Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

apaphy

100
Posts
7
Followers
3
Following
A member registered Jul 23, 2020 · View creator page →

Creator of

Recent community posts

this is a super neat game! i liked how intuitive the minigames were and that i wasn't bogged down by tutorial text. i think the game lacked some sense of consequence--there are a lot of minigames but no punishment for playing them badly. the graphics and music were super nice though, and i'm incredibly surprised you got all of this out in only two days.

very nice interpretation of the theme! i thought this game started really well, and it has some nice quality of life features i wasn't expecting, like restarting the level immediately and not resetting the state of the opposite character on death. the levels are nicely designed but i wish there was a slight bit more complexity to them beyond jump pads and death rays. i felt that some of the later levels felt very similar to each other. however, i was glad that i was able to finish the game in the time i played it, meaning the game was not too log as many jam games are.

the game is pretty silly and i really liked your presentation. the sound effects were the cherry on top. i found it fun to kill the marios but i found that the game could be cheesed by mashing both buttons at the same time to kill them all easily. 

this is a really fun concept and game! the art was super well done and reminded me of the og legend of zelda (which i'm assuming was your inspiration). i liked exploring the dungeon but i felt that the movement was a little finnicky with not being able to move diagonal as i got stuck in a lot of corners trying to escape and couldn't get out. overall, though, a really good game for 48 hours and i think there's a lot of potential to such a stealth-exploration game.

this game was actually very fun compared to many similar games i have seen of this type. i had a lot of fun switching between the different tv modes to do the tasks. if i was to suggest some minor changes to the game i would say that 1. the timer should speed up as the game progresses and 2. there should be a score textbox to show a score so that there is some measure of progress.

definitely a really nice idea that you put together. the sound effects were silly and i liked the concept. the blob was very hard to play with. i know it was intentionally annoying, but there was no way to fix that as a player (i had to wait for it to collect objectives after a while and there was no good way to influence it to do better). if there was some way to gradually "teach" the blob to be a better player (as real game designers do). for 48 hours, though, it was a great effort. 

this is definitely a really interesting game. i liked your interpretation of the theme but i think that the mechanic was explained a bit poorly. it's definitely a good idea but i wish the tutorial explained a bit more how to manage the points. the graphics were nice and simple and i liked how you didn't have too many levels. the rotation was a bit weird and you could probably fix it very easily by only including the up component of the rotation vector.

this game is super polished. from the art to the music to the UX, i could not tell this was a jam game. i like that you chose a unique interpretation to the theme, which was really fun. i think the gameplay was a little repetitive to get all four characters to max trust took a while, but overall a fun experience.

i really liked this version of a platformer where you control the surroundings. i liked your intro cutscene, the game felt super polished, and i never felt frustrated playing it. i think it was a pretty good playtime for a jam game, and i appreciated that the levels were not very isolated. in a post-jam version, i think a speedrunning mode would be very fun.

the ui is super clean in this game, which is rare for a game jam game. the art is super polished, and i think the UX was very well done considering the time constraints. the dialogue was pretty silly, and my main issue was that there was just not much to do past giving quests, and perhaps being able to help the heroes on their path would have helped add some variety to the gameplay.

this is a very good interpretation of the theme and it's crazy how one minor change to the game can make it so different. building a chess engine in so little time (with ai) is pretty crazy impressive and i applaud you for that (especially since it worked so well. the only issue i saw was that kings can't seem to capture pieces which are mating them). i'm really bad at chess so i couldn't beat the easy mode but it was fun to try.

i will start by saying this is a really good looking game and i can tell you spent a lot of the time making sure everything looked good. it's a super wacky idea and i think the one thing it's missing is some constraints or a goal. the concept feels a little too open and i didn't know what i was working towards.

understandable, it was a good amount of work for 48 hours

interesting concept, but i found that the game did not feel like much more than clicking a lot on the map. some challenge would have helped a lot in making the game feel purposeful. the shaders and materials were really well made, though

really interesting concept, and the levels feel pretty interesting. i think the game plays a little slow (perhaps a fast forward button would help) but i loved the variety of soldiers you have at your disposal to make it to the end. 

really unique idea and the perfect length for a game jam game. the concept was explained well and i thought the puzzles were designed well. the screens were a little hard to pull, i think having a larger hitbox would've helped.

really well designed puzzles. i didn't feel like any one puzzle was particularly stupid or unfair, so that was really good. i also liked your interpretation of the theme, this definitely feels like it was made for the theme.

