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Alphros

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A member registered Jul 05, 2019 · View creator page →

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Very impressive work! Animation feels smooth, all the art assets drawn feels very high quality.
Some of the moves the bosses does feels unfair though:
- The red glare attack thing that the gargoyle does seems undodgeable especially if you are at a distance(or I might be missing out something). I think it should probably have a little more delay for players to react.
- Kronii's healing heals too much too fast, and she did it twice in my fight with her. Maybe allow players to stop it with an attack or something.
Big fan of metroidvania, and this game definitely nails that feel. Hope to see more, thanks for making this!

Hm, nothing I can do about the rate button cutting in other than changing the game size, I think this is part of itch.io's website. You can try to zoom out the site a little, or go into fullscreen using the fullscreen button on the bottom right.
Yea game is definitely too difficult at the moment >< CCCleaner does clean up the recycle bin, but at a slow rate 1 at a time since it is not supposed to replace manually emptying the recycle bin entirely

Thanks for playing! Yep, knew of the softlock after pomme tried the same live on his stream XD. No damage was supposed to be taken when not in stream, guess I overlooked this haha

Love this! Sprites and background are really well drawn. The gacha upgrading system really cranks up the addictive elements of this game.
I did encounter a bug where a new unit overlapped my badass old unit, and I can no longer deploy her (clicking on her just makes a invalid sound).
Also, I think it might be nice to add some elements that encourages trying out different units. Maybe just a random stage buff/debuff that applies to categories (eg. all fluffy units attack increase by 20% this round), and it warns me during character select screen so I can prepare for it.
Great job overall! Had alot of fun playing, thanks for making this!

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I like the charming atari style sprite work. Game is straightforward and easy to understand despite the lack of instructions.
I think you'll add a whole lot of replayability to this game by randomizing the fishes positions though.
Congrats on pulling through over the last few days! Thanks for making this!
(Also, kudos on having it under 5mb lol. That's pretty rare nowadays with all the game engine dependency bloats)

Very impressive that you are going for big maps, multiple upgrades, multiple boss fights etc on a two weeks jam.  Handdrawn graphics are charming, and there's definitely alot of potential in this game.
I think some prioritization on your workload would be good. Its cool to see quantity, but try to make sure the foundation is as solid as possible before building on top of it. When the game is frustrating to play, it'll deter people from progressing to explore all the content you've made.
Good job! Thanks for making this!

Love the sprites you've made, and the background art really pops. Gameplay is pretty fun, pretty good game overall.
Some personal thoughts:
- The difficulty change from level 1 to 2 is too big. Level 2 just goes on for extremely long without checkpoints, and platform placements for some reason feels more randomly placed.
- Would be nice to have a little more explanation storywise on things happening, since they just kinda happens (place getting corrupted, miko randomly gets sunglasses, etc). Some small 4 panel comic etc, or even just text if time is a constraint. Would be even better if players are able to infer from the story that the cause of the corruption was due to not getting the secret item.
- Wall jump mechanic is cool, but I don't think it works very well with the level design you have here. Most of the time I'd find myself clinging to walls when I was not trying to, and I feel that the level can do away with wall jumps in general as it is not used much either.
Thanks for making this!

Thanks for playing! Wish I could do more than just 2 apps >< I had quite a few ideas but didn't managed to get them in on time.
 
Also, glad you love faunamart. Faunamart will always be with you.
https://faunamart.neocities.org/

Played this on my steamdeck since it doesnt work on VM, getting some lighting issues from it I think. Because of that, the graphics option is especially appreciated here! This is really fun, especially the boss fight! Love the 3D models you've made as well.
Some personal thoughts:
- This would work so much better in a third person view. I can't really dodge enemies that comes from behind,
- Hold to attack like david mentioned. If that feels too overpowered, I think you can try having a stamina system where fire rate goes down the longer you hold, and restores if you let go.
Enjoyed my time, thanks for making this!

Short and sweet. Would like to see a little more incentive to keep players going, like a score system, or enemies left before reaching an ending.
Game quickly becomes just a clicker game after awhile though. Maybe instead of spamming more enemies, you could introduce more variation of enemies. For example, one that avoids your cursor, so it makes for an interesting gameplay where you can't exactly point directly at the enemies and have to rely on the tridents that are traversing halfway to your cursor to defeat them.
Thanks for making this!

Very interesting gameplay concept. Very Ame energy.
Nice surreal environments. Kinda wish the myth members at the end stood around Ame saying omedetou just for the memes, but I guess that has already been done in one of the previous jam games.
Needs a room restart when you fall off the stage. Its a little tedious to have to do it manually from ESC menu everytime.
Good job! Thanks for making this!

