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ApeHardware

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A member registered Apr 04, 2020 · View creator page →

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For that puzzle you have to bring the "REQUIRED" items and avoid the one in the "NOT" list.

The concept of suddenly switching from slow exploration to a fast chase is really interesting and compliments the horror theme really well, but it hardly gets to shine because of how short the game is. Hopefully this can be expanded upon after the jam.

Simple but really enjoyable. The artwork is great. My only nitpick is that the font can be a bit hard to read.

It's pretty impressive that you managed to make a functional fixed camera survival horror for a game jam. The graphics and atmosphere have to be the best part. The concept of "Resident Evil with impostor creatures" is pretty damn good, I honestly find being surrounded by people you can't trust much scarier than being completely alone.

The game's biggest weakness has to be the difficulty. While survival horrors are supposed to be hard in order not to turn into an action game, here you end up having to memorize where each imposter was, which takes away from the horror factor. A simple limited sprint would have easily solved the problem by giving the player an escape option.

Nice art and well-made gameplay mechanics. The atmosphere feels more soothing than scary, which is not a bad thing at all, I actually really liked it.

It's a really good concept, but I really wish it had audio, even just some ambient music would have everything much more atmospheric.

Uncomfortable as hell, but that's the point. The direction, animation and audio design are absolutely fantastic, I love how it uses old 3D limitations (the face being a png, the polygon joints looking a bit doll-like) on purpose for the horror.

The idea and artwork are pretty neat, but I couldn't figure out some of the connections between the book's poems and the ingredients. Maybe that's me sucking at the game.

Also, it should be said that it's pretty impressive that a jam game is available in 3 languages.

Feels like a missed chance to make a spooky-themed metroidvania, the only bit in which we got to use out new abilities in an earlier are was the best part.

The artstyle is great and I would love to see a larger project with it. The actual game feels really basic, albeit enjoyable.

The graphics,music and general vibe are great! The gameplay is enjoyable but feels a bit luck-based, but maybe that's just me sucking at exorcisms.

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The concept is original and farily well-implemented, I love how the mouse's speed determines the "strength" of your movement/turn, it feels like you're physically struggling to move. One nitpick that I have is that having the mouse movements be "up = forward" and "down = backward" can get a bit confusing when you have to move east or west. It would be more intuitive and immersive if the mouse's "forward" and "backward" were relative to the direction in which the player character is looking at.

There's a lot of potential here for a Darkwood-like horror game, but it feels kinda rushed at the moment (which is understandable, since it was made for a jam). If this continues development, I would suggest explaining the mechanics in game (maybe with the old trick of notes left behind by dead people, spooooky), since at the moment you need to read the page to have an idea of what to do. The art and atmosphere are pretty good as they are.

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Está bastante entretenido y el tema de folclore mejicano lo hace bastante único. Un pequeño problema que le veo es que las brujas de pueden dar fácilmente por sorpresa si estás cerca del borde derecho de la pantalla, estaría bien que hubiera un pequeño aviso visual como humo negro, murciélagos o un “!” justo antes de que aparecieran.

Stupidly fun and well-polished, I don't have anything negative to say.

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Kinda reminds me of Yume Nikki, but more... realistic?

The pixel art is done really well, good job.

A simple but fun platformer with cool pixel art.

I absolutely love the hand-drawn art, specially the goopy monsters. The water mechanic seems like a good take on survival horror-esque resource management, but I was unable to experience it properly since the bucked just glitched out of existence after losing the stealth segment for the first time. Still, running away from the monsters was still quite a tense time, so good job.

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Linux gang rise up!

Glad to see someone found the random existential console messages easter egg.

YOU! YES, YOU! YOU QUITE BEAUTIFUL SPECIMEN! THAT IS SOME NICE FLESH YOU HAVE!

DO YOU HUNGER FOR STIMULATION? THE ONE THAT CAN BE DELIVERED WITH CONTENT?

WELL, THIS IS FOR YOU!


A NIGHTMARISH POINT-AND-CLICK ARCADE IN WHICH MOVING THE MOUSE TOO FAST CAN KILL YOU!


FACE OFF AGAINST THAT ONE JOKE CHARACTER FROM "ME AND MY ELDRITCH PARASITE", CAPTAIN POWERYARN, AND HER UNNAMED AND IRRELEVANT, YET LETHAL, FRIENDS!


