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Hyper

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A member registered Jul 17, 2017 · View creator page →

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Really fun concept, very interesting, the art is reeally good, so is the music sound effects and the voice acting! Didnt have enough time to properly play for longer sadly, but looking at the screenshots I can tell it depends on which character you pick you get different inventory setups, very neat! Great job guys

I love the early 2000s aesthetic, but sadly it wasnt very fun (well I didnt have a friend to play with atm), but the gameplay itself was hard to understand, and hard to execute (and the camera didnt follow "the action" and only your current pusher). I also didnt understand how the game fit the theme so I kinda cant rate that.
The music is nice, but the sliding sounds get all glitchy and keep repeating forever with a lot of pushers.
Very weirdly only your game was broken for me on Linux, clicking didnt work, but Proton and gamescope fixed it

Dont worry I also dont get shaders yet, I used a really good pre-made CRT shader from the Godot asset store

Thanks so much man really appreciate it! Yeah for a person completely new to the game it is definitely overwhelming and you can loose quickly without really understanding why (I hope the basic introduction atleast gave a good hint)

Holy, such an underrated gem, this plays and looks amazing! The music, audio design and voice acting are great, the dice are implemented in such a cool way. Its so extremely polished for a 7 day game made alone, Im really impressed and I had tons of fun

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Typical Teto behaviour, goofy game I like it lol, too bad theres no sound and the dialogue isnt skippable and the sequence goes a little slow, and also you can cheese it by clicking along with her I guess (which I mostly didnt do), still lost tho at the end lmao
thanks for Linux build and stuff but for the itch app you shouldnt be using weird symbols such as & (another game used that) or ' in your game, it cant launch it, but nothing like changing the filename and paths doesnt fix it lol (in this case it actually didnt so I just launched the executable directlyXD) 

Never had the chance to play Warioware, this is quite hard and wonky in some spots (after restarting my money went to -1 and it can go even lower lol) but was somewhat fun, nice music and nice job making these couple minigames bundled into one (funnily enough our game also has minigames as the main loop)

cute mario-like platformer, the art is nice, so is the music and the couple SFX that are here (would be nice to have effects for jumping on enemies and maybe a score counter), the movement is alright, although the infamous run button isnt the greatest decision, imo there should be a default speed (and maybe the inverse would be to slow down at best), the level design isnt the best, although I can understand its hard to make good one for such a short period, I like the floating hat mechanic, reminds me of the Papa Louie

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I love me some 80s memphis vibe, the menu art and UI look great, the in-game look isnt the worst since you wanted to use 3D for the physics. The game is lacking a score meter tho, and yeah after finishing once the game completely breaks and doesnt restart.
(I know this is probably a Linux issue, but generally using symbols like the ampersand (&) isnt the best idea, for me it didnt let me open from the itch launcher, but opening it outside with raw wine seemed to work, as well as just editing the path, folders and executable name), the sound also seemed to be completely broken for me, and this is actually only specific to this very game, for the future pleeease make a webbuild, I dont want to have to negatively rate this aspect of the game and sound like an asshole just because I use a different platform..
EDIT: ah there is actually no sound, rebooted to test on Windows (I heard some weird slight squeaking so I thought there was something wrong)

The presentation and amount of polish is simply impeccable, the art, the colors, the UI, animations, character designs; just amazing! Havent had the chance to play Slay the Spire but the gameplay here was very fun and well balanced. The symbols / status effects arent completely straightforward out of the bat, but it takes only a while to mostly understand. I also didnt know about keeping power to gain more score etc. I got sucked in for like half an hour and finished with the good ending, amazing job, completely underrated (only 6 reviews before mine)!

I see the aesthetic, its there, and I quite like it, the use of the Balatro background and Buckshot Roulette even though they are borrowed do fit well enough, I would love to see a better take on the entire Win95 UI tho, since it could look better and more cohesive. Its quite hard to understand although it is quite fun and very chaotic, I really like how many games you put into one (I managed to do basically 2 mini-games in mine in a similar manner of them being the main gameplay loop), great job especially since you worked on this alone!

