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ApeHardware

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

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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).

Please send this game to those AI-addicted people you know.


It probably won't do much, but it will be funny.

There's something about fake manuals that's just weirdly captivating. That said, this one feels too short. Maybe we could have gotten more info about the setting and have the bosses being messed up parodies of billionaires.

Really useful information and a lovely presentation. I already knew about Calibre, but didn't know that you could download all of Wikipedia, gotta check it out later.

This was way more intense than any action game despite being basically a 1-picture visual novel...

Moi relaxante, agradécese despois the xogar a varios xogos sobre buscar traballo en Linkedin. Faite recordar que aínda quedan recunchos da vida sen infectar polo capitalismo entolecido.

O único aspecto negativo do xogo e que, algunhas veces, semella non rexistrar os clics nas plantas.

Why do some many devs in this jam want to give me a psychological beating?

This just hurts. Specially the bits about LinkedIn being obsessed with "experience". Anecdote: I once saw a job offer that required 5 years of experience on a version of Java that came out in 2022. Either CEOs no longer care about reality or that company is based on Venus, where years are shorter.
 

Today I learned pixels on a screen can punch into your soul.


Fuck ChatGPT, really. I became a programmer because I like programming, if I liked giving orders to a sycophant I would have become a CEO. 

Really interesting take on a game about seizing the means of productions. Instead of being an action-fest about beating up billionaires it's a more calmed down strategy game (not that there's anything wrong with the former).

The aesthetic it's pretty neat, kinda looks like Soviet posters from a parallel universe.

Protip: any clothes you are currently not wearing can be folded into a makeshift pillow/cushion.

Feels a bit too short, I really wish there was more going on, like an actual fight against Melon Husk or getting to smash other tech oligarchs' products. The collate style is neat to loot at, though.

The idea is really good, but the main drawback is that the task end up being rather repetitive. Still, thanks for the... advice.

Fun as hell and with a strong message! My only nitpick is that the characters you had to save would sometimes get stuck on doors when leaving their houses.

Si le cambias el ambiente y los gráficos esto sería un survival horror.

The aesthetic is insanely good. My only nitpick is that a lot of the context is explained on the game page rather than on the game itself, it would have been a lot better if, after a few successful minigames, a textbox popped up on each one hinting at what they represent.

Feels kinda empty at the moment, but the joke at the end is funny.

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That was bloody unsettling. I have the feeling that, rather than being about self-driving cars being scary, it's more about an uncaring system that only cares about a goal (for the car, reaching the destination, for capitalism, earnings and growth) and ignores any damage done in the process.

This is why the Soviet Union went to shit, they didn't have any kittens with guns.

Sabes que el sistema está mal cuándo un jueguito sobre fingir esquizofrenia para hacer el día más llevadero te resulta cuco.

Excuse me, this was uploaded to the wrong category. It's tagged as a "game" when it's clearly a psychological weapon.

Fun gameplay and an absolutely killer artstyle and atmosphere.

I really like the defense and attack mechanics, it far more interesting that just pressing the button. The pixel art is also lovely.

That's odd, I developed it on a somewhat old laptop and it ran fine, although the web export lagged a bit when loading the first level .

I did get the feeling that the game engine (Godot 4.6) ran a bit slower than its earlier versions (this was done to try out that engine version, besides shitting on genAI). 

Out of curiosity, if you have the time, can you give this earlier game a go to see if it also runs slow?

https://apehardware.itch.io/get-in-the-fucking-tower

Question, would using public domain / copyright-free stock images for collage art break the "Relying heavily on purchased/premade assets" rule?

I mean something like this:


Really late reply, but just sent you a friend request on Discord.

Glad to know that you liked the pre-rendered backgrounds, looks like my years spent making failed FNaF fangames did not go to waste.

There is a clearer plotline planned, but level 1 mostly acts as an introduction to the madness. The game's "analogy" is mostly an extreme exaggeration of schizoid personality disorder.

Thanks for the video! I looked into the bug and found the issue, just uploaded the fixed version.

A little something to begin the new year with a good dose of surreal horror...


A bizarre, top-down, bullet hell platformer about someone who doesn't desire connection, in a world in which everything is connected.


Demo out now!

Probablemente sexa o mellor xogo da jam. Os debuxos están moi ben feitos, e os minixogos fanno máis interesante.

Está bastante entretido, pero ten un pequeno problema: non deixa saltar dende superficies moi curvas, o cal é bastante frustrante ata que de decantas de que está ocorrendo. Estaría ben que o protagonista tivera unha animación de estar perdendo o equilibrio cando está nunha posición dende a cal non pode saltar.

Boas tardes, estou cerca de rematar o proxecto para a jam, pero veo que hai un posíbel problema co proxecto que pode facelo non elixible.


Elixín basear o xogo na idea dun recordo que cambia cada vez que o protagonista lémbrao, pero esa elección resultou nunha temática de misterio e medo, coma unha versión de terror analóxico de "Un polbo xigante".


A dúbida que teño agora e se é obrigatorio que o xogo teña un aspecto humorístico, tendo en conta que a jam chámase "Dende co galego, con humor".

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.