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A member registered May 08, 2015 · View creator page →

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Hey all!  I just released another game.  This one's in the platformer genre, styled after the blue bomber himself!  I hope you enjoy!

Alphaman Itch Store Page

Alphaman is an action platformer with classic, run, jump, dash, and shoot combat about an android taking down some bots gone bad.  The a group of hackers known as the Red Bombers have unleashed a virus infecting every day robots.  Even more dangerous are the bots who were formerly modified by their previous owners to enter into android fighting tournaments.  It's up to Alpha to stop the bad bots and take down the Red Bombers!

The bug is noted, I know how to fix that one.

The slight pause on the sword charge shot is based on Zero from X3, which grounds you when you use it for a short period.  It's a small drawback for the powerful attack you get for being in melee range that can be deadly if you use it at the wrong time.

The controls are made to feel like X all the way, but the dash probably does deserve a smaller hitbox.  Dash jumping is also a thing too so Down + A might not work well.

Thanks for the in depth critique and compliments!

I figured it was a common enough control scheme for indie games, but I'll definitely consider a "Press [button configured to jump] Key to Start" instead of "Press Start" on the title screen.  Thanks for the critique!

Thanks for the reports!

  • I'll play with the archer projectile a bit
  • At the moment, you're right.  The energy mechanic is mostly a convenience as it's currently implemented.  I might have to do something different with it
  • Walljumps are currently better in the development build.  If you are merely next to a wall by 1px, you will be able to jump against it even if you aren't pushing towards this.  MMX had the mechanic this way so I emulated that.  It's still not 1 to 1 with X because X has an animation delay and Alphaman currently does not so I'll get some more opinions after this tweak.
  • I'll check out the holy water stuff, thanks
  • I believe I have fixed the delta issue in the dev build, I'll get some others to test it and test it without vsync.

Hey, thanks for the playthrough and review.

I'm getting music done for the game right now and audio rework is coming up next.

The input buffer for walljumps sounds like something I'll have to do.  I recently had people tell me that the wall jump didn't make you go out enough so I increased the time the player doesn't have control from 0.15s to 0.20s.

I also noticed during the maidbot and chefbot fights that they didn't jump nearly as high as they do on my computer.  Mind if I get your computer specs?  And were you using OBS or another recorder?  I'm wondering if delta calculation had anything to do with it.

It's more of a feeling that the dash should be longer.  Playing games like Nier: Automata have spoiled me as a player into feeling that longer dashes aren't a burden on gameplay, but only enhance the experience by allowing a better dodge mechanic and easier time travelling longer distances.  Liken it to games that allow players to dash; which game feels better:  The game that has a short stamina bar, or the game that has either a longer stamina bar or does away with it altogether?  In the end, that question will be different for each game, but I feel that at least for this game a longer dash (at least by double) would feel better

Pretty enjoyable typing action game, just enough juice to feel powerful.  Excellent pixel art

  • After I lost against the first boss, the chains from the spectre no longer appeared when I fought them.  
  • I feel it would be nice if you could just hit 'enter' if you mess up a word to restart typing with a clear slate unless it's the intention for having to backspace be a punishment for mis-spelling.

Well done for a puzzle game meant to be a porn game.  I don't really have any feedback other than the obvious:  It just needs the sound/music/lewd.  Didn't encounter any bugs and it seemed pretty balanced.  Good job

I wasn't able to play it except once out of 6 tries to open it.  It would "open" and run in the task manager, but it there would be no window.  The one time it did open, I couldn't click on any cards (I could hover over them just fine).  Computer specs in case it's relevant:  Windows 8.1, Nvidia 960M, i7-4720HQ

This is a pretty good start to what can be a lot more fun.  I feel once you have a real character model it'll be easier to get a feel for it, but make things a bit snappier for a better feel.  I also feel the dash should be longer, maybe even by double.  The most satisfying move for me is the charged sword-dash attack.  Keep up the good work!

I had been looking forward to playing this for a while and I wasn't disappointed.  I finished it in 15:56 time.  Very few quips:  The boards on the door were sometimes hard to hit.  Maybe instead of giving them small hitboxes, just give them one big one that's about the size of the door or at least the area that all the boards together occupy.

Amazing atmosphere.  Can't wait to see what you do with it in the future!

Finished the game by idling around lunchtime.  About the only gameplay thing I would change would be to find a way to let it run in the background if you are tabbed away.  Works fine when you change windows though.  Perhaps vary the attacks for some aesthetic appeal (magic, bow, etc).  Fun little time-waster

thanks for the anime.  Also well done tetris clone

Love the freedom of choice.  The only downside is that there is a wait for every interaction, though the upside of all of the choices could be worth it.  If there's a way you can reduce the time of entering every interaction, it'd be worth doing.  Great demo!

Thanks for the feedback!  Most of the issues mentioned are planned to be fixed or are fixed like the background issue and the loud sound effects.  23:30 (where you were launched across the screen) was hilarious and not by design.

I definitely need to tighten up the dash, control is very import to me.  I think I just need to force the player to stay in a dashing state for a few milliseconds instead of relying purely on buttonUp events.  I also don't think you can change the sensitivity setting for a trigger button on a controller, it's just a button down event.

