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A member registered Jan 26, 2014 · View creator page →


Recent community posts

yeah that'll probably be next demoday.

it's gonna have online co-op, just that I have the ability to be a client turned off for now.

ye the combat in your game is definitely more involved.


This is the next Skyrim. Keep up the awesome work!

ah I see; I think I know how to at least make this happen less often. gonna put out a patch that adds this and also checkpoints after bosses.

(Edited 1 time)

Can you please reproduce the first boss falling through the road and record it? Anyways thank you for the feedback.

This is a pretty awesome thing you have here. However I kinda wish I could crouch and shoot when holding down and shooting on a platform. Additionally, I think it would be better to have the robot run instead of just walking into action, and using the boost would essentially not have the robot move their legs and do a sorta gliding thing like some mecha anime and video games do. Additionally, and this is just my suggestion, but if double tapping down makes you go through platforms, maybe make it some kind of divekick attack as well? Though if you want to keep attacks to just projectiles, i can understand that. Anyways keep up the awesome work!

This is a pretty fun hack n slash! Really enjoy the combo meter and stuff like that. I wish the characters attacks could be a tiny bit faster but maybe other people don't have a problem with this, idk. Looking forward to seeing more!

Oh also, by any chance are you using 2d toolkit or just unity's native 2d?

This is a pretty interesting take on Sokoban. I always like seeing these games that take certain genres that are usually considered simple and doing something interesting with them. Have you considered having a necrodancer sorta mode? Also the resolution is kinda weird but i think it works for this kinda game. Do you plan on doing a mobile port also? Anyways keep up the great work!

I remember playing this awhile back, and the juice and feel of it has only gotten better. I would recommend doing something though like instead of just having a question mark for interact, have an up arrow or whatever button interact is mapped to. Additionally, for going in and out of doors, maybe have a short animation of frauki walking into the door instead of just fading in and fading out. These are both a matter of preference, though. The c attack honestly kinda reminds me of Skeleton Boomerang as well, which I would recommend checking out when you get the chance. Keep up the awesome work!

Pretty awesome game. A lot of good juice, but i wish I could play this with arrow keys and zxc, though I assume you plan on adding key remaps eventually. keep up the good work!

sorry, AGHR can't make it this time; we've made a lot of progress but there are a few things i want to do before i release another demo and it might take awhile.

Sometimes rupees will stay in midair above pits, so the player can never reach them.

Tombstone in room that is unlocked by the orb/torch puzzle doesn't work.

I like being able to customize my controls. Good on you for that. That being said though:

Holding a direction on a d-pad and hitting the interact button while up against a tombstone won't activate it

Sword doesn't break pots

Will charged swings be added in later?

Just some things that bothered me.

I know the glitch all of you are talking about but idk how to replicate it and it has never happened to me, so I'd need to see video of it in action.

Extra skins do not spawn enough, imo (either that or I can't figure out how to play the game properly), and a personal best feature would be nice.

Horribly unoptimized in some areas, it's annoying to use the mouse with the arrow keys, graphics feel mismatched and overall this isn't really fun at all.

Game is cool but the music is not that good.