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Lazyanttu

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A member registered Apr 30, 2022 · View creator page →

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Thanks for trying! After hearing feedback from multiple sources, the difficulty was indeed a bit harsh. It is difficult to get that part right!

The music, visuals, and aesthetics work great. However, when you open the keyboard, it janks the view downwards and causes an unstylish scroll bar to appear, which is not a good UX for a time-sensitive game.

The game feels a bit random, and you broke the "minesweeper rule", so my first guess could be an alert node. Typically, you want to avoid the situation where your first (random) pick could cause trouble.

This is definitely retro, and I could see a polished version as part of a cyberpunk hacking minigame if this was what you tried to gauge! Not sure if it is noir, though.

Instructions could have been a bit clearer.

The music, visuals, and aesthetics work great. However, when you open the keyboard, it janks the view downwards and causes an unstylish scroll bar to appear, which is not a good UX for a time-sensitive game.

The game feels a bit random, and you broke the "minesweeper rule", so my first guess could be an alert node. Typically, you want to avoid the situation where your first (random) pick could cause trouble.

This is definitely retro, and I could see a polished version as part of a cyberpunk hacking minigame if this was what you tried to gauge! Not sure if it is noir, though.

Instructions could have been a bit clearer.

Nice idea to tell a story through a "walking simulator"-style, instead of visual novel.

The camera control in vertical tilt was bit uncomfortable, as I am not used to the reversed Y-axis camera model, so the camera went in the wrong direction. This setting should be there if you are using the rarer reversed Y-axis camera, most players are not accustomed to that. Also, these kinds of immersive games benefit from audio greatly, which was lacking.

The game had a retro feeling, but not much cyber noir.

I think the narrative speeches were atmospheric. Crisp and short enough for that medium, but also conveyed the feeling.

Thanks for trying and for the review!

The story indeed consists of 5 Acts of the plot, revealing, partly told through the card interactions! Each act has its own location (image), its own narrative device, and new information about the mystery. Act 1 consists of the Thrasline sprawl.

The game has 25 distinct obstacles (typically people, not always) across ~16 encounters. For each obstacle, there are unique story beats based on what kind of card you play (charm, reason, intimidate, calm), and some card types react to the surroundings instead of obstacles (plans, powers, hazards). So I wrote many lines of chat into it.

The game's difficulty might have gotten too hard by accident.

Thanks for pointing out the tonal style! I thought I managed to put in a cyberpunk and noir story, but the end result was "less retro" than I originally planned for (apart from parts of music). The story attempted to be more in line with the 80s cyberpunk writing than modern, but that is always hard to gauge.

Thanks for the detailed feedback!

Thanks for feedback!

This was my first time trying to make a tutorial, so this is very good feedback on it! Last jam, I received lots of feedback that my game needed a tutorial, so I tried to practice it this time. I likely included too much stuff in it.

I managed to get lots of free time for that week and put all my free time into it, as I was really excited about making it.

I have always dreamed of making a "grand strategy-lite", so now I have found the opportunity to do so. I am well aware it is not a great "jam strategy" as the games are supposed to be short, but oh boy, I learned so much during the jam week and had a blast :D

Thanks for trying and the feedback!

Essentially:

* At the beginning of turn choose from 3 events.

* During your turn you have different units, you can order them (except newly spawned), they may either move or take action. Agitators do not have actions, but passive effect. Select unit by left clicking it (or left clicking the province and selecting it from the list). Left click action or right click adjacent place to move.

* You must flip 7/10 territories to rebel control to win.

* You flip territories either by Seize control action by Red Militia or Red Guard, or by having high unrest and low loyalists.

It asked for an age limit, and I just put 15. There is no gore, no violence, no sexual content, etc., but I heard somewhere that 15 is just a safe number to put, just in case.

Cool! I'm joining, time to continue the project, fix bugs, add QoL, and some cut content!

I had forgotten to enable full-screen on the itch.io deployment settings. I put the toggle on now.

Thanks for catching that! Now full screen works.

