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Andrea "Jens" Demetrio

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A member registered Mar 21, 2017 · View creator page →

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The evil chicken is vanquished :) Simple game, but I liked it! Thanks a lot for taking part to the jam!

Yes! The challenge comes from making a coherent game using only 8 specific colors. As long as the libraries are not a full game, there is nothing bad about it!
Yes! The challenge comes from making a coherent game using only 8 specific colors. As long as the libraries are not a full game, there is nothing bad about it!

The colors should be used with full alpha, if possible, but one could use other tricks for selectors (e.g. putting the selector color behind the item and the frame in front of it). Trying to make a proper UI within such strict limitations is part of the challenge :)

That said, the goal of this casual jam isn't to frustrate the developers, so if you can't find a way out, or the workaround you have is too complex, feel free to use transparency as a fallback solution - but try to limit it only to UI elements.

THE LITTLE DANCE AT THE END! And the ATOMIC BREATH! It's basically Rampage Vs, but cuter! A vs AI mode would make it perfect, but I understand it was 100% out of the scope of this event. I wish I could rate it, but since I didn't take part to the jam, I cannot give the game a score :( 

(I am the developer of ExploJudo, this is my other personal account I use for my personal projects) yeah, unfortunately among indies 3D fighters are super rare, most if not all are 2D or 2.5D. I have made a full 3D fighter before called Schwarzerblitz, that was my love letter to that 90s genre :) the only big games left in this subgenre are Tekken, Soulcalibur and Dead or Alive. I wish things can change, but it looks hard...

Yayyyy! I finished reading the original + the Tabbi spinoff just yesterday and loved both of them! Are you planning to release the sequel also as ePub? It was very nice to be able to read it on my Kindle after converting it! PDFs are a bit more dicey to deal with, but if worst comes to worst, I will get it and read it on my PC!

Hi, I am the developer, replying from my personal account. If the move names are different, it's indeed a mistake on my side. I might have forgotten to change the name in either the move list or the moves.txt file itself. I will fix it for the next release, thanks a lot for reporting it!

As someone who uses Parsec for a lot of fighting games, it's not a substitute for a good netcode ;) Parsec (if not used in a cloud or a 3rd party PC) has host advantage for input delay...

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This game right here is some Celeste level of platform evil, with a lot of room for speedrunning optimization. But my reflexes are bad. Like, REALLY bad.

5/5 - would destroy my hopes and dreams again on it. But do't ask me to play the bonus levels :D (art by https://twitter.com/boonmar7)

Also, you can add mods to the game without the need for the Steam Workshop - the instructions in the modding kit explain all (I hope!)

Hi! Sorry for not replying in (quite a lot of time)! Had been busy with the Steam launch and such! The modding guide should be available on the Itch page too, but if it's not there, I will just drop you a link here: https://steamcommunity.com/sharedfiles/filedetails/?id=2147297081 All currently available info can be seen here! (I'm a bit lazy, so the guide is still a long work in progress, sadly)

BTW, I'm really happy you enjoyed it :D And yes, I still remember fondly those articles! Sadly, I never managed to complete the series due to a lack of time...

I have seen you around the server, thanks a lot for joining! Can't wait to hear your feedback about the game! So, happy holidays and a great 2019!

She will get her revenge and beat the monster :)

Thanks a lot! Happy that you liked the game so far! Story mode can be a bit dark and it has many "emotional rollercoaster" moments :')

I have uploaded an open beta on the 15th December ;) You can have a look at it to see HOW MUCH it has improved!

Also, I have set up a small Discord server for gathering feedback and sharing updates: https://discord.gg/vXKrvpV

The open beta will run until end of January, so that I can have enough feedback to finalize the game ;) Thanks for following!

After 2 year of active development, my 3D fighting game Schwarzerblitz has entered the open beta stage!

22 characters, 33 stages, 4h of VN-like story mode, plus a lot of extra modes and single player content!

Let the Black Lightning strike... FOR REAL, this time!

I know that it's late, but itch didn't notify me :')

Thanks for your kind words, the game is still in active development and I will have the final version rolling by the end of the year ;)

I really enjoyed the demo. It has a nice Kirby-feeling and - at the moment - has the right difficulty and already some nice variety of enemies :) The first boss fight is already interesting :) Can't wait to see more!

If you have a question about the game mechanics, here's the right place to start! No question is stupid, so feel at ease and ask everything you want to know!

What would you like to see in Schwarzerblitz? Here you have the possibility to tell me how the game could be improved!

All the questions concerning the game setup or bug report should be posted here. Once a bug is tracked as such, I will add a separate section for it. Please, be polite and calm while exposing your problems: this will help me fix every possible issue.

Thanks for the cooperation!

Let the black lightning strike!

Hi everyone! After about one year of work, I've released the alpha version of my 3D - fighting game Schwarzerblitz! The name means "Black Lightning" in German and it's tied to the (in-development) storyline. The game has been developed in Visual C++ and based on the Irrlicht graphic engine.

The alpha release features 6 playable characters, 9 stages, Arcade Mode and Free Match mode. The game is currently in-development, so every comment and feedback would be really nice!


The game system is based on 4 buttons (Punch, Kick, Tech, and Guard) plus a special action called "Trigger". By pressing the Trigger button together with a normal move, the attack becomes guard-breaking and the time is slowed down, allowing the performer to chain longer combos. Triggers can be also used together with the guard to break an ongoing combo, thus working as a defensive manoeuvre. Each trigger action consumes a bullet counter. Every character starts a match with 6 bullet counters, which are partially replenished at the beginning of every new round.

But enough with talking, let's show you some gameplay!

That's all for the presentation post! If you want to know more details about it, just frop by at my game's page ;)

Thank you very much for the attention!

~ Andrea "Jens" Demetrio