Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Anter

129
Posts
119
Followers
10
Following
A member registered Nov 30, 2017 · View creator page →

Creator of

Recent community posts

Really fun game! I'll be waiting for the inevitable Frankenstein sequel.

I had some issues getting this game to export to browser, but I'll try again!

Thank you!! <3

Hey! I'm glad you felt that way since the theme of the jam was "out of control". Thanks for playing!

对不起,我不懂中文 :(

I thought it could be something like this! But man the game really is great, I'm amazed at how much stuff you managed to put into it. The motion inputs are also pretty cool! They make doing the superjump feel a lot more tactile.

This was great! I managed to beat the game, howerver I didn't have to go through the abyss... I got to some ritual place through the abyss once, but didn't get why it happened that time but not others.

cute!

Nice idea! I like the cannons that shoot as many bullets as the dice value.

Simply amazing

PESCAO RECONCHETUMAREEEEEEEEEEEEE

Really cool little thing! Although there isn't much to do yet, what is there is extremely polished. The bug sfx are especially icky with all that panning (they made me feel uneasy lol). The ambient lights and pixel art look nice, and exploring all the endings was also fun to do. You should keep working on it. Maybe add some more threats, dead ends, etc. it has potential to be a nice horror game!

Cute little game! Making the boss flash white for around two frames works wonders for giving feedback to the player, it doesn't take too long to implement and affects a lot of how the game feels. Screenshake when the boss attacks, sound effects, etc. all add up to make the game more juicy, which is a core part of these types of games. The art is cool, I especially liked my moth friends!

This was an incredibly well made game! I don't really get how it incorporated the theme though. Maybe changes to the world are permanent, although that feels a bit like a stretch. Other than that, it's perfect in every way!

Pretty cool little game! I played with keyboard and mouse, and know that's not the intended way but I don't have a controller. I think the sword range could be shown a little better, as it's hard to tell how far it will reach. The sword swing has a lot of startup frames and cancels itself when spammed. That's cool for forcing a more methodical approach, but having it cancel into itself feels sort of clunky. I think the idea has lots of potential and would love to play it once the keyboard+mouse input is fixed!

Thank you so much! Reading this made me really happy :D We'll keep working on it after the jam ends, and hopefully turn it into a more fleshed out roguelike (still free of course). I can let you know when we're done if you want!

I'm glad you liked it! I completely agree with you, especially at the boss stage since you get tons of upgrades and it's a bit bullet helly, so it's hard to dodge when you're constantly interrupted by upgrades. I'll take that into account when finishing up a web build, thanks for your feedback!

I'm glad you like it! And yeah we are going to turn this into a real roguelike (not that big but with the usual stuff), I'll make sure to make a post when we're done :D

Pretty cute! Character movement and animations were cool, but triangles were rude :(

The idea was a roguelike where the upgrades that you get are permanent, but if that's the case then getting to the end was inevitable, which is why I thought about a timer that forces you to play fast... Eventually we stirred in the "losing saves" idea. At the moment I didn't think of it, but after making it, yeah it loses a bit of theme relevance. Thanks for playing!

Enemies DO get tanky. Ideally I would've made them harder or in bigger packs, but I was running out of time and still had a boss battle to code. Glad you still liked the game!

Hey! Thanks for playing :D. It's actually not impossible to beat the game on the first attempt after getting used to the enemies (and realizing that the bazooka is overpowered) but yeah it's intentionally really hard so people lose on their first attempts. Getting the game balanced is something I only got to do on the last day so it's definitely not its strongest poing. Glad you liked it nonetheless!

I also use GMS! If you want you can add me, maybe for a future jam if you already found a team for this one. I'm Anter#4378

Yo! Add me on Discord, I'm Anter#4378

You can actually skip that animation with the esc key.

Absolutamente increíble.

Hey, feel free to try out the fixed version (click on my profile to find it), as the jam submission is pretty broken lol

Está muy bueno!!! :O

Cool aesthetics! Succeeds at giving that eerie old browser game vibe. The gameplay is cool too, mostly because of how well it compliments the overall feel of the game. I'd totally get a point and click adventure that feels like this.

Really awesome. Sort of the fear of falling from Getting Over It mixed with the aesthetic of Return of the Obra Dinn and the calm monologuing of games like The Beginners Guide. I really dig it, and would love to see an extended version of this.

Lol. Oops. Thanks for playing! And yeah, we're aware of that bug and already fixed it. We'll update the game once the jam is over. Turns out HTML5 doesn't like it when you use a floating point as the index for an array, and GameMaker considers image_index (the frame of the current animation) as a floating point. I thought it was an integer. We did all of that just so the propeller hat moves up and down when you're walking, that's why it happens on that level specifically. Just as a fun fact I guess lol. Thanks again for trying out our game :D

Excellent presentation, I'm really impressed this wasn't made before the jam. The gameplay is really fitting, too. There isn't much negative to say, it's overall a great job.

Pretty fun! Being able to just switch poles independently and whenever you want is what makes this game interesting, in my opinion. It's a shame there's so few levels, even more when there's so many possible mechanics to explore that would add depth to the whole puzzle aspect of the game, like magnetic walls and whatnot. Still, very neat concept, execution, and graphics :D

Thanks :D we'll fix it I promise ;-;

amogus

Thanks for playing! We'll update it after the jam ends :D

Hey! Thank you for playing. Yeah, I agree about the theme. It initially was about a power-ranger style robot where each part had its own consciousness and gave the "whole" (a mix of all the different robots) a new ability. That made total sense with the theme. But constraints are necessary and each one of them made the game slowly drift into something more manageable (although we didn't make nearly as many levels as we wanted to) but less fitting. The game is much shorter than we wanted it to be, and there's even a module that's implemented but not used. We'll probably update this to make it play better on browser, as well as adding a bunch of levels and modules once the jam is over. I'm glad you still liked it!

Thanks, it's like double jump that you can hold for a bit. You can only use it once before landing.

I think you have to reload the page, it's a weird HTML5 thing

CUTE!