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Androos

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A member registered Mar 10, 2025 · View creator page →

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Big fan of the dialogue, although I wish the movement wasn't tile based, as it can get pretty annoying to move around

Very fun, but I wish the controls were a bit more fluid, as only having one jump height can feel a bit awkward.

Nice and relaxing! The graphics remind me of game boy color games!

Really great soundtrack and artwork! 

I think it was that room! I'll try again later and let you know how it goes!

I got softlocked in the first dungeon in one of the enemy rooms because the doors didn't open after I killed them all, but I appreciate how well you captured the spirit of Zelda NES!

I really like how the jetpack, attack and health are all tied to the same meter; it introduces some really great limitations that the player has to work around and it provides an excellent foundation for a gameplay loop. If I had one critique, it would be that the HUD is difficult to read, and that the jump felt too floaty.

Feels like im doing this game a disservice for not playing it for hours on end, but what I did play was spectacular, especially for a project completed in under two weeks, and without any usage of a game engine too! The only real criticism I have are that pressing up to jump never feels good in a sidescroller, and there were some minor grammatical/spelling errors in the introduction.

Pure kino. Reminds me of the rage games of the mid-late 2000s. I got hit by that bird enemy and fell into a never ending pit of darkness, but I wasn't even upset. Never have I been so happy to be pissed off while playing a game. Great work, and I highly recommend that you expand on this and make a full game out of it.

The game looks more Commodore 64 than proper NES, but I really like what you made, and the visuals and music are great!

I liked the character design for the main character, and his jump animation was very fitting for the movement style, if that makes sense. In your next project, I would include music and additional sound effects to improve the game feel.

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I have noticed in my play testing that the game gets laggy whenever an enemy is alerted or is suspicious. My best guess is that it has to do with the audio system struggling to keep up with the action, it also seems to only be an issue on the web version, as I'm not experiencing this issue when I run the game in the editor, and I doubt that this game is particularly taxing on hardware. Nonetheless, I'm glad you tried it, and I appreciate your feedback!

They're calling it the greatest dialogue of all time

Looks and plays great! Really loved the detail of character shadows appearing on background tiles, reminds me of Mario Maker! If I had one criticism, it would be the lack of sound effects

I have no idea how to play minesweeper. Looks pretty tho!

Great artwork and fast paced! Reminds me of metal slug!

I liked how psychedelic the game became in the second area, but I think that the player's controls need improvement, as its too easy to get caught on corners, and I felt like the jump was a bit unreliable. Other than that, I thought the music was good, and once the CRT effect kicks in, the game locks in. Great work!

I really enjoyed the Zelda inspiration from this game! I think that your game would benefit substantially from adding invincibility frames to the player character after they get hit, as its very easy to get cornered by an enemy and lose half of your health.

Really like the addition of the rush mechanic, it adds a little bit more depth to an otherwise simple game

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Glad you liked the game! Do you think you could replay/re-review the game? I posted an explanation in the comments.

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Glad you liked the game! Do you think you could replay/re-review the game? I posted an explanation in the comments.

Hey Aetherylia, I'm glad you were able to play this game, but if its not too much trouble, do you think you could replay/re-review it? I uploaded an older version of the game to better align with the rules of the jam (see the announcement for more details). Also, on the room where you thought you had to jump on the enemy, did you notice the candle by the wall? Try breaking it to see the way forward.

IMPORTANT UPDATE

In order to better abide by the rules of this jam, I have removed the updated version of this game and replaced it with the original. I highly recommend that anyone who played/reviewed this game on April 9th to replay and re-review the game. I will re-upload the updated version of the game after the jam concludes, thank you.

I did it and didn't run into any issues, but I'd check the discord just in case

I think that a menu sound effect would be a great addition to this, and maybe a sound effect when you click the fox, but I can see why it might be omitted, as repeated clicks would cause it to become annoying.

I actually thought that the player character controlled very nicely, but I don't know if this is an issue on my end, but I didn't hear any sound effects during my play through.

To rephrase what everyone else is already saying, the visuals look great. However, I found it hard to control and lacking any real difficulty. About 90 percent of the time, I found myself hugging the floor and tapping the spacebar to avoid any missiles that would lazily come at me. In the 10 percent of the time that I was airborne, I thought the jetpack was a bit overtuned, and that gravity was a bit too low. Consider reducing the power of the jetpack and increasing the power of gravity.

Love the look of this!

I like the usage of 3D models rather than sprites, even if they're rough around the edges.

This is definitely a game i would waste hours on rather than study for my classes if I gave myself the chance.

I have no idea how to play minesweeper, but the game seems complete and I'm sure its very fun once you sit down to learn it, so great work!

Key rebindings are nice, so points for accessibility, but the game player character kept disappearing completely whenever I pressed the jump button. No other review mentions this, so it appears to be an issue on my end.

Art was great, loved seeing the little birds in the jetpack joyride clone

Love the art! I think the game could really benefit from a more aggressive enemy type, like the UFO in the original Asteroids, as I found it too easy. Also, the shield powerup is a bit overpowered, as there's basically no limit on its usage if you're aggressive enough with it.  

I think I accidentally broke the game by opening it in full screen :P Great choice in music, and the gameplay is solid!

Updated the game to address some common critiques!

* Faster player movement

* Additional sound effects

* Bug fixes

* Updated sprites

* New animations for boss fight

You did indeed bug the boss,I'll release an updated version soon which will address your issues :)

Really love the look of this game!

I think that as a first attempt at a 2D platformer, this isn't bad. However, I think for your next project, you should really focus on ensuring that the character is satisfying to control, as right now, Spondo simultaneously feels like hes weightless and leaden.

Thanks for the critique! Cant believe I forgot to program the bottomless pits, goes to show the value of having people playtest your game before release.