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ApeHardware

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

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A body horror, physics-based sit-n-survive. 


Prevent abstract threats from twisting your body. 


Endure nightmares and a reality gone mad. 


Dive into the kanvas.


https://apehardware.itch.io/odiumfloreo

Just finished testing levels 16 and 17.

All I'm telling you is be careful what you wish for...

It's a neat concept, but it feels a bit buggy at the moment. The auto-targeting can screw you up if you're close to both a barrel and an enemy, and some of the enemies become frozen after a failed loop. Also, the tutorial text is a bit misleading, if says "click to hook the enemy", which sounds like a melee attack, it should have said "click to loop around/tie the enemy".

Still, with some post-jam updates, this could be an absolute banger.

Incredibly well made with a neat take on the theme. I don't know if this is intentional, but I noticed you can sorta cheat by drawing a huge circle and then crossing some edges to get the "knot/crossing count" needed.

Jump is a bit hard to control, but it's impressive that you've manage to make a fully-working Metroidvania for a short game jam. The looping mechanic is pretty interesting.

Insanely addictive despite its simplicity. Artwork is great too. My only nitpick is that I wish there was more enemy variety.

Incredibly original idea with a neat execution. My only nitpick is the lack of a clear tutorial, it takes a while to figure out how the puzzles work, but once you do it flows nicely.

The atmosphere, narrative and art are amazing, but the "die to leave platforms" mechanic gets really tiring after a while.

Insanely creative, stylish and fun. Kind of reminds me of the music levels in Rayman Levels with how even the level's hazards match the music. It's amazing that this was done for a jam with this level of polish.

I'm usually not fond of idle games, but the way the ball gets a bigger buts if you time the click right made it a lot more interesting than the usual content in this genre.

It's really confusing at first and the card text is too small, but it makes up in sheer creativity. Would love to see a post-jam version with quality-of-life improvements and more flower types.

Cute as hell (specially the third word if you mess up), great take on the theme and neat execution.

Insanely good take on the theme. The way the dodge move takes you to the opposite point of the circle makes for great strategies. Artwork is amazing. Possibly my favorite one so far.

It's a bit confusing at first, but the narrative and artstyle completely make up for it. Amazing job.

It's feels a bit unfinished at the moment, but the base idea of a shrinking source of light is fairly interesting in a horror game. 

A bit confusing, but insanely creative and with neat visuals.

That shader is actually fairly simple, it takes a "number of colors" parameter, then multiplies the color on screen  by that number, rounds the result (removes decimals), and then divides the result by the number of colors.

Since in Godot shaders each color (red, green, blue) is represented as a value from 0 to 1, the shader sort of "flattens" the colors in similar range.

The weird "moving/pulsating dither" effect is done by messing with the number of colors in-game.

Really original and well-executed take on theme. Would love a post-jam version with more tower types.

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My brain is melting, but in a good way. It's insanely impressive this was done for a game jam.

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The idea and artwork are neat, but I think that the gameplay feels a bit too slow, maybe it's just me.

The artstyle, atmosphere and puzzles are neat, but the whole "loop" aspect feels kinda pointless since all of the puzzles are saved between loops.

Really interesting take on the theme, although the time stop kinda kills the entire point of memorizing each loop.

The gameplay alone is a really creative take on the theme, but the atmosphere makes this one of my favorites so far. Stellar job!

A neat puzzle game. My only complaint is that I really wish the rotation of the last placed piece was kept in the next piece.

The idea is interesting, but it feels a bit too confusing at the moment. Most of the arms seem to do the exact same thing and running around the enemy doing quick cheap hits seems to work on every boss, it would be a lot more interesting if the arms have different attacks and speeds, and maybe a cannon arm for ranges attacks. The artwork is amazing, though.

Hello there fellow spooky collage game maker.

While the rope mechanics are a fairly common take on the "loop" theme, the game makes up in atmosphere and narrative. Neat job, one of my favorites so far.

It's a bit hard, but a neat arcade game nonetheless. Lovely atmosphere.

A bit hard, but insanely impressive that this was done on Scratch.

The graphics are just free stock images of sea life mashed together with GIMP, any game engine can use them. The only graphical thing done in Godot is a shader for the dithering effect.

Yes, it's made from stock images of sea life and guns since I suck at drawing and didn't have time for making decent 3D models.

Nice to know the phases feel varied, I was a bit worried about that since the gun and machine gun phases are almost the same thing. There was a plan for becoming able to switch gender at the end of the life cycle on later levels, and the female forms having different attacks, but it was too over-complicated and time-consuming. Once of the 2 planned attacks was given to the final boss, the gravity bullets, to be precise. The other one was summoning drones that would follow you and shoot at the boss at random intervals.

0 budget, 0 time, 1 throat.

Simple but nice idea. One nitpick I have is that there' s no punishment for flying directly into the planets, so you can easily win by ramming into them.

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Everything about this nails the nostalgia feel. The idea, the crayon artstyle, the music, the fact that it plays like those old Flash games about getting upgrades to to an action... the good kind of nostalgia game.

Simple but fun, although the controls for the double jump are really uncomfortable. It would have been much better to have it mapped to the same button and unlock the double jump once you reach the room with its instructions, kind of like a Metroidvania upgrade.

The first levels are a bit boring but once the "loop-safe zones" get introduced it becomes a lot better. Nice job.

It's cool to see original takes on the FNaF "sit-n-survive" formula, and while it's a nice game I feel the "loop" theme could have been used more, maybe with a looping night.

Also the tip for the flashlight enemy should mention turning the light on and off, if you aren't familiar with FNaF 2 your first reaction is to hold the light on them, not flash it.

Really creative and fun as hell. Neat job!

Good idea and nice graphics, but it's a bit laggy on the web export.

No wonder Eggbert got his brain fried, these are some though-but-good puzzles.

Great take on the theme, also love the animated cutscene at the beginning.