It's always great to try out new genres or new styles of games, jams are ideal for that!

That was a bit strange, but it was an amusing journey! The intro texts were quite long before you get to make the decisions (a common mistake I often make in narrative-heavy games), but I liked your writing style!

Something I never seem to learn :D

Thanks for trying and for feedback! Essentially you have two things to do, spawn units to lane (either click unit card and a lane, or hotkey QWERTY + 123), then you can click the covers On/Off which determine will your infantry unit wait in cover or not. Were the controls unclear or some other issues?

This was quite different from the previous Flora-series games, and perhaps your best jam entry in my opinion! One thing: I still don't have an idea what wings do, it was not clear. I got a few of them, but didn't notice. Other upgrades were clear!

I also like the surprise of what the extra challenges were.

Battle of Madonna dell'Olmo is a tactical 2D strategy game that recreates the historic 1744 battle during the War of Austrian Succession. Command the Franco-Spanish Bourbon forces as they fight their way through the Alps northwards to invade Piedmont. See in-game how to play!

Play here: https://lazyanttu.itch.io/battle-of-madonna-dellolmo

Gameplay Features:

• 7 Historical Scenarios - Experience the campaign from initial advance to final stand against the Piedmont-Sardinese counterattack.

• Diverse Unit Types - Deploy line infantry, elite grenadiers, riflemen, light infantry skirmishers, artillery, and cavalry.

• Tactical Combat - Master the lane-based battlefield with strategic cover placement.

• Morale System - Manage battlefield morale as casualties mount.

• Resource Management - Balance requisition points and timers to deploy the right units at the right time.

• Breakthrough Victory - Win by achieving 3 more breakthrough points than your opponent.







Thanks! This entire jam concept inspired me to try this kind of theme for the first time.

And thanks for feedback, I had initially planned a combat system (created some sprites for units, in my initial vision the Crawler was just a transport vehicle and during a combat your scav squads would disembark and have a short real time combat), but then I hopelessly overscoped the project and had to cut content harshly, the combat system was the primary victim of that.

Speaking of that, I might add a speed-up option that lets you skip encounters and not wait for the timers. That travel system may have been a clunky decision. (or some auto-battle option where you just put in how much you value health over ammo, and it makes decisions based on that, unless the best ratio would kill you, etc.)

Thanks! My own inspiration was Sunless Sea and the Fallout series; this attempts to combine elements from both of those.

I did it on Typescript; I did not use a game engine. During this jam, I created a small game library that I might reuse in future jams that allows using some ready non-game-specific code :) 

Thanks!

I had to cut many things out of the scope; perhaps I will finish this someday. For example, the combat system is very barebones compared to the original design, and characters had to be cut out. However, it is a finished game, unless there is some game-breaking bug lurking in.

Thanks for the feedback! That is my oversight, the move button is there in case you want to use hotkeys to play (Q + number of room to move), but didn't realize how confusing that was with mouse only. So you don't need ever to click the move, if you play with mouse.

Anomaly Containment Protocol is released. 

A horror-themed strategy game where you run a research facility studying dangerous anomalies. Manage researchers who risk death, memetic contamination, or worse,  while uncovering the properties of reality-breaking entities. Balance scientific progress with survival as anomalies breach containment, researchers lose their minds, and reality itself begins to fracture.

You control researchers to do various tasks, but most importantly, to research the anomalies. The anomalies reveal more and more properties that will require proper countermeasures from you. Keep the facility running and don't run out of budget or bodies.



The game is a real-time, pausable strategy management game.

It is completely free and playable in a browser:
https://lazyanttu.itch.io/anomaly-containment-protocol
















Fun idea, here are few feedback points:
- Some of the results were very arbitrary compared to the decision made.
- The game seemed to repeat itself. I didn't know how to win.
- The choices were not linked to each other.

But well done, I like this style of games!

Nice short "balance the levers" style of game. One feedback point: It contains lots of typos. For a text-based game, it is somewhat important that the text flows.

