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AETHYR Games

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A member registered Nov 19, 2016 · View creator page →

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I don't think having no sound is necessarily a problem, but it might be worth mentioning it somewhere as a small disclaimer. As a player, I initially thought something was wrong with my computer or browser, so I spent some time trying to fix it before realizing the game simply had no audio 😄

The game looks really good and fun! Weirdly though, I can't get any sound on my computer. I'm on Windows, and I tried both Firefox and Chrome, but there's still no audio, while other browser games work as usual. Any idea what could be causing this?

Loved the graphics and the heavy music, and I really liked how smooth the ship felt to control while playing!

Both complaints are fair, and neither had occurred to me. The intro only plays once, but the sector briefing replays every run and there's currently no way to skip a scene outright. Fullscreen isn't implemented either. Both are going on the list.

On the AI question, I think my devlog made this sound more confusing than it actually is.

The game does not contain AI-generated image or audio files. There are no sprite sheets, PNGs, WAVs, etc. I programmed the systems that generate the graphics, animation and music procedurally at runtime, and I used an LLM extensively to help me write and iterate on that code.

So when I wrote in the devlog that "the code, the pixel art, the music and the script were written with an LLM", that was poorly phrased. It makes it sound as if I prompted an AI for finished art, music and a game, then assembled the result, which isn't what happened.

A more accurate description would be: I designed the game and its procedural systems, and used AI heavily as a coding assistant while implementing them.

I've updated the devlog to make that distinction clearer. Thanks for pointing it out — I probably wouldn't have noticed how differently that sentence could be read otherwise.

Also, I'm glad the closing walls worked for you. That mechanic was one of the things I spent the most time tuning.

Thank you so much — and wow, 100%! That’s amazing.

I’m really glad the ending worked for you. I liked the idea of building up all that ammo and weaponry and then not necessarily paying it off in the most obvious “video game” way.

And yeah, the instant damage through some doors is fair criticism. I’ll definitely keep that in mind. Those sprinting things, though… they’re supposed to be awful 😅

Really happy you connected with both the gameplay and the lore. Thanks a ton for taking the time to explore everything and write this.

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You go to bed in an ordinary apartment. You wake up in the same rooms — but the world is made of characters now.

Same apartment, both of them. The first is awake. The second is the astral side, where the same furniture and the same cat are transfigured into glyphs that shift as you move. Creatures live there that you never see awake, and they run from you — not because you frighten them, but because nobody looks at them.

There is one verb: stand still, point, and hold. What you attend gives you what it feels — calm, warmth, laughter, wariness, anguish — and it holds you back: sustain something that suffers and the world starts coming apart around you, and the dawn arrives faster. You have five minutes before the sun, and there is no clock. The world tells you by losing its grip.

Two nights are playable. The second one leaves the apartment for the block outside, where the astral is not for walking — how high you can rise is how much breath you have left.

Free, in the browser, English and Spanish. Nothing ships with the page except code: every wall, creature, texture and sound is generated when the game loads.

https://aethyrstudio.itch.io/hipnagogia

Still in development — feedback very welcome, especially on whether the first night reads without explanation.

Thanks! That sounds like a great fit for NAVE PRIME. It’s already in development, so I’d be happy to submit the current build/demo if ongoing projects are allowed. I’ll check out the jam!

Update: NAVE PRIME is now twice the game it was at launch.

Arc 2 is in, which doubles it to eight sectors. Four new weapons for eight total, each one strong exactly where another is useless: one chains through a crowd and is worthless against a single target, another never misses but fires slowly to pay for it.

The bomb button is no longer one button. Enemies drop capsules that CHANGE which bomb you carry, eleven of them in all, so picking one up is a decision and not just a refill. If you were saving a rocket for the boss, the wrong capsule takes it from you.

There is also a third attack layer now: temporary drones that orbit you and choose their own targets while you are busy elsewhere.

The cutscenes got a camera, two characters on screen at once, and full page comic panels for the beats that needed a picture instead of a paragraph.

Still no image or audio files of any kind. Every sprite is drawn by code at startup and every note is synthesised as it plays: 24 enemy types, 8 bosses, 12 music tracks, 8 procedural backgrounds. It has grown from 46 KB to 79 KB.

