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Ofihombre

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A member registered Dec 23, 2015 · View creator page →

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Update: All members approved the bundle.

From Pocket Platform Zero maybe.

Really?

Manilla is a character from me (Ofihombre), when I mentioned the names of the devs I also referred to their games and the characters that they contain.

Honorable Mention: NETIK.

Pocket Platformer 2 Movie cast:

LeParasseux, AK, IsaiasDiaz, Ofihombre, Andrew Hoyer and PixelPoldi.

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Si empiezas con lo más básico obviamente el primer idioma será el inglés, pero si sabes como incluir más idiomas sin hacer una compilación para cada idioma por separado (que es ineficiente a partir de 3 idiomas) puedes dar el lujo de incluir el español como complemento.

Pero como funciona el mercado digital, que un juego tenga inglés es obligatorio (como mínimo subtitulado e interfaz), pero no deberías porque renunciar a usar el español, perfectamente puedes tener un juego con ambos idiomas a la vez. Los japoneses no renuncian a que sus juegos no estén en la versión japonesa solo porque lancen su juegos en inglés para EEUU, pero en ese caso es porque allí tienen el privilegio de ser también un mercado muy grande para los videojuegos desde sus inicios. 

La parte que más complica es en el tema del doblaje, si no tienes el presupuesto suficiente o una plantilla de actores lo bastante capacitados para doblar ambos idiomas, escogerías primero el inglés por motivos de ser un idioma mainstream, lo arriesgado es usar el doblaje al idioma nativo como forma de identidad nacional o regional.

Hi I'm Ofihombre. 

I noticed two of my top-rated games lost a review each one. However, there is a small margin of error between the rating shown on the dashboard and the game pages. In case you don't understand me, I'll give you the following comparison picture:

As you can see, the game with a rating of 11 was previously rated 12, and both the dashboard and the page look the same, but the one with 5 ratings on the dashboard still has its previous number, which was 6. 

Can anyone tell me why the game that has 5 hasn't removed the 6 from the dashboard?

By the name I thought the game was made with Flax Engine, but not, it's actually made with Unreal.

Another common theme in articles by such people is that, after analyzing several successful games, they offer advice to developers on how to succeed or follow the trend in their games, but the video game industry is very complex and unpredictable. It may work today, but it won't tomorrow.

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I recently heard that itch.io is being researched by marketing moguls like the acclaimed Chris Zukowski, who wrote an article reviewing itch.io's greatest successes under the following article: https://howtomarketagame.com/2025/05/22/more-games-that-made-the-itch-io-to-stea...

However, I have some doubts and mixed feelings about what it explains, starting with the question that gives the title its name:

1. Can itch.io success translate to Steam success?

It depends on what kind of game has making, how lucky it is, or how professional it looks. 

There are games that are successful on itch.io but were failures on Steam, because the audiences of Steam and itch.io are quite different. What's more, itch.io's game saturation is much bigger than Steam, with the only advantage being that most of them are free to play.

2.  If you want to “get player feedback” do it on itch, not Steam Early Access.

Of course, it's so basic that even I've started developing projects from here to get feedback. However, there are cases of games that started as prototypes on itch.io and arrived as EA on Steam. 

His Die in the Dungeons example is one of them. Although it started with its classic version (Origins for Steam), ots most polished and advanced version on Steam was launched as Early Access, but one that works like Steam Early Access, after all the experience gained and learned in its years on itch.io.

Finally, I leave you with the following question: Would you abandon itch.io just to put games on Steam?

Personally, I wouldn't do it, especially if it's a game that certainly won't work on Steam alone. It's better to have Steam or another platform as a complement to give it greater visibility. And if itch.io ever disappears, I would look for another platform with similar features for games that are primarily free.

I leave it to you to decide your opinions on this case.

I was really drawn to this game, one of the few top itch.io games of 2025 that I really like. It's a very simple exploration game where you land on a planet that (much like Kirby's Pop-Star) doesn't look like Earth from the outside, but when you land it's full of life and color, and you discover a variety of absurdly strange and creative creatures. 

I'll try it again another time.

Manilla

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Where is Pepino Land 1?


P.S: Ok never mind, I think I've already found it.

Ok, if the game would have had up to 5 worlds, did the demo stay with only one world or maybe two?

It's sad what you just explained, but that's the bad thing about developing ambitious games, that they end up being canceled due to inexperience in development, lack of time, budget and material, precarious situations, oversaturation in competence, engine limitations & tecnical problems, loss of talented team (especially due to layoffs that occurred between 2023 and 2024), all those problems together condemn a project to be in the limbo of development hell (I know because I'm living in the same situation).

By the way, what did you have planned if you managed to complete the game?

De nada, yo le veo mucho potencial el proyecto, por lo que ya veré lo que habrán decidido después de la jam.

Un Beat-em up con un estilo artístico muy curioso protagonizada por una especie de Amy Rose humana con pinta de ruda XD.

La verdad es que yo veo mucho potencial en este proyecto, pero hay algunas cosas que arreglar o que faltan agregarlas:

1. Si el juego es HTML5, el botón de salir es inútil y traba el juego. Lo digo con experiencia porque he visto a muchos otros juegos cometiendo el mismo error de incluir un botón de salir siendo en HTML5.