The problem solved itself (sadly), I had to do some critical bug fixes found by players, so now it is definitely over 3h but less than 4h territory, so I will DQ myself from the contest part.

Hi

I managed to finish my entry (currently uploading it, not yet public) just under 3h, had to cut off not doing audio, etc., because of scope creep.

However, I have now found out that my resolution for itch doesn't work except in full-screen mode. So I had to fix that issue so it also works outside full-screen mode. This part brings it over 3h work. How this should be judged:

A) Not eligible to contest for #1.
B) Eligible to contest, because the "game" itself was ready in 3h, and this is an itch uploading issue that does not count towards the limit, despite being code changes due to it.
C) I will revert to the version where only fullscreen worked and put that up and be egligible to contest.
D) Something else?

I'm okay with any solution judges seem right for this situation.

(1 edit)

Enter the world of deduction horror!

Threat: The Unknown Enemy is live! A turn-based deduction game where you investigate supernatural threats by managing field teams, analyzing intelligence reports, and identifying horrors through behavioral clues. Features three scenarios with varying difficulty, plus achievements and replayability. Gather clues, interview people, narrow down possibilities, and deploy the correct countermeasures.

Ready to face the unknown?

Play here on browser for free: https://lazyanttu.itch.io/threat-the-unknown-enemy

This was the game made during SoloDevelopment 72-hour Jam #9: Halloween.

I decided to continue the project, add polish, and new scenarios. It can be found here (free and also runs on a browser): https://lazyanttu.itch.io/threat-the-unknown-enemy

This was the game made during SoloDevelopment 72-hour Jam #9: Halloween.

I decided to continue the project, add polish and new scenarios. It can be found here (free and also runs on browser): https://lazyanttu.itch.io/threat-the-unknown-enemy

The project was made in 52 minutes. However, after I uploaded it to itch.io, there was a problem with the loading, as I had used absolute paths instead of relative ones, so I had to fix that and re-upload. That fix was ~30 minutes after the development time. I hope this fix does not disqualify me from the 1-hour limit ^^ (technically I had locally working version within the time frame)

The feedback on shooting and destroying was nice polish!

Also nice use of shaders. I would add a small hit flash.

I won the game really fast, but I didn't really know what I was supposed to do.

A short info on the project page, etc., could help a lot to understand what I am supposed to do and how to win.

Nice entry! My clear time was 9 minutes 55 seconds, and I got caught 9 times.

This game was very action puzzle-like, and fit the in-disguise theme well.

Fun idea, and the disguising inside stuff is on-theme.

However, at the second level, I couldn't press the button, so I couldn't progress further.

Thanks!

I just added a looping music track, fixed a bug, and added a clock that serves no game mechanic function but shows how many actions it takes to complete the game.

Very cool idea on the black/white as a practical theme.

I'm not that good at platformers, so I couldn't finish the game after getting spiked too many times :D

Nice idea about keeping balance: once you hit the wrong, you can heal yourself by going the other way.

One little thing is that the game could have hinted at how to win earlier; it is usually a bit of a bad idea to leave that vague. I was almost giving up, thinking it was "endless," before I saw the "solution ghost type." You could have had more ghost sizes and have the last one finally bring balance, etc.

Fits the theme well!

I liked the theme, and many of us might have childhood memories of sneaking some time for the night  (for me, it was a book and a lamp).

Unfortunately, I don't like jump scares at all, so I couldn't play it much, but I recognize that the game executes the theme well and doesn't let my personal preference affect the rating.

Good job!

I liked the theme, and many of us might have childhood memories of sneaking some time for the night  (for me, it was a book and a lamp).

Unfortunately, I don't like jump scares at all, so I couldn't play it much, but I recognize that the game executes the theme well and doesn't let my personal preference affect the rating.

Good job!

Thanks for playing!

Which one did you get? 

The audio works very well! It was sometimes challenging to note what was happening or what was running out. The garlic had a clear contrast, but some of the others were harder to distinguish.

I liked the game's overall vibe! Thanks also for the stream.