I wanted to give the player free special attacks in place of charge attacks, but you made a good point in that the player won't be able to expect what's coming next.  I think to compensate that, I'll change the sword charge attack a bit more.  I'll keep the short projectile, but lose the grounding.  I'll need to change the animation as well.  The idea of the projectile part of the charged shot being "weak" is that normal lemonshots do 1 damage, charged projectile does 2, and the sword itself does 8 (but only 2 to bosses).

Enemy placements have changed as well.  Anywhere you see a "player energy/weapon energy" location next to each other, that's where an upgrade will be.

This is not a feature/bug present in the game.  Perhaps you have a keyboard or gamepad that can only take two inputs at a time?  Some older keyboards or specific models can't press more than a certain number of certain keys at a time

I loved the player's animation and the fireball attack variations.  The enemy seemed a bit tough due to its range and the amount of time you stand still when doing a ground attack.  It took me a while to try wall climbing because I didn't know it was a feature.  Maybe tutorialize it by forcing the player to go over a wall that's in the only way forward.

This is a neat idea, also lol @ rains in africa

The tetrisphere or whatever it's called is frustrating to keep on the button and the instruction on screen are very abrupt and take you out of the flow of the game, but I'll chalk that up to being a prototype.  I like the concept

I'm impressed. Only complaint I have is that the enemies need to drop hp and mp restoration items so you can keep going.  Great graphics and style choice with the filter.  I'd definitely pay for a full game like this using this as the battle system.  Keep it up!

Thanks for the error report with message details.  This is very helpful!

Thanks for playing!  Just an fyi, there's a newer version of the game than the one you recorded what has dashing, wall climbing, and bug fixes.

Thanks for the update!  Yeah, it's just a prototype/game to learn godot and making platformers.  I'll be making a follow up game that's closer to X in features.  Thanks for the input!

Well, I have a new build up that removes some unnecessary files.  Let me know if it still crashes

At what point does it crash?

Thanks, leafo!  Much obliged!

When It Hits the Fan is an action arcade twin-stick shooter for PC and arcade that you can play with a friend that was inspired by many classic  arcade and SNES/Sega Genesis era games.

It features four apocalyptic zones including:
  • Zombie infested City
  • Robot controlled Laboratory
  • Demons in Hell
  • Mothership filled with Aliens

Don't be jealous, your style has its own merits was well like better explosions due to the nature of particle effects.
I'm not entirely sure what I mean by sticks to the ground.
Score is mostly for the arcade anyways.  I'm honestly lost when it comes to score balance.
Yes, it ends on a bonus stage due to it being a demo.

It is basically complete!  It goes on sale Sept 19th, but yeah I'm aware of the color issues.  Unfortunately I've been without an artist for quite a while.  The next best thing I could do is darken every tile that is a ground tile and see how that comes out.

As for the mines, I did improve them more than they were originally, but maybe they need to blink faster to show their threat level?

Easy mode currently only slightly reduces enemy walking speed, reduces enemy spawn rate from spawners, and makes some boss patterns slightly easier.  Any suggestions on additional things I could do?

Pretty great contra / robocop clone.  Might want to add continues, but it's pretty solid!

Super cute artstyle!  The controls for the menu were a little uncomfortable.  I feel it would be better if you could switch items without having to pause somehow.  Scrolling wheel felt fine for that, but then you'd have to sacrifice your camera control.

As for the gameplay, I felt that after knocking out a wolf, it should stay knocked out if you try to run by it, or at least stay dazed longer so you can walk by it in enough time.  Also a dizzy icon above the wolf would help a bit too.  Great demo!

Looks and plays fairly nice.  Some of the fights feel like you should be hitting the enemies, but you pass right through them and get wrecked.  Perhaps make the player attack hitboxes bigger.  I think the default speed is a bit slow despite the run button.

The menu is pretty great coming in the sides.  I think this game has some great potential with some sound effects and perhaps better player control/attack hitboxes.

Very cute and fluid animations for the MC.  The snakes, centipedes, and water spouts should probably cause some screenshake.  I wasn't able to remap my controls in the remap screen (arrow keys would've felt better imo for movement).  I wasn't able to use an xbox360 controller to do anything but exit the game when next to the exit door.  Overall a great start!

Thanks for the review. I recieved the crash log and have now fixed the bug and uploaded a new build. I'll work on the holding a direction after a continue as I fixed something similar recently. Fullscreen mode is currently just "windowed maximized mode" and not true fullscreen. I can add that option sometime.

Thanks for the reply. I haven't used my PS4 controller to test it yet so I'll get on that and try to correct it when I have the time. As for the fullscreen issue, it should be fullscreen in borderless windowed mode. What OS do you have? I'll see if libgdx has any particularities with Windows color settings in different versions.

>the gameplay loop of serious sam + smash tv - level/enemy design just isn't fun
Tons of people disagree and that's okay. This is entirely subjective. It's already a compliment to be compared to Sam and Smash Tv

>technical problems
This part is useful to me, thanks! What controller are you using exactly? I've only ever tested with an Xbox360 controller. I've never experienced the "player 2 - reversed controller" bug that you describe. And the game closes with the escape button + Q, or start then back on 360. It's always been that way.

>to be frank...
I'm in the process of finishing it up. If some people don't like it, that's fine. If most don't, I'll try harder on my next one.

For this update I drastically changed the tiles in the Lab and I added the first Hell area. Let me know what you think!