this was a pretty good game! fits the theme well, the art and sound effects were spot on, and it was a pretty fun and engaging game loop. i appreciate that restarting the game after dying was quick. i do think the game loop can be a little too predictable (i started selecting the moves not based on what the robot was about to do but where i saw the gears placed) and i think some variation in gear layouts would have helped.

super unique idea for sure, and i like that you made a word game for a game jam (those aren't too common). i do wish the game had a tutorial rather than having to refer to the screenshot provided to get how the game worked (i didn't know that the numbered square had to be up front for like 10 minutes).

whoa! a whole rpg?? this game is definitely really impressive, you made a huuge world in just a week and a whole functional rpg. that takes a lot of effort, for which i commend you. 

the audio is nice, and so is the simple art. i did feel like the big world was held back a bit by the art however, since everything felt very samey and there was no clear differentiation between areas. this made the world feel a little uninteresting to explore, since no variation of tiles made the world look different. i also would have appreciated some nicer ui, adding a font would have taken only a few minutes and massively improved the look of your game.

i really like the theme of doing essentially anti-quests to ruin the villagers' lives. it's a really nice take on an rpg. the quests were a little confusing though. because there's no world map, i never really knew where to go. while wandering around did help a little, it often made me feel lost. in spite of this, finding out the bar at the top of the screen was spelling out chaos was awesome; i think that was a nice idea.

wow. just wow. i had a smile on my face the whole time i was playing. the art is lovely, definitely really cute and welcoming. the controls are that perfect mix of being easy to understand without a tutorial yet complex enough for the little minigames you had going on. i especially loved shaking out the cat foo from the box, that was really hilarious. while it is short, i enjoyed having the game end before i got bored of it. great work

the audio was pretty funny, i liked the sound effects you had. the art was nice too, it fit the chaotic theme pretty well. the game was really fun! i think you have a good idea on your hands and the design of the game definitely helped that. i liked running around the stage, dodging cats and chicken and bees. the game definitely needs a tutorial, i was stuck for about 5 minutes trying to figure out which box to store the wheat in until i realized you give it to the cows. my high score was around 2000, i kind of had a spike of chaos at the end there. still a charming little game :)

an interesting little shmup. i like the music you picked, it definitely fit in great. the gameboy aesthetic was also a good fit for the retro vibe of this game. the game definitely needs a tutorial, i had no idea what absolute and relative controls meant or what the gravity mechanic did. the movement code is janky, you jump way faster than you fall and the jumping went really high. i wish i had more control, especially when the gravity (and therefore gameplay) was changing as much as it was. however, once i got into it it made a lot more sense. it's a really unique concept to switch gravity, which definitely made the game really chaotic. it would have been cool to see some gravity-specific objects, maybe a jump-pad that only works when you are facing a certain direction, but that's for a post-jam version

the look and sound of this game is pretty great. i really like the character portraits on the title screen, they look great and fit the vibe perfectly. i also really liked the sporty music, it fit right into the game. the game itself is really innovative, i've never really seen anything like it before. however, the gameplay needs some more polish. the movement code is a little janky, moving diagonally was really slow for some reason. the hitboxes didn't work a lot either, i had to repeatedly walk over money for it to be picked up. in addition, once the balls are out there's no real way to kill your enemies except sending another one out (which increases your chances of dying) or trying to lure them into the path of one (which is extremely difficult). maybe an object that attracts enemies to a location could've fixed this problem (but that's up to you to decide)

definitely a great looking game, there's no denying that. the art style and lighting all come together in a really great way which i appreciated a lot as my ass was getting kicked. the music was awesome too, chaotic, energetic, great. the difficulty is pretty high, i felt the shield took too long to recharge and that there were a lot of places where the only option i had was to take damage. obviously, time crunch was an issue, so this is definitely something you could fix in a post jam game. i feel like the ability to use enemy's attacks against themselves would've been cool if not for that fact that you move so slowly. i never felt like i was able to kill them with their own attacks since i was moving through molasses.

nice game! definitely see the stardew valley inspiration here. i thought the art and mechanics were very charming and the game is simple enough not to need a tutorial. the mechanics were intuitive to learn and simple to use. the controls were finnicky, and i think separating the dash and pickup buttons would have fixed this issue. the rabbits could have been interesting but could easily be avoided by keeping it on the top. it also felt quite punishing to lose a turnip just because i couldn't pick it up. i will definitely not be forgetting the dancing turnips anytime soon though haha

rare to see a story game in a jam but i liked it! the story is definitely the focus, and the game is designed well around it. clues are revealed logically as the game progresses. the sound design and music are really quite good, and the art fit the mood well. however, the gameplay is a little monotonous. the player is able to go back in time, but that feature is rarely used, which i felt was a missed opportunity. the controls were also janky, not being able to use wasd is usually not a problem, but when i have to use the space key, it felt very unnatural to control the game.

