanics are a little janky in spots, but the wanton violence was quite entertaining!

The audio is a bit loud; it regularly peaks above +0.0 dB.

All-in-all, good work!

That was cool! The camera is fun to use, the art is proficient, and the character design is charming. I like the spooky soundtrack!

The camera snap sound is a bit loud compared to the other sound effects.

All-in-all, good work!

That was fun! The soundtrack is cool, the art is proficient, and the character design is charming. The chain was especially fun to use!

The camera is a little awkward at times.

That intro noise is a bit loud; it peaks at +0.1 dB!

All-in-all, great work!

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That was alright! The mechanics are competent. The monster is charming! The soundtrack is cool.

With how long the level is, starting over from the beginning on death seems a bit harsh. A checkpoint or two might be warranted.

All-in-all, good work!

That was fun! The mechanics are competent. The music is fun, albeit a little rough. The character designs are charming!

That was a cool GBJAM 12 splash screen!

The "start" sound on the title screen and the final jumpscare noise are a little loud compared to the other sounds.

Good work! But who remained?

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What a pleasant prototype! The art is superb, the character design is exceedingly charming, and the mechanics are fun to use. Fantastic! Great work!

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That was alright! The character design is charming, and the concept is interesting.

The backgrounds are quite busy, and the mechanics are a bit janky.

Good work! Congratulations on the submission!

A book
That was quite clever! The art is unnerving, the soundtrack is creeping, and the atmosphere is genuinely despairing.

I like the way the endings are laid out. The most natural outcome of a first playthrough is exploring all the room has to offer, which is the easiest run. It forms a natural difficulty curve: try again with fewer hints. By the time I tried my hand at a 0 hint run, I had a good sense of what sort of thoughts the poems were trying to convey, and I managed to snag a key word. It's a great design choice!

Fantastic! Great work!