Browser, English or Spanish, free.
https://shernandez.itch.io/nave-prime

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They gave you a name, an address and a week. The name was last seen going in through this door.

CENIZA is a single-screen mystery platformer in the shape of an early-90s VGA game. Thirty-one connected rooms across six zones, items that open places that were shut before, and 51 documents that tell you, page by page, what this building did — and that it did it twice, twenty years apart.

CENIZA title screen

Two people can take the job, and they do not play the same. Nora Keane brings the crowbar, so boarded doors open from the first minute and her bandages go further. Frank Doyle comes armed and takes more punishment, but stands in front of every plank until he finds a bar. They also write different notes on what they find.

Choosing between Nora Keane and Frank Doyle

The part I would most like to mention: there is not a single image or sound file in the project. Every sprite, tile and painted backdrop is written as rows of text over a 57-colour palette and drawn onto a canvas when the game loads. The 5x7 bitmap font is drawn by hand, glyph by glyph. The effects are square waves and noise synthesised with WebAudio, and the music is a small sequencer running on top of that — one theme per zone.

The subject pavilion

Free, plays in the browser, keyboard or touch, in English and Spanish. Built with TypeScript, Vite and Phaser 3.

https://shernandez.itch.io/ceniza

NAVE PRIME is a horizontal shooter you can play in the browser or on your phone. Free, in development.

https://shernandez.itch.io/nave-prime

2087. The AI won. A handful of rebels build a ship made to survive anything — vacuum, ice, pressure, gas, total heat — and use it to run from an attack. Then they find out what nobody wanted to know: there is no up. The sky is a lid. The only way out is down, under four kilometres of Antarctic ice, through a tunnel nobody dug.


Three things that make it more than another shmup:

Every boss leaves you its weapon. Pulse, Harpoon, Spore, Prism — none of them is strictly better. Each one wins in one situation and loses in another. I balanced them by measuring damage per second across four scenarios and five power levels rather than by feel.

The Harmonic aura. Killing without pausing pushes your damage to x1.9, and it drains on its own in three seconds. It is a resource you spend, not a reward: during a boss fight there is almost nothing to kill, so it fades exactly when you want it most.

The terrain fights back. Closing ceilings, tight corridors, and spikes that kill in both difficulty modes. Each sector has its own material: ice, coral, crystal.

One technical thing that might interest people here: there is not a single image or audio file in the build. Every sprite is a character matrix or a few canvas primitives, and every note of music is a pattern string fed to a WebAudio synth. The whole game is 46 KB.

English and Spanish (left/right on the title screen switches language, and the whole story is translated, not just the menus). Keyboard, gamepad or touch — on a phone you drag anywhere and the ship follows your finger, and firing is automatic.

Made with AI assistance, declared on the project page: the premise, the story and the design direction are mine; the code, the pixel art, the music and the script were written with an LLM.

If you play it, I would really like to know three things: does the easy mode feel too generous, are the corridors too wide, and does the terrain read clearly while you are moving? Those are the three things I am least sure about.

https://shernandez.itch.io/warp-wizard — free, plays in the browser.

I just released my first game. It's a 2.5D arena crawler running on a raycasting engine I wrote by hand, with one twist: every level exists in three versions at once — NORMAL, SORROW and FURY — and you switch between them by changing your facial expression in front of the webcam, then pressing TAB. Different enemies, different music, different walls. Some passages only exist in one dimension.


A few things I ended up building that I didn't expect to:

Zero external assets. Every sprite, wall texture, sound effect and note of music is generated in code at runtime. There isn't a single .png or .wav in the build, and the whole game is about 500 KB gzipped.

Expression as a verb, not a menu. Frowning charges dark magic. Opening your mouth wide fires a radial shockwave. Bringing your hands together in prayer converts that magic into healing.

43 creatures and 10 bosses across 10 stages and 3 dimensions, plus a Horde Mode with dimensional fractures and P2P online co-op and versus.

The camera is completely optional. It's fully playable on keyboard or gamepad, and the face tracking runs locally in your browser via MediaPipe, so no video ever leaves your machine.

It's marked In development on purpose: it's playable end to end, but I'm still smoothing the onboarding. If you bounce off it in the first two minutes, that's exactly the feedback I want. Tell me where and why.