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Antho24

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A member registered Jun 08, 2025 · View creator page →

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I'm happy you enjoyed it! There actually is a reset ability if you press R, but it's tucked away in the description so I don't blame you for not seeing it. 

The controls took some time to get used to, but once I got my bearings this was a pretty fun high-score game! The art is especially nice! I just wish there was more variety to the gameplay, like different enemies and whatnot.

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This game was pretty fun! The artstyle is cute and consistently good, and the audio work is delightfully silly. The gameplay is also interesting and ties very well with the theme. I especially liked the early game, where you have to carefully maneuver your shields and rockets towards the enemies. However since there's no cooldown on building units, the game quickly turns into spamming an ungodly amount of rockets and unleashing hell's fury on those poor spaceships LOL (Not to say that isn't fun though!). But overall a very solid package! :D

The enemy pieces attacked too fast which made it tedious for me to land any hits in, especially with how small your attack range is. Still, I had fun learning the attack patterns of each of the pieces. I think you're onto a good idea with this game!

I liked this game! The art is charming and gave off MOTHER 1/Pokemon vibes. I'm especially in love with the jump animation. The light puzzle parts were fun too, like the forest riddle and finding the cave password. If anything I wish the game leaned more its puzzles! Really my only critiques of the game are a couple small things. Like the screen transitions felt too abrupt, which made it hard to tell what was a dead-end or a transition to another part of the island. Another is that the obstacle course to the cave was a bit tedious. The timing on the jumps felt too strict for its own good, and I suspect there's no coyote time which didn't help matters. But I finished the game having a pleasant time!

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I got as far as I could, but sadly there's a recurring bug where the none of the buttons work after some time, softlocking you and forcing you to Alt-F4. I managed to play a bit of the tutorial though, which was actually really solid. It was intuitive, simple, and effective. I also like that it's hands-on and makes you figure out how to craft things yourself. Making a good tutorial is no easy feat, so you should be proud of it! If you decide to do a post-jam patch that fixes the buttons I'd love to play it more thoroughly! :D

This was such a cute game! The visuals and music were top-notch from beginning to end, especially in the opening cutscene! Speaking of, I love all the detailed lore you include in the opening cutscene and flavor text, it really exudes passion and I love it for that. The gameplay was simple to get into and pleasant throughout once I got my bearings. I loved the satisfaction of slowly terraforming the whole planet area by area. My only complaint in this regard is that the recharge minigame got a little tedious towards the end, since it just boils down to waiting for the stars to align. I also had a few pretty bad stutters my first few minutes in the game, and the lens distortion along the edges of screen made me a little nauseous when I was first playing. But I won't let that distract from the fact I had a great time. This is one of my favorite games in the jam so far, and y'all should be proud! :D

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There's a lot I like about this game! For one, the audio work is fantastic. It elevates the atmosphere and tension to a whole other level, I actually got pretty startled when I first encountered the mantis LOL. The combat is surprisingly fun too. I'm usually bored by combat in these types of dungeon crawlers, but combat being timing-based adds some fresh real-time action to the experience that kept my interest. 

My complaints only begin after getting the chalice. A tiny bug I encountered was that the flavor text didn't tell me what item I received from a loot chest. There was another pretty egregious bug where you can return the chalice to the elder an infinite number of times, which let me get 150K gold on my first run (I reset my run after discovering the glitch to not ruin the experience).

And after returning to the dungeon for a second night, I was expecting the dungeon to reset with harder monsters or something, but when I realized everything was still the same, that's when I decided to stop, figuring I played everything there was. So while there were a few hiccups with the bugs, don't let that distract from the fact you've made a game with a really fun core. The tension as you creep through the branches of the dungeon are impeccable, and I'd love to see it further expanded on! :D 

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Your game has good potential, but there were a few things that didn't let me enjoy the game as much as I wanted to. Starting off with the positives, the art is pretty good. While I'm not a fan of the stretched-out pixel art in some places, the charming custom sprite work and good use of color makes your game look pretty decent overall. The music choices are also good, although there were a few parts where music is suspiciously absent. Some preplaced music spots would be a good fix. However the biggest gripe for me was the gameplay. The sword and magic attack only worked some of the time. And I found killing enemies to be pointless since there's no reward for it, so I just fled from them all. The QTE at the end of the Anako fight is way too harsh as well - I wasn't able to get past it after multiple attempts.

Need some ratings? Just link your game here and I'll give you an honest rating and comment! All I ask is that you do the same for me after I rate your game :D

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The asset choices are solid, and for a first game you've made a lot of progress. The only thing I wished for was more engaging gameplay. I didn't quite understand what each of the resources were used for, and it didn't end up mattering since just spamming them was enough to let me win. There was also some leftover debug text like "day_started," but that's nothing a small patch can't fix. Don't let anything I'm saying dissuade you though. The fact you made anything at all is impressive, and with every small game you make, you learn a little more. Be proud of your game! :D

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I was impressed by the use of RPGMaker, and your music was pleasant and added to the experience, but the gameplay left much to be desired. The movement felt unresponsive, and having to fall off branches to reach unobtainable items means a lot of trial and error. As for suggestions, perhaps a way to preview the branches below so there's less guesswork, and also a tally for the current number of berries/acorns you have.

