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ApeHardware

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

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The job market has gotten so shitty than being a bodyguard for a vampire was the only job in which they didn't ask me for +10 years of experience of demanded AI usage.

It's simple but really find, it reminds me of those old flash score attack minigames.

I'm torn on the way the actions are executed, it's really confusing at first, but once you realize you control an "afterimage" (beforeimage?) or the cat and everything it's executed after the countdown it becomes really satisfying.

Another nitpick I have is that the cat noises can get a bit annoying on the levels with multiple enemies.

"FEED THE MACHINE" is an excellent manual for techno-entrepreneurs to learn all the basics about running an AI startup. Despite its simple graphics and gameplay, the game perfectly encapsulates the core message: ethics are irrelevant, the only thing that matters is achieving Growth™ and Innovation™.

Really fun and charming,love all the different weapon choices. My only nitpick is that the enemy projectiles are a bit too small, which makes them hard to dodge sometimes.

The artwork, audio and general feel are great, but I found it really confusing even after reading the controls.

The take on the countdown theme feels a bit weak since it doesn't affect anything in the gameplay, but the game is pretty fun by itself.

The artwork and vibe are great, but the gameplay is completely confusing. Are there more levels or is just the first 2 screens?

Really original and fun despite its simplicity.

The idea is really good and I like how there's multiple takes on it across the levels, but I found the controls a bit annoying. Having  to keep pressing the arrow/WASD buttons repeatedly gets pretty tiring since the mazes are rather big, it would have been a lot more comfortable if you could held them down.

Playing this a day after I got my summer vacations approved, I hope it's not an omen... 

Pretty good artwork and an enjoyable (but sadly realistic) sense of humor.

Neat mechanics, artwork and atmosphere. I really enjoyed it, specially because as a kid I used to have a similar nightmare to this, an elevator that kept going up even if it had already gone further than the building's floors.

Feels more like a sad, nostalgic storybook than a game.

That's not a complaint, that's a compliment.

"So how much implementations of the countdown theme do you want?"

"Yes."


Jokes aside, it's a really well-made game. Both phases of gameplay feel polished. Love the monster designs!

It's insane you managed to make a level editor for a game project!

The game itself is also very fun, nice take on the theme.

I can see the potential but it's a bit confusing at first. Also the use of stock emojis to represent the workers and monsters is a but jarring, I would have preferred simple pixel art or small drawings in the style of the game's cover.


Oh, I managed to reach 41 space dust.

Really original take on the theme. With more polish and quality-of-life features this could be a great platformer.

Fun gameplay and nice graphics, good job!

Inglés, Español (España) y Gallego.

Top-notch  mechanics, there's a neat balance between randomness and strategizing.

I found it a bit confusing, but the base idea and atmosphere are great. I really liked the sky cryptid in particular, it's a neat "wait, how long has that been there" moment.
 

I found it a bit hard to follow, but I can see the potential. With a tutorial stage to explain things more slowly his would be a fun "puzzle" game.

Really well made: fun gameplay, nice graphics and enjoyable music. Pretty impressive that this was made on a custom engine.

Surprisingly nerve-wracking. My only nitpick is that the font makes it hard to tell if the first character in the sequence is "G" or "6".

Congratulations, you managed to wreck my soul with just 3 scripted choices.

No, seriously, it's amazing how much emotion this game conveys despite its simplicity.

(Spoiler) That's scripted, the ending is supposed to reflect the "countdown" theme by having the player take hits until the health reaches 0.

Thanks, I'm really surprised with how much positive feedback this game is getting because the development process was a mess. The game's coding is pretty much the virtual equivalent of being held together with duct tape.

Pretty impressive you got the computer-controlled mech working within the jam's timeframe. For me it had the right amount of difficulty, I got beaten up at first but managed to get the hand of things and win the fight despite the rough start. Good stuff.

There's plenty of potential here, but I found the controls to be a bit annoying. Maybe it's just me having bad finger coordination, but having to use the numerical keys alongside WASD was pretty hard and often resulted on me stopping movement while selecting the melee attack.

Thanks for the review!

I asked the jam organizers if I could upload a fix and got their permission, both issues were more of a dumb oversight than a bug.

Good to know you enjoyed it since the Godot fork I used gave me multiple issues during development... and then the Godot team themselves announced they would ban AI the same day I finished the game.

Thanks for the kind words.

I agree with the combat system, at first I thought it was a complete mess but I ended up liking it. There was going to be another mechanic with it in the form on an attack that would mess with the mouse cursor's position mid-countdown, but I scrapped since I thought it would be more annoying than interesting.

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Bugfix (03/07/2026 - 21:55)

-Fixed an oversight in the code that caused the movement buttons to disappear if the player tried walking into a wall.

-Added an extra wall to level 2 to prevent a situation that caused an enemy encounter to start without the player facing the enemy.

The style and concept are interesting, but the gameplay gets repetitive after a while.

This is completely insane for a jam game. The grid-based inventory system is a neat twist on the dungeon crawler format, the graphics and music are dope an work insanely well... this game has as much soul as it has meat.

Simple but fun. I was a bit confused at first because there doesn't seem to be a visual tell of when the enemies are being hit by your bullets (something like a small explosion or them flashing red), but this might be due to the blurriness in the web version.

Insanely well made, hard to believe this was made on Scratch. Love the vibes!

Honestly, it ended up being kinda messy since I challenged myself to only use open-source tools that forbid using genAI for contributions, and I wasn't familiar with them so I had to do a learning speedrun while making the game.

...and then the Godot Foundation announced that they would adopt stricter policies on AI in the same day I finished the game.

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One reviewer found out a small bug in my game. Would it be ok to upload a new build during the rating period as long as the changes are only for fixing the bug?

If I use collage art made from Creative Commons or public domain pictures, would it be necessary to credit each image used or would it be enough to mention the graphics were made from free images?

Thanks for the kind words. 

I didn't notice that the protagonist looks a lot like a Ghostbuster, most of her design was made to hide the fact I suck at drawing (baggy clothes for not drawing anatomy, mitten-like gloves for not drawing hands).