2. Los botones para celulares Android están de adorno para quienes juegan  con una PC. Debería existir una opción de desactivarlas o activarlas.

3. A veces la cámara se traba cuando ya no hay enemigos en el escenario.

4. Que tenga solo dos niveles se hace sentir muy corto ni tampoco tan difícil. Yo esperaba al menos 4 niveles con dos en medio antes del jefe (porque sentí brusco la transición entre un nivel y otro). Espero que tan solo sea el prototipo de algo más ambicioso.

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Un Beat-em up con un estilo artístico muy curioso protagonizada por una especie de Amy Rose humana con pinta de ruda XD.

La verdad es que yo veo mucho potencial en este proyecto, pero hay algunas cosas que arreglar o que faltan agregarlas:

1. Si el juego es HTML5, el botón de salir es inútil y traba el juego. Lo digo con experiencia porque he visto a muchos otros juegos cometiendo el mismo error de incluir un botón de salir siendo en HTML5.

2. Los botones para celulares Android están de adorno para quienes juegan
 con una PC. Debería existir una opción de desactivarlas o activarlas.

3. A veces la cámara se traba cuando ya no hay enemigos en el escenario.

4. Que tenga solo dos niveles se hace sentir muy corto ni tampoco tan difícil.
Yo esperaba al menos 4 niveles con dos en medio antes del jefe (porque sentí brusco la transición entre un nivel y otro).
Espero que tan solo sea el prototipo de algo más ambicioso.

Si este es el sexto fangame, ¿como eran el tercero, cuarto y quinto? Estuve probando este y los otros con mucha curiosidad, pero como este es el sexto, y los otros el primero, segundo y séptimo me dejé con la duda, porque seguro que ni me he enterado de su existencia tras ser eliminados quizás.

Hi Red shirt, thanks to play Randy & Manilla.
As a tip while I'm looking for corrections, don't run in front of enemies and don't attack at the same time than they collide.

What if Mother 3 was developed by Intelligent Systems?

Windowframe in snake style. That's my reaction when I see a game that manipulates windows.

Yeah, the game itself is made with Unity, but it turns out most of the game's content has been created and edited by the same tagged tools, so they are here under the assets sense.

Finalmente he visto que ya han sacado finalmente a la luz :), y ya se está moviendo ;).

La espera ha valido la pena al fin de al cabo.

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Perdona, pero es que se me hacía raro que ustedes sean los últimos en esperar su aprobación, ya que en mi experiencia personal que tuve en bundles anteriores, sus respectivos anfitriones eran siempre los primeros en dar su respectiva aprobación, y me dejé acostumbrado a ver dicho patrón.

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No, es que ahora está sufriendo un retraso porque todavía le faltan 20 aprobaciones. Y hasta el propio anfitrión del bundle le falta también su propia aprobación. 

¿Que pasa si llega itch.io a eliminar a los que faltaron para sacarlo adelante y entre ellos está el anfitrión?  Eso podría acabar con el bundle entero.

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Buenas Roleros. Disculpen, el bundle comenzará pasado-mañana y aún quedan 23 participantes que deben aprobar.

Pero cabe la posibilidad de que comenzará con días o semanas de retraso (incluso si todos llegan a aprobarlo).

Ia Ia Oh! The Game.

Although to be honest, I found the game as a concept very interesting, but the design and gameplay issues that left the third level have left me far behind.

Level 1-3 it's impossible, there are an excessive amount of spikes and wall jumps, and even if you manage to overcome the entire section, the time left to reach the finish is too short. Apart the physics doesn't help much. And also, sometimes when you run out of time, the game closes abruptly.

Level 1-3 it's impossible, there are an excessive amount of spikes and wall jumps, and even if you manage to overcome the entire section, the time left to reach the finish is too short. Apart the physics doesn't help much.

And also, sometimes when you run out of time, the game closes abruptly.

Super Bob-Omb!

I know what is the idea for the sequel:

The graphics, soundtrack, and the game overall feels the nostalgic vibes of the Flash era games.

Cattura le bolle con bolle più grandi finché non scoppiano. Un modo molto interessante per reinventare la formula Pang.

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Hi. How did it the source code of your game get lose? Have you forgotten to make a backup in time? Or even the backup got corrupted? 

The truth it's sad to see how you've uploaded everything that's left of the game. Do you still have at least the pixel art and music? With that, maybe you could reboot the project with a more updated version of the engine.

Let's see if the next Splatoon 4 for Switch 2 will has a minigame like Squid Jump.

And also, great game, but the quit button is unnecessary in HTML5 and sometimes ink bombs kill even when the squid is buried in time (this happens specially after reaching 2000 points).

Hi Arluc. about controls in 3D levels I did my best to be smooth to handle, but it's not easy to reach or surpass the level of the controls of a Super Mario for example. In the ranking part, I will be thinking about where I will put a compilation of ranks obtained by level, and at what time it will be most useful.

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Awesome Pico-8 version. And also happy 40th anniversary Super Mario Bros.