Let me know what you think! I'm happy to try out your game as well :D

https://antho2.itch.io/stijl

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The core gameplay is pretty fun! Gave me Dorfromantik vibes, and there's a simple satisfaction in watching your points go up and getting a pretty landscape out of it. Although beyond that I couldn't find much else reason to keep playing. The game for me was pretty shallow. I was hoping to see the house cards like in the screenshots, but I got to around 640 points without anything new. The presentation was really nice though - I can tell you put a lot of time into polishing and it made for a very clean experience.

Thanks for playing! Teaching the mechanics was by far the hardest thing about making levels, and it's clear from the responses that I could've done a lot better. It's just one of those things that come with practice I suppose, so thanks for giving me some pointers! :D

And would you mind telling at what point you got stuck in the game? Just so I can figure where I went wrong

Funny you mention that because I'm actually left-handed, funny how that biases the controls for my game. In the future rebindable controls will be something you can expect!

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Thanks for playing! If I expand on this game or make a new one, I'll definitely be adding controller support :D

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Thanks for trying out my game! I've read the comments as well and I would agree. If it's one thing I've learned for my future games, it's that I gotta make the difficulty curve more gentle

Yep game works! Thanks :D

Sounds good! I'm excited to try out your game :D

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The UI and visuals are solid, but sadly I couldn't really get into the combat. Since you can just walk through the enemies, I didn't feel encouraged to use the combat at all. The game for me turned into running around finding the key ignoring all enemies and running straight through the dungeon to win. It's a shame too because the combat is actually pretty fun and it's got some neat ideas. It was fun to hack away at enemies just for the fun of it, although I think the attack radius for the slimes is too small because I never once got hit by them, and I didn't quite understand the parry and never found a reason to use it.

I'm on Windows and I use Chrome. Sadly the Windows build doesn't work either, this was the error message I got when trying to run it:

"Error: Couldn't load project data at path "C:/Users/[my computer name]/OneDrive/Desktop". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)."

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Every time I tried starting the game it froze my entire browser when the loading screen got to baking the particles.

This game's really fun!! I got into it way more than I thought I would. It was fun making giant words that deal massive damage. The upgrades also added some nice depth to the game, although I felt many of them were too niche to have any practical purpose (like the dinosaur genus and marine animal upgrade). And since this is a word-making game, some keyboard shortcuts from word processors would've made the experience smoother (select letters and words, copy-paste, etc.). I still had a good time with it though, I think it has some great potential if you decide to expand on it :DD

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Thanks for playing my game!! I agree I could've done more to explain the mechanics of the game. I tried doing what Celeste did with minimal on-screen instructions and let the player figure out mechanics organically. But I definitely could've reinforced mechanics better by peppering in smaller, easier platforming sections in my levels. I'll keep this in mind for my future games :D

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I'm happy you liked it! Funny you mention Animal Well because I've gotten that comparison a couple times but I've never actually played it LOL. And saving was one of those things I would've loved too had it not been for time. Will definitely be a top priority if I continue work on the game (same thing for rebindable keys!) :D

Also at what point did you get stuck in the jello level? Just so I can adjust the difficulty in the future

Thanks for trying out my game!! If I could ask, where was the point you got stuck? Just so I make my levels better in the future :D

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I wasn't able to beat the boss, but I still had a pretty good time learning his attack patterns. Furthest I could make it was phase 4 - all the instant-death moves got kinda annoying for me. I get he's overpowered on purpose to encourage you to do the minigames, but I felt the grind wouldn't have been worth it. That's really my only gripe though, everything else was top-notch. The art and presentation in particular really stood out, especially considering you made it all yourself! The character also felt really good to control. If you made a boss rush game like Furi, I would pay money for it.

Thanks a lot for playing!! I agree dying is pretty abrupt - the game could've benefited from more polishing. It'll be good to know for next game at least :P

Super addicting!!! Felt really good racking up crazy combos and wiping out the entire board in just one move. The polish and sound design is really solid too. I'll definitely be playing this game more :D

Thanks for giving my game a try!! I agree with your suggestions - if I ever decide to expand on the game, I'll for sure spend more time refining the mechanics. And as for the blue bugs, I can at least promise you they're not hidden behind any invisible walls LOL.

Yeah I was worried about Level 2 being a bit overwhelming LOL. Thanks for letting me know :D

Super cool game idea!!! Tougher than I expected, but it was really fun figuring out each of the levels. There were a couple times where the TV mechanic was a bit finicky, like bonking on platforms that were out-of-frame, but that's nothing some patches can't fix. I still had a great time :DD

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Thanks for trying out my game! If I could ask, at what point in the jello level did you get stuck? Just so I can make my levels better for the future

I'm normally not into puzzle games, but this one kept my attention until the end. A very calm and relaxing experience, with pretty visuals and gentle puzzles. My only complaint is that I wish the UI was easier to use - it felt unresponsive at times.

A simple but very effective game! It does a lot with very little, and those are my favorite types of games. The different attack and movement patterns of the fish kept the game consistently fresh. The boss fight was surprisingly tense as well! The only real complaint I have is that I think you forgot to disable the debug info on the boss