This is my second game(the first being Meteorswarm), and stands as a testament to how much I've grown as a game developer since. After having abandoned its development for like four months, I locked in this morning as I should have done four months ago, polished it to a playable state, and published it. Better released than not I suppose:) Enjoy!
Changelog 1.1:
-Increased money drop rate
-Slightly increased base player speed
-Fixed cyber knife teleporting player into walls
-Increased lives by one
-Added indicates when the next stage is a boss fight
-Increased the time it takes for a round to be cleared
-Patched slowdown issue at start of game
-Removed the boss's hitbox when the player hasn't attacked it yet

WARNING: VERY LOUD AUDIO. DO NOT RUN WITH HEADPHONES
Hey, all! I'm playing with the instrument editor on Picotron, and I absolutely love how an instrument I'm making sounds when it's clipping the audio system. Really warm distortion, can't get enough of it. Issue is, it being a clipping effect, It really only works with max audio, which is bad for both mixing and people's eardrums. Is there a way to keep this hot audio signal and reducing the volume later in the audio processing chain? If not, I may put in a request for a peak limiter fx. If you want to hear what I'm talking about, feel free to have a listen, it's just a simple arpegio. But seriously, turn down that volume first.

I'm mostly just posting this as an easy way to share it with my interested friends who want to try it, but this started as an attempt to make a falling-block puzzle game with only one button controls.
Starting with the four basic elements: Earth, Fire, Water, and Air; you drop clusters of elemental tiles into the well. Matching 3 or more tiles horizontally or vertically clears those tiles, but leaves their essence behind. Tiles that land inside the essence may have a reaction, leading to them being cleared or changed into another, perhaps undiscovered by you, element.
I don't consider the current slate of elements to be complete, but depending on how the game feels to play, I might end up overhauling all of the elements and their reactions before I'm satisfied with it.

WARNING: Flashing images!
WARNING: Flashing images!
You are a vampire hunter tasked with vetting the entrants of a prestigious 3-night vampire ball. Keep track of changing rules as you accept and reject potential patrons, and whatever you do, don't let in the forsaken ones.
Controls
Right to accept a patron
Left to reject a patron
Z to view the current rules
X for everything else!
I made this game in 3 weeks for my very first game jam, the Comfy Jam on itch.io which has just finished up! I came 12th overall out of 100 entries which I'm really happy with. You can view all the brilliant games here: https://itch.io/jam/comfy-jam-autumn-2025/entries
The main gameplay is inspired by Papers, Please, one of my favourite games. The thing I'm most proud of overall is the randomised vampire appearances - I think they came out super cute! I used mirrored half-sprites to make the most of space on the sprite sheet. Generally I'm proud because this is quite a big step up from my previous game, but it felt manageable with what I've learned so far. I'm thinking about making an infinite version too, if people would be interested.
Thanks for playing!

Ever wonder what it would be like to play the drums in a promising up and coming new black metal band? Now is your chance to find out!
Every detail of band life has been lovingly simulated. Play on a fully immersive drum kit. Play festivals! Get signed by a label and hit the studio!
So realistic, you might think you're in an actual band.
Made for the secret lives of games jam (RIP egglplant)
fuck nsbm, fuck fascists, and fuck gen ai






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