UNCOVER  L O R E  TOLD VIA THE ADVANCED RENDERING ENGINE literal doodles on the loading screens.

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WHAT ARE YOU WAITING FOR? CLICK THIS GLORIOUSLY LINKY LINK!

The concept is neat, but the actual game feels really buggy. Maybe it's an issue with my mouse, but sometimes pressing the right button results in the flashlight turning off and on instead of just off.

The concept and artwork are really good, but the combat parts ended up feeling like a chore since your punches don't push the enemies away very far, it would have been a lot easier if the combat area was smaller of your punches stronger.

I also got stuck in this section, I think the issue is that the beam of light that marks the exit blends too much into the background.

The visuals are impressive, but the actual gameplay is really confusing, it's like the game can't decide if it wants to be a platformer or a point-and-click.

The mechanics are nice but the skulls are really hard to jump over since it's tricky to guess their depth relative to the player's.

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The concept, artwork and parallax effect are pretty damn good, but the game really suffers from lack of ambient sound and enemy variety.

If this gets a post-jam update, here are some ideas for new enemies I came up with:

  • Zombie that tries to avoid your gun by moving slowly.
  • Ghost that you have to NOT shoot, only aim at it for a second.
  • Invisible man that's located via spacial audio and a small visual hint.
  • Wide tentacle monster, you have to shoot its head/core, shooting the tentacles only wastes your time.
  • Voodoo doll that alternates between normal and cursed form every X second, you have to shoot it when it's on normal form, if you shoot it while cursed you take damage.
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It's a nice little game but it could use more player feedback, even just mentioning in the book at retrieving items is automatic would make the game a lot clearer.

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Good concept and good implementation. My only nitpick is that it's a bit confusing that the attack animation stays the same when the player has a weapon.

I'm guessing you're supposed to solve the math questions fast to avoid the monster, but I've been doing it for a while and nothing seems to happen. The text being in Western Siberian doesn't help much.

The idea itself is cool, but it needs more feedback and presentation.

The player becoming bigger when collecting stuff is a cool idea, but it doesn't live up to its potential since the only hazards are the screen's borders. It would be much more interested if you were on a larger area with a few enemies.

Neat art and audio, but the gameplay could use some balance, if you get the ghost girl and a swarm of little ghosts at the same time, then you're doomed to take some damage either way.

Also, it gets a bit repetitive fast, so here are some random ideas I came up for making the game more varied:

  • A ghost you have to touch but NOT attack.
  • The shrine teleporting to another platform each X seconds.

There's plenty of potential here, but it really needs audio. Also, it would be near if the characters you can talk to stopped moving when you're near, there's this beard guy that keeps moving around too fast for me to catch up and click him.

The aesthetic is great, love the collage look.

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It has Red Riding Hood with a rifle, what else do you want?

Really good pixel art and atmosphere, pretty impressive for a 7-day jam. The pumpkin counting puzzle is a bit tricky since the underground pumpkins separated by roots can look like a single big pumpkin. Also, in the area with the 2 eye logs right next to each other, attacking the closest one to you somehow results on the other one being damaged.

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Combat feels a bit hard but maybe that's just me sucking at the game. Everything else is pretty damn good: atmosphere, sound, pixel art, etc.

Thanks for the review.

Yeah, the bus area is kinda messy. Apparently there aren't many low-contrast public domain images of bus interiors, at least according to Startpage and Ecosia (screw Google). But I figured it wouldn't be much of a problem since there's nothing important in that area and the navigation arrows always stand out due to their different artstyle.

Yes, you got it right. I honestly thought it was pretty obvious.

Thanks for the positive feedback. I actually agree with the gameplay being boring, this was done after a more gameplay-focused Steam project of mine didn't do very well, so I wanted to try out if I could make something centered on narrative and mood and the Scream Jam was a good chance to get feedback on it.

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Don't know what to do in the dark void area, but the rest of the game was a nice 2D walking simulator. The pixel art and atmosphere are very well done.

If I ever find who did that to the cat, this will become a Doom game...

It's a cool concept and the part with the giant virus in the background was great, but the normal enemies end feeling like a chore.

It's still pretty damn good for a first solo project, keep it up!

Insanely impressive you managed to finish this in a week. Getting the good ending after the bad one was the most satisfying thing I've experienced with this jam's entries so far.