great take on the theme. the gameplay is very akin to "spot the difference" games, which isn't a bad thing. the rules could have been explained better, it took me a while to realize where the original room actually was. once i understood it it got fun, trying to match up what was missing in each level. the art is nice and it lends itself well to this type of game. the music is also pretty relaxing and i thought it fit in really well for the game. the game does suffer from a bit of tedium, as once you memorize the room the game becomes very simple. maybe for a post-jam version you could add random rooms to spice up each run-through of the game.

thank you for your feedback! about the task system: yes it's bad. it's supposed to go through all the tasks in a random order repeatedly but i probably screwed up the code somewhere. my goal was to make some tasks more/less common but, alas, i ran out of time. the only main difference between levels is 

  1. how many tasks the day starts off with
  2. how often new tasks are added

maybe this is something ill change in a post jam version, who knows. hope that clears things up

this game looks and sounds great. the limited color palette was a good choice and the use of sprite stacking was definitely a really unique choice. the music is simple but fits perfectly. the intro is slow and doesn't add much to the game, it felt like half my playtime despite it being required. the boat feels really good to control but the mechanic is too simple by itself to be very fun. something you could have done was add a time to beat for each level, changing it to essentially a speedrun game and adding challenge.

as a fan of boss combat, this game instantly was great. tons of unique attacks, a good dodge mechanic, what's not to love? the game definitely suffers from balancing issues, some attacks last too long on screen and others need to be clearly telegraphed. the game also suffers from lag problems (i don't have a super beefy computer but it's not a potato and it struggled quite a bit) and with such focused gameplay it was a run killer. i also wish there was a way to antifire (maybe holding down the mouse button) since spamming clicks was going to give me carpal tunnel. in spite of that, the dodging was pretty good. it gives the player control without sacrificing difficulty. it just needs some more visual feedback (like speed lines)

this probably goes without saying but the game is beautiful. it looks like an indie release. i don't know how this was made in 72 hours or what shaders you used but its fantastic. music was also pretty good.

really cool concept. i am honestly jealous i didn't think of using time travel like this for platforming. the execution is wonky though. the jump is delayed and it doesn't feel great. if it was a gameplay feature (a boosted jump that makes you delay maybe) then i could see the possibilities with that. however the game isn't designed that way and requires really precise platforming which would make it difficult even with a normal jump. the story seemed interesting, and i definitely wanted to know more, but the jumping held me back. the animations and art in general was pretty cool though.

really cool game! i don't lay a lot of factory builders but that wasn't a problem. the mechanics were somewhat tricky to get, and i think a more clear tutorial would help since it wasn't obvious to put the balls into the money machine. the game ramps up really quickly, and i wish the game was shorter since the end feels grindy. that isn't to say it wasn't fun (it was), but cutting the end short would have alleviated a lot of the tediousness. the music is an absolute bop, props to whoever made that. overall pretty great!

a nice simple concept that fit the theme well. sound effects were good (maybe a bit loud) and the controls were easy to learn. the difficulty curve was a little steep, as the early levels felt really easy and the later ones just threw enemies at me. i'm also not sure what the point of the coins was (maybe a shop was planned but not added?) 

cool entry! the mechanic is cool, has good music and art too. i think the movement is a little slippery, especially for a game about precision platforming. still a cool game!

wow, this game looks amazing. props to you for making such a cool shader, it really made this game stand out. i think it's in dire need of some sound though, a lot of times i felt like i was killed by an enemy i could've dodged if i had been able to see it

(1 edit)

cute little game with an attractive mechanic. i think a tutorial could help ease the player into fighting so many enemies at once, but once you get into it, you get into it

a relaxing game that is pretty easy to get into. it's a little simple, it needs something to spice it up. but it's still a nice, calming game as opposed to all the other high-action games

pretty decent entry! a unique idea that gets explored enough in the few levels in the game. there was definitely an "aha!" moment in that last level. i think a tutorial was needed, i didn't really know what to do. there was also a bug where i aaccidentally misclicked but solved the puzzle because the line went through a box.

interesting concept but needs more spice. controls were easy to understand and the game could be cool if there was more of a challenge. maybe a timer to encourage going fast, or moving enemies