Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Ethanic Studios

27
Posts
4
Followers
5
Following
A member registered Apr 29, 2020 · View creator page →

Creator of

Recent community posts

Its a really nice tower defense with a different concept
Art: the pixelart colour pallete looks soft and really pretty, it really makes the game more appealing
Sounds: nothing to say here other that they really fit with the style
Mechanics: It's pretty good, creative and interesting for a short game, I think that using this concept in a longer game would be interesting to see!

This game is well executed for a game jam, and I would love to see more of your creations!

Keep it souled!

(2 edits)

A really interesting concept and pretty good game!

Artistically,assembles the way computers interfaces look like, and in my opinion, it looks really nice, the "black and green" interface and models are really pretty

The sounds used are pretty good too, that disrupting noise when you hit a wall with the mouse gives a sudden feeling that the player has lost, and that your mouse crashed into a wall, of course, and the background sound is nice too, it would be too repetitive if you play it for too long though, and would give a feeling of staleness.

The mechanics, i really never thought or played a game based on the screamer maze mouse game, you really implemented it well, and considering that the screamer is kind of old, the aesthetic of old computer fits well with the theme

Its a really short and nice game, and also has some replaybility too

keep it good and keep it souled!

PD: I'm a pro gamer lol

It has a really good gameplay, it has simple mechanics and a lot of replaybility

The art is nice, it reminds me of old arcade games

The music fits with the instruments but the melody sound more like a kind of castle music, sort of, it gives that feeling, and the sounds fit as well too

The fliping mechanic can be abused at first, but later on where there are many enemies is kind of hard to do so, and the shape shifting inside of the level it's a really unique idea, it really makes you think about the shoots you are going to make inside because there may be a lot of enemies outside and if you get inside, you may die because of your own bullets

It's a pretty good game, and counting that it was made in a game jam, its just great!

Keep working and keep it souled!

Thanks for reporting this bug!
It may be a function in the resolution manager, whenever it's running the code, the window centres in the middle of the screen, do you have double screen? if so, I think game maker is using both of the screens to centre it self in the middle, the only thing I could do, it's remove that function or make it work differently.

Please, provide more information so I can fix it. and thank you for your time!

Thanks you for the feedback! Next games will be in .exe surely, I tried with this one but I didn't know how to build it in .exe, now I do! and what I wanted to do actually it's making the sprites of the chores with a green outline, that way the game would work better with only the starting instructions, or using the black space underneath the game to put a to-do list, but I didn't administrate time that well to implement them

This game has a nice game play, with interesting level design and names, it's short and pretty to play, I really liked it.
The art is simple and with a minimal color pallet of 3 colours (also adding the alternative pallet, which in total would be 6 [counting white] ), and it's kinda intuitive, highlighting objects with orange, and solids  with black (same with the changing colour option, in which black is blue and white is yellow), when you stop the time, everything reverses their colour, black goes white, and orange objects go white too, that means that if you can step on them too, the only thing that doesn't change are the spikes, which gives the player a subtle advise that they still hurt the player in stop and normal mode, great work!, also, the screen shakes added that little touch it needed, the only thing that I want to say though, is that it could had a more creative design, abstract design is good, but I think that with something more special it would be greater.

Only sounds, but they fit nice with the game, when you jump, when you lose, when you go to the next level, stopping time, etc, (I don't know a lot about music and audio honestly, but I'll try to describe the feeling) the curve of the note feels right to the actions, a down banishing sound for when you lose, a power outage sound like when you stop time (which also combines with the default color pallet as everything goes black), and an ascending sound or positive transition when you get to the end of the level, all of them are pretty good! (maybe I'm being to analytic about them but I wanted to point them out hehe)

I guess i had seen before the mechanic of stopping the time in a platformer, I don't know where thought, here it's nicely implemented, and it felt intuitive, the player control feels good, maybe the sloppy feeling of being near a round edge it's normally bad, because if the player stands in one of them, they slowly fall, but in this case they are pretty good, when you jump into a solid, the round edges can help you slide on them and that feels nice in this game (also they combine and blend nicely with the artistic style), the names of the levels are pretty funny, sometimes is easier to identify them with those names even, for example, when I read that you can make a super jump with space & W, I tried to beat the game without stopping the time, I completed all the levels until "weee", and also beaten "huh?" the first time without stopping the time, that sounded like a nice challenge too.

Overall, I really enjoyed this short platformer and it's pretty good for being made in a game jam! (a fact that I realised moments after ending the game), I want to see more of your work!
Keep it up and souled! 

I love tower defense, and so this game

The pixel art its really pretty and cute, the player and robots designs are pretty nice. I say that the tower design could be something different and more interesting, but it's good enough for being made in 48 hours

The music and sounds are right, there is nothing to add or discuss in it.

