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

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this game is a little weird but i think with more animation/sound it could end up being legit a classic.

you can use a controller if you plug it in before you start or if you remap it in options.

and then punch the play button

Took a little while to predict where the ball was going to land but eventually I figured it out. Not really much to the gameplay but I can see it being improved in future demos.

man this is makes me realize that I gotta step my own game up. I wish it were easier to follow-up enemies in the air and transition between ground and air combos but I can understand if you don't want that to be the emphasis. Also couldn't really figure out how to use supers unless the "super" bar is more of a general stamina meter for certain moves.

also more of a personal opinion but escape should not be an equivalent to alt+f4

For some reason when I went to edit keyboard controls it would never save them so I have no idea what button focus or pause is. Which I would like to know b/c the default movement speed is a bit quick.

Sometimes when i use the hoe on the dirt it creates a hole in the ground but then i hoe right next to it and that fixes it. I wish I could give more advice but these kinds of games aren't really my specialty.

Pretty interesting take on sokoban. Looking forward to seeing more from it.

Might be a bit hypocritical for me to say this, but I feel the tutorial could use more polish. Like I should be able to talk to "Yellow rectangle man" again in order for him to repeat what he said. And possibly have text appear over the character giving a short summary of what he was basically saying with the actual inputs instead of "punch button" or w/e. Many players aren't going to go into the options initially and may not know what button is the punch button.

Additionally, maybe you should make enter or space go through text prompts only, as players may accidentally double click and skip over the first thing yellow rectangle man says.

Glad you enjoyed the feel of it. I actually just updated the game so that there are checkpoints before the bosses along with after them, and additional health is accounted for at checkpoints, so hopefully it'll make the game feel less punishing.

Well what happens is when you get them into a stun state (i.e. deplete their shields (blue bar) completely), their shield starts regenerating and the stun period either ends when they are on the ground for too long or their shield completely regenerates. Additionally, right now not autospawning the player actually saves on performance as opposed to having the player autospawn, although I eventually intend to implement a more practical fix in the next build. Glad you still enjoyed the game, though.

I'm sorry, is the 2nd level too hard?

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?

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.

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.