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very neat take on Wordle, it reminds me more of the boardgame Mastermind than actual Wordle, was fun to play, but desperately needs music and sounds, I got bored quickly enough so that I didnt try reaching the goal of 200, it takes a very long time and theres nothing more to do than this very basic gameplay loop of guessing. The visuals are quite nice, I really like the background, and the cookies although very basic match the aesthetic, the UI is sadly very barebones and feels out of place

there were some hiccups and it felt somewhat cluttered?  but this game was quite lovely, the artstyle and worldbuilding is actually quite cool as well as the funny characters, and the whole thing with like 2D but you rotate your POV is neat and I havent seen that in a while
music and audio are also really good, especially the fact that there are multiple tracks depending on the state (just like in my game :D)
it seemed to have glitched where the dialogue didnt appear when the city balance dropped
ARBUZ🗣️

Good job on your first game, its not too bad and the visuals are good even with pixel inconsistencies (the background is higher res than everything else, and font is blurry). The gameplay is okay but slightly wonky movement, unpredictable AI and collisions as well as camera placement hold it back a lot. The camera should be down a lot lower so that you see where you land after jumping, and even better if its height was snapped. Also the background ambient track isnt looping, and the jumpscares get slightly annoying especially when they are placed so often

Thanks so much man, really appreciate it!

yeah I mean like I actually didnt feel like I had any control whatsoever over the game

This is absolute cinema, crazy yall got this done in 7 days (even tho I see 9 people damn that is a whole studio right there lol). The art and general presentation is so cute and well done! (I also love the rainbow XP bar, it reminds me of like the 2010s vibes (I miss that) The gameplay is fun and damn theres a lot of upgrades and also story lols. Great job guys!

Absolute cinema, great theme interpretation, the execution and presentation is honestly immaculate, and so is the music. But is it damn hard (on 800DPI)

Thanks so much! Yeah whenever I asked him for a specific sound he absolutely delivered, same with soundtrack, cooked very hard. Regarding credits, it might be they are at first, or maybe at the end depending on how you look at it :D (lol here I just mean that when you finish the game in any way and retry it it puts you back to the credits)

Thanks so much man! I am indeed planning on making this a full fledged game

Damn this was sadly basically unplayable for me :(
even after reading the description and trying for a couple of minutes I couldnt understand what was happening, it was like a fever dream, what made it worse is the shader warping or something, it completely messed with perspective . Besides that the presentation was pretty cool, it had a direction, to me it looked almost like paper cutouts

(if you're on Linux you can just use Wine, most games work well)

Very cute game, the artstyle and presentation is great! The song you picked matches quite well, the gameplay albeit very short was fun and this will definitely do great as a full fledged game after the jam

Actually great game and indeed we share some similarities between the both of our games!
The gameplay is hectic and fun, the platforming is good (although I feel like the hitboxes are a little harsh), visuals are lovely, its really nice youve managed to cram in a handful story pieces, level presets (although I would love to see more I know how hard good level design is and I suck at it) and also have such high polish overall, and the fact youve made this in your own engine is also very cool!

Thanks so much! (I am indeed considering making this a more fleshed out game in the future)

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I love the visuals and audio, and the gameplay is relatively fun and relaxing, the entire game feels very polished.
Btw the web performance is awful and Im missing a fullscreen button, you still have till like 14 hours to maybe export a native Windows/Linux build (my Godot' game performance is also pretty bad in the web and in my game you need timing so thats even worse lol)

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Hey thanks for the feedback! Hmm its really weird that youve experienced that with the buttons for me and everybody else they are normally pressable, but I guess you can also use shortcuts [Z, X] to switch between tabs)
Regarding point 2 I was considering adding something like that, but ultimately didnt have time and decided that also it might be part of the game to remember the item, but yeah I can totally see that this should be a thing. But I dont actually get the last part, wdym forget the line, you need to always just draw a circle around the item, nothing changes between the items ;)
(on the web build the performance is pretty bad so if you go too fast (like I do lol) its gonna mess with your shape)   

Ah I only skimmed through the game page actually and I have just noticed (unless this was just added and wasnt there before) that its made with Bevy, and I have actually tried Bevy before, made a game from a tutorial and Ill say that well as a person new to Rust and its tradeoffs, Im not sure if there are any benefits to using Bevy for simple games and especially on a deadline, its a powerful engine that will maybe keep you safe from a lot of headaches on a big project, but it takes literal ages implementing even the simplest of gameplay because of how interconnected and sterile everything has to be, like even compared to other barebones frameworks / engines like RayLib, MonoGame or Love2D etc, but yeah thats just my take

aaah I see, Ive taken upon myself working in MonoGame lately to make a 2D voxel based game and its fun to work with that, if you enjoyed the challenge all the power to you but yk, for a generic no limitations game jam youre kinda bound to get bad reviews instead of praise. I personally cannot recommend Godot enough especially for gamejams, Ive worked a lot more with Unity before but it is so clunky compared to Godot and GDScript it both allows you to write dirty code and overall make quick stuff but when you have the time to make it better it feels so clean it just gives you freedom tbh