The concept of controlling a character in a tower defense game sounds great, and it fixes one of the genre biggest flaw, boredom. The friendly fire mechanic really fits the game jam theme, 4 towers and it can become a bullet hell, I'm really thinking who is the enemy here haha.
It's a really fun game and I would love more games to explore the same concept.

Keep it up and keep it souled!

I was going to finish it, but had a lot of things to do so I watch the end in the video (Spoiler: I was in the time machine part)
Anyways, the game it's amazing, I like 4th wall breaking and alternative reality things, this game it's lovely and has the same feeling, it had some funny moments which also added some essence, but I want to mark somethings
The art looks great, specially for this kind of game, which things tend to have a corrupted look or being corrupted, the colours really match with the feelings.
There is not that much of music, just the sound effects which are nice, there is not that much to say about it, but some puzzle or mechanic could be done with sounds, that would be interesting.
The puzzles really break your head and twist your way of thinking, I don't know a lot about puzzles but I really like these ones, the only thing is that the "out of control" theme it's not so present in the mechanics (well, some puzzles makes you lose your head), but the only "out of control" thing that is present is in the story, I think it's a little bit complicated to do that into puzzles, but again, I don't know that much about them, so, the only thing is that the theme can't be felt into the game, yet, it's a great game and seems you put a lot of effort in it!

Keep improving and keep it souled!

Thanks!, yes, the sounds are pretty bad actually, but I implemented them in the deadline so I hadn't time to test it out hehe, and having 4 turret's it's basically endgame, I'm really looking forward to remaking this game, as I see that many people like this concept (me too of course). thanks for the feedback!

thank you! I thought the same when playing it after a few days of publishing it, and i wanted to add something that gives each turret a life time, putting them a target range, or make the enemies stronger regardless of the random events, I still thinking on remaking it after I release my second (which was actually first) game.

To clarify most of the controls

A & D = Move left and right Respectevily

Space = jump

Mouse left = Shoot (While in place mode = place turret)

Q = Toggle Turret placing mode 

O = Make the window bigger

F11 = Toggle fullscreen

Hud

White numbers (top left)  = HP

Green number (top left) = Tower hp

Aqua number (top right) = Energy

Blue number (bellow energy) = Turrets Cost

Thank you! you can change the window size by pressing O and toggle fullscreen by pressing F11

You can play in fullscreen by pressing F11, and change the window size by pressing "O", i should put it more clear next time, thanks!

You are right, I put most of the controls and things in the description and i should do it here too, i also had planned to add a little "tutorial" into the game, but i ended in a rush so it was hard to make

This game it's great, a shot top down puzzle, the out of control theme does stick with it The artistic style is a nice low pixel hand drawn, with a soft colour pallet, it's really good for a 48 hour game jam, the enemy design fits with the medieval theme, except for that silly pink ball monster, but it looks silly anyways, it adds a funny essence when playing. The music it's great, the instruments fits more with an otherworldly feeling rather than a medieval ambience, but it covers that hole with the magic of the game, sounds are pretty good, specially that one when you charge with the sword The mechanic kind of sticks with the theme, when you go with your sword launching crazy to enemies, the feeling of trying to keep the blood meter under control gives it a different meaning to the theme it's a great game, I love the concept of  the blood sword killing you if the blood meter reaches its limit, it's both artistically and mechanically fantastic.

It's has a nice concept, but it can improve a lot more.
the art style is not that bad, but it's hard to see and is not so consistent
the music is not good nor bad, the sounds are too loud, try to export them with a lower volume.
The mechanics aren't so clear, but yet it could be better
This game is overall regular, but if you put more effort, you can make something that is more fun to play/experience.
Keep learning!

Well, I like the concept and how it's executed,
but there are a few things to mark

First of all, the artistic style fits with the essence the
game should give, but it lacks of consistency, sometimes it's pixelart,
sometimes it´s hand drawn, sometimes it's 3d. it's not bad to have a few more
styles in one game, but they must be used carefully if so, and maybe they are
not consistent because of time rush, so I get it, still it's one of the game
flaws

The sounds have nothing special, not bad or good, the music trough, it fit's more with
the feeling and not with the essence, it has a calm feeling
while playing, with no rush, but the essence is a fabric, cold dark and with
dangerous machines. it's understandable anyways, because it was pre-existing audio and maybe because of the time rush, it's easy to miss

The level design it's good, but there is a major mistake which
makes it unplayable, you see, in the levels, you need to pull a lever (which
has a funny detail when pulled), but in level 3, there is no lever, so you can't start to
play because of it, and the same with the other levels after level 6, it's
understandable because it was made in a rush, but it literally kills it.

And in settings, there is no settings, actually there are but
they don’t work, it's still understandable because of the rush

The game can be better, With more artistic skill and better level design, I
would really enjoy it a lot more.

Keep improving, this game is a good way to start learning! 

