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ApeHardware

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

Creator of

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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).

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.