The idea itself is pretty cool, but the execution sadly is pretty subpar. I guess this mightve been your first 3D game (I still havent had my shot at one), at it mightve been difficult / you didnt have enough time, but its very scuffed, and unsatisfying. I somehow understood the UI at the start but it also isnt the cleanest thing and could be hard to understand for others. I also dont like the dead silence atleast the music is pretty chill tho

I see yeah that does make sense, but since its such a short addictive game without an information overload I think it wouldve been fine to leave it a little harder, but I understand the decision.
Hmm it was I think at the time where I had to reach 200 cookies, coudlve very well been level 25, and it looks like a bug only because you can close the dialogue and it kinda just stays there frozen, but yeah

Amazingly well done, love the art and the whole presentation, the sprinkle of lore is great and very well executed. The gameplay is very fun and the idea is great, but sadly it gets a bit boring later, the challenge seems to fade away and theres not that much need to strategize I feel like, or maybe thats just mid game, also Im not sure why but I havent seen any of the later upgrade like Milk, Oven or the Teapot appear, I would think both of these points might be because you dont need to trade out your old items and the distribution get. And imo youve nailed the theme 5/5 lol this rules. Would genuinely get it on Steam in a finished state, great job

I dont know if I bugged it out (because I had bad timing of Ctrl+Tabbing) at the end of the dialogue where it said "To be continued..", or is it intentional but I cant press the Spin button and its stuck on the rolled out items

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I have to start with the presentation - I just *love* how this game looks and I definitely want to try doing this artstyle in the future. Now, the gameplay is very fun and the idea is honestly amazing, this is genuinely a game I would play in my free time, but it desperately needs a music track to go along with it!!
My only gripe is how its a tiny bit confusing to have the upgrade tree open when you dont have any Upgrade Points ig with like no notification, and the progression can get a bit slow, also a very stupid thing but because of how the collectable points react I initially got scared the collisions are off or smth lol I dont really get why I got that impression, like something is weirdly off even though they have an animation, I guess it doesnt look like they are being sucked by the player but immediately picked up, but its all fine
Oh and also something happened with scaling of the font, it sometimes gets pretty wonky and the pixels are misaligned and stretched etc, but thats only in some parts and not the other

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Quite cool idea, sadly pretty difficult to understand, although I did half get it and was close to winning, I think the thing I understood the least was how do Shield pieces work and why couldnt I move sometimes, nothing was highlighted, but after watching the video I think its a little clearer

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Actually was easy to understand during the first battle, everything is well put together and feels surprisingly balanced with so much going on, actually got hooked into it for a good 20min
The visuals are great, nice looking pixel art, good colors, and the static CRT enhances it quite nicely.
My only gripe is with how the parry feels a little underwhelming and unsatisfying, purely because there is no immediate feedback, I noticed you get a portion of your energy recharged but you still need to wait quite a bit, and it would feel natural to do a back to back parry->attack, and there is no satisfying effect or sound. One thing Ill say is pretty neat is the heal on parry tho on some items. And another thing I wasnt sure about is I think different enemies react differently to parry? And also theres something like overcharge or overheal as well, which wasnt really explained anywhere. Oh and its a tiny bit annoying how the game cant be fully played with mouse because the "dialogue options" (even collecting loot) has to be pressed with the keyboard

Great game!
(to a degree I feel like we have some interesting similarities between the both of our games hah, I wonder if youll also think that while playing through it)

Wow this is really amazing, ngl cant fathom how you made it in 48 hours, very simple yet extremely engaging and so incredibly well polished with a great presentation, SFX and Music, and even a simple in-game tutorial! Great job!

Very fun and great art
(but Im somewhat pretty sure youre detectng the wrong event for pressing E, youre probably detecting on each frame while being held instead of on click/on release), which makes it almost impossible to properly toggle the fans

Too bad I couldnt get at all how the game works.. the art is great tho!
The music is way too out there with the bass shots, you cant have something like that in an endless climbing "rage game" like that gets annoying way too quickly (also the looping is off 😭)
Another thing is you cant have slow transitions like that, people dont want to be waiting 10 seconds to retry especially when they dont know whats happening and are trying to learn the ropes

A really gorgeous exploration game with an interesting atmosphere (I am not sure if its better quiet like that or would more sounds and music make it better). Sadly it gets a little boring quite quickly and the tornado capturing skill check mini-game is a bit too unpredictable with the completely random changes, cool concept tho