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A member registered Apr 27, 2019 · View creator page →

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Hey, thanks! Glad to hear you liked it. Good luck with finding secrets.

A submission:

It's a free game, so this will be the only thing I'm submitting, as requested.

I really need to get around to playing the Prince of Persia games. Thank you very much for your kind words. 

It's probably not bugged. Something that's potentially not obvious for the upper-left ghost is that the phrase only uses 7 notes, not the full 8. The other thing that might not be obvious is that you can place the pebbles on the bars, not just on top of them (or, in other words, you have access to EGBDF in addition to FACEG). 

Timestamped video solution.

If you can give me a place to send it, I can give you a key directly.

Follow the instructions in the thread linked above, and that should do it for you!

You should be able to grab one now. Let me know if you have any trouble!

Added. You should be able to grab one, now!

Sure! I can send you one on request, or if there's a way to distribute them automatically (I'm not super familiar with Itch), I can do that too.

Details of the ending change depending on completion percentage.

You can access the pause menu with the start button on a controller or with the enter key on a keyboard (by default)

Oh, I didn't actually know you could do that! Thanks for the tip and the feature.

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Check out the itch page here.

In Applewood, you play as a weak and powerless little imp named Ringo, exploring a dangerous world. Because you're not very strong, you have to rely on your wits to keep yourself safe. For instance, if you see a big apple growing on a tree, you can pick it up and use it to shield yourself from projectiles, or turn it into a projectile of your own by throwing it. 

The game also has a colorful cast of characters, all of whom react to the world as it changes during your adventure. While the opening moments are light and silly, eventually things take a turn for the slightly more serious...

Even though it may not look like it on first brush, Applewood has a pretty significant story emphasis, and goes to some pretty interesting places in its later hours. Stick with it until the end, and you won't be disappointed! (If you don't believe me and DON'T CARE ABOUT SPOILERS, check out close to the end of this stream archive)

I worked on this game alone for five years and poured a ton of love and creativity into its creation. Now that it's out, it's by-and-large being ignored, which I think is because people take one look at it and think that it's just another pixel platformer that's not worth any additional attention. Maybe they're right, but this review seems to suggest otherwise. 

If my word is worth anything, I'll add that this game was designed with far more of an adventure-game ethos than a platformer ethos. I also consider it to be a very personal work of art that I made to work through internal anxieties as a young person, which I hope counts for something.

If you're into Paper Mario or any of the Zelda games, this one will probably be right up your alley.

If you want to play it but can't pay for it, hit me up! We can work something out! I'd rather the game be played than not be played.

Thanks for reading.

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This is a post about Applewood, a game I've been working on for a little over four years now.

You play as Ringo the Imp, a resident of Applewood Forest on the continent Applaysia. Ringo's not very strong, and not particularly courageous, but you'd be hard-pressed to find a critter half as clever or as kind. 

The demo contains three different scenarios pulled from three different portions of the full game. It consists of some light platforming, puzzle-solving, and exploration, and has some fun character dialog interspersed in there, too. 

You can find the demo here:

Please let me know if you have any feedback! I'm on the cusp of pushing the game into beta, so this is close to the last time I can incorporate "serious" changes to the game before it's finished. 

My goal with the game was to see if I could create a compelling (and dangerous!) adventure without over-relying on combat as a means of crafting engaging gameplay. I don't really know if I've succeeded on that front! But I've still really enjoyed making what I have so far, and I'm excited to see it finished (hopefully before the end of this year, although I've been wrong before). 

I was primarily inspired by Gargoyle's Quest and Yoshi's Island when designing the main mechanics, so if you're a fan of either of those games, I hope maybe you'll be interested in this one!