Well, I like the concept and how it's executed,
but there are a few things to mark

First of all, the artistic style fits with the essence the
game should give, but it lacks of consistency, sometimes it's pixelart,
sometimes it´s hand drawn, sometimes it's 3d. it's not bad to have a few more
styles in one game, but they must be used carefully if so, and maybe they are
not consistent because of time rush, so I get it, still it's one of the game
flaws

The sounds have nothing special, not bad or good, the music trough, it fit's more with
the feeling and not with the essence, it has a calm feeling
while playing, with no rush, but the essence is a fabric, cold dark and with
dangerous machines.

The level design it's good, but there is a major mistake which
makes it unplayable, you see, in the levels, you need to pull a lever (which
has a funny detail when pulled), but in level 3, there is no lever, so you can't start to
play because of it, and the same with the other levels after level 6, it's
understandable because it was made in a rush, but it literally kills it.

And in settings, there is no settings, actually there are but
they don’t work, it's still understandable because of the rush

The game can be better, With more artistic skill and better level design, I
would really enjoy it a lot more.

Keep improving, this game is a good way to start learning! 

Well, it's a nice concept, It kinda sticked with the "out of control" theme, It has a nice visual style, nothing out of normal, but that hand draw pixelart gives it a silly and fun touch, the music and sounds fits well.
 I would say the game was well executed in terms of acomplish the theme, it's frenetic at one point, i had a bug in wich my game wasn't starting at fullscreen and it was hard to play, but that doesn't makes any bad to the game itself because it was more like a client mistake
Keep improving and making!

Well, it's a nice concept, It kinda sticked with the "out of control" theme, It has a nice visual style, nothing out of normal, but that hand draw pixelart gives it a silly and fun touch, the music and sounds fits well.
 I would say the game was well executed in terms of acomplish the theme, it's frenetic at one point, i had a bug in wich my game wasn't starting at fullscreen and it was hard to play, but that doesn't makes any bad to the game itself because it was more like a client mistake
Keep improving and making!

It's a good game, The "out of control
theme" is not visible at first, but with a few minutes it surely
committed with the theme

The pixel art is constant in both, pixel scaling and colour pallet,
it looks simple and pretty, and the animations add a little silliness which
makes it more fun to play.

The sounds are good, but they could have been different to
fit or create another feeling, and the simple music keeps a playful 
feeling, although it sounds a little bit void, it combines with the huge circus
room, and when the wave is on, the theme fast pacing fits just right.

The gameplay, as I said before, fits with the theme the
longer you play, if it wasn't for the mechanic of grabbing everything on the
floor and use it as a weapon, it wouldn't accomplish to get that lack of
control feeling

Circus mayhem it’s a great game for the jam, and I must say,
when i open the game again to make the critique, it was hard to stop playing.

It's a good game, The "out of control theme" is not visible at first, but with a few minutes it surely committed with the theme
The pixelart is constant in both,pixel scaling and color pallete, it looks simple and pretty, and the animations add a little silliness wich makes it more fun to play.
The sounds are good, but they could have been different to fit or create another feeling, and the simple music keeps a playfull  feeling, althrough it sounds a little bit void, it combines with the huge circus room, and when the wave is on, the theme fast pacing fits just right.
The gameplay, as i said before, fits with the theme the longer you play, if it wasn't for the mechanic of grabbing everything on the floor and use it as a weapon, it wouldn't acomplish to get that lack of control feeling
Circus mayhem its a great game for the jam, and i must say, when i open the game again to make the critique, it was hard to stop playing.
keep it up, i really enjoy your work!
 

It's a little bit rough, the player physics makes it hard to control, the bullets from both, the enemies and the player can't be seen so it makes it imposible to know whenever you shot a bandit or when a bandit shots you. 
The artistic style is not that bad, but it's kinda like pixelart but it doesn't have that much consistency

Music and sounds are nice, the sounds of explosions and shots bug sometimes and play twice

It can be a better game, so try to keep improving!

(1 edit)

Well, it's a nice concept, It kinda sticked with the "out of control" theme, It has a nice visual style, nothing out of normal, but that hand draw pixelart gives it a silly and fun touch, the music and sounds fits well.
 I would say the game was almost well executed, the only thing that killed the game is the resolution of the window and the lack of a lock-on window function for the mouse, wich if you don't keep pressed your mouse button, it will go out of the game window, and the game resolution it's too little for some screens.

Edit: The resolution thing was my mistake, as somehow it didn't open the game in fullscreen, so I tried again and it was a better experience

Over all, if it weren't for those 2 things, It would (Is) great. Any ways, it keeps nice to me!  keep improving!

Its a nice and funny game, the story keeps nice and i like that little twist, i ended up married with an alien, hehe

Nice little game, i like how you made the movement when the robot is going trough water, also have fun messing with eyeballs concept, and the grappling hook its really nice, its not the common one in wich you hang and swing, but it fits right to the game. keep it up!