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A member registered Oct 22, 2015 · View creator page →

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Hey this is pretty fun. Looking forward to what you have in store next.

could use a hurt sound effect or stun sprite or something. Also jumps could be a lot less floaty. But you got a good style going on here. Looking forward to more.

maybe im stoopit but z is making me do a dash rather than absorb anything. Also x does nothing. Also it's kinda annoying holding space to jump. I'd rather it be z to jump, x to attack, and c to absorb. But you got a nice style going here and besides those key mappings good controls. Looking forward to whatever's next.

holy shit this was really fun! I would honestly legit buy this game. Looking forward to whatever is next for this.

This game pretty much steals the show yet again. Great job!

Great feel and style as always. Looking forward to more updates.

might want to add a whoosh to that skeleton transition, tho

amazing graphics and amazing music and amazing game also.

I pretty much agree with Mayo, but I'd also like to add that It'd be nice to be able to run while holding something.

We already have powerups and they work the same as Gradius. You have to keep collecting the spheres to get better powerups. Thank you though, review guy.

loved seeing webms for this. Super fun game and looking forward to more updates.

The REAL Marmo is back. AND in Unity. Still have a long way to go but it's good to know that this game is back on it's feet again. Looking forward to more updates in the future.

an amazing game. 10/10. 5 starts. A+++.

(p.s. I am not the guy who made this game)

UPDATE: Get different angles on your swing by either holding up, side, up and side, or none when swinging.

something that would be nice would be if the big knights have footstep noises when they walk, in order to add to their presence. just an idea.

Looks like this is really coming together. Music is actually really awesome, as is everything else. It's come a long way since the first demo day this was presented at. Good job!

Swinging while hitting up does a more narrow swing, and swinging while hitting down also does a slide. Holding down while walking makes you walk slower. Sliding also makes you invincible to bullets.

@Boboto yeah part of why I don't really want to add a jump is because I think it might be /too/ close to Lethal League by then, as well as make the game too easy. I'll think about it, though.

Oh yeah and donated a dollar to help fund development

You got a nice game going on here. Great presentation and etc. If I could make a suggestion though, the jump should be higher and there should be more friction when running. Half the time I felt I had to just tap the arrow keys. Also there should be a button to hold yourself in place when you shoot. Maybe if you facing an NPC and close to them and try to shoot them, you talk to them instead. But cool game so far.

Cool game. I really enjoyed a lot of stuff about it, but I wish you'd make a downloadable version as well since it runs kinda laggy. You got a lot going here, and it's shaping up to be awesome. I think my favorite part was running across the roofs of the buildings.

This game manages to evoke feelings of Ikari Warriors and some installments of Contra, and that itself is awesome. Some things it needs though.

>more over the top death sound

>online multiplayer, or at least LAN

>some parts of the game are blocked off until you defeat all the enemies in that area

But this game is so good, that you have earned my dollar.

Just so you guys know, you can dodge bullets with the slide. The slide actually has invincibility frames.

yeah this is a webgl game

did you try clicking the game and then trying again?

why do the borders hurt the worm? the worm should just come out of the other side of the screen.

I haven't checked. sorry.

Yes. It always happens. I think I was player 2, using the default controls.

I did a Hadouken motion and the game crashed. Here is the error log:

22/04/2016 21:37:38
Tipo: System.NullReferenceException
Mensagem: Object reference not set to an instance of an object.
StackStrace: at Onanim.TrafMinimal.Personagens.Lourenco.Estados.EstadoTrafFrenteEmPe.Update(Int32 frameAtual)
at Onanim.TrafMinimal.Jogabilidade.ControladorEstados.Update()
at Onanim.TrafMinimal.Entidade.Update(Int64 frameJogo)
at Onanim.TrafMinimal.Personagem.Update(Int64 frameJogo)
at Onanim.TrafMinimal.Telas.TelaLuta.Update(Int64 frameJogo)
at Onanim.TrafMinimal.GerenciadorTelas.Update(Int64 currentFrame)
at Onanim.Ecs.SystemsManager.Update(Int64 currentFrame)
at Onanim.TrafMinimal.TrajesFataisMinimal.AtualizarJogo(GameTime gameTime)
at Onanim.TrafMinimal.TrajesFataisMinimal.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Onanim.TrafMinimal.Programa.Main()

Meanwhile, on the subject of jams, I think there needs to be a limit on how long one can make a page. Like I'm looking at the chart right now and its just ridiculous, and as you have more jams, generally less and less people submit to them.