This game have tons of potential! Love the 3D models you've made, and the gameplay is pretty fun as well despite some problems, which I believe most comments below has already described the issues I had.
Though one thing I'd really like to point out, I personally think it'd be better with more focus on a smaller handful of genres and ideas instead of spreading out so much. This game seems a little confused on what it is trying to be.
I'd really love to see more though, maybe as separate projects where one is on horror/investigation and the other as a RPG MMBN game. Thanks for making this!

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This game's a box of charm, I love it! The culprit's a little too obvious, not because of the evidence, but from the selection of talents it couldn't have been anyone else lol.
Love the writing, and I'm not sure if you did the modelling yourself, but the office looks really impressive. Despite the lack of animation, I still really love how the whole game looks. The lighting, ambience and placement of each prop/character (especially on the interrogation) is on point.
Especially love the good cop/bad cop role you've given to FWMC. Makes me want to see a full blown mystery game with higher stakes instead of just a stolen pon-de-ring. Thanks for making this!

Really cool to have a fully functional DMC game made in 2 weeks, even if some elements were taken from Yagoo May Cry. Had great fun experimenting around with all the combos .
Some personal issues I had:
- Shiori's walk animation seems to be broken when walking backwards diagonally.
- Wish walking is a little faster, movement feels a little too slow for me.
- I think the moveset needs a little balancing. Tentacle garden feels a little overpowered in comparison to other moves. Tried to play through game without using that move and its pretty much impossible for me.
- When reviving, I think some invincibility frames is needed. I got cornered onto the wall and died, and I got spawn killed for all subsequent revivals.
Really impressed by this entry otherwise, thanks for making this!

Thanks for playing!

 
G
lad you love faunamart. Faunamart will always be with you.

https://faunamart.neocities.org/

Thanks for playing! Yea the difficulty is kinda whack ><

Deceptively simple at first, but the amount of upgrades you can have adds a whole lot to strategizing. AI on the units are pretty well done, haven't had too much scenarios where I feel like the unit I placed was doing something outside of what I expect. Also really love the take of tower defense where player themselves can do the attacking.
Not too sure if I am using the skills correctly, I don't think it does anything for me. I might have missed out what pressing E does when I was buying upgrades, so maybe showing tooltips when player mouse-over the skills/units icons would be great.
I had fun! Thanks for making this!

This is pretty neat! Love the huge range of movement techniques and the choice of weapon.
I believe most reviewers below have already made really good points regarding areas of improvement, so aside from those, here's some of mine:
- Wish there are checkpoints, or at least level is broken down into smaller stages. I believe there are secrets in the game, but it is deterring me from finding them since dying will take me all the way back.
- Kinda weird that this game uses WASD+mouse controls, considering that mouse movement is not really needed. Mixing with comments that mentioned to have a "look down" action, I think maybe you could try implementing camera panning with mouse movement to fully utilize mouse usage.
- On the topic of using mouse, I find myself scrolling the mousewheel to change weapon. I think it would be nice to have that as well instead of pressing 1/2, especially for the boss fight where I need to have my left hand on WASD at all times.
Great job! Thanks for making this!

Okay WOW. Very impressed with what you've cooked in just 2 weeks. Love the 3d model, controls were solid, gameplay is pretty fun.
Personal preference, but I think I'd like it more if it isn't about hitting the stains but just avoiding them. I love zipping through the level and doing all the badass parkour (for the beef), so having to stop and hit every enemy, especially when they are not really in your path, kinds of breaks the flow.
If hitting every enemy is a must, I think it would be nice to at least have invincibility to the enemy projectiles when dashing, since dodging is not really possible when dashing halfway.
Great job! Thanks for making this!

Great visuals and ambience. Short and fun to play through.
Gameplay wise, I do wish you've included a little more of your own spin to it rather than following the same anomaly formula. Even if its something small like having the player click on the anomaly to find it.
Also noticed some anomaly that stays and becomes a "normal" part of the room. Understand from your reply to Reykah below that this is a feature, but it does confuse me at times since not all anomaly consistently stays after you found them.
Regardless, this is a really cool entry. Thanks for making this!

Sprite work on this is sublime. Love all the little details and animation, like cici's key turning when walking etc.
Interactions are hilarious, but wish there were more gameplay to each fight. Seeing as this is a solo project, I think you might have spent a little too much time on the visuals.
Also, please don't leave out the BGM and give your judges any reason to dock points from ambience, especially when you've already put in so much effort on the presentation of your game. Just spent about 5 mins and find a royalty free music as a placeholder if you must and slap it in. (eg. https://peritune.com/blog/2022/03/19/8bitrpg_battle/).
Overall, very impressed with your pixel art animation! Thanks for making this!

This is really creative, love seeing all the "illness" you've came up with. Models are really cutely made, and I love the BGM made for this.
The instruction in the guidebook is a little vague. Based on the icons, I didn't know what I needed to do after chopping/grinding the ingredients. That image you had in your itch.io page description clarified it for me, maybe you can add that into the game itself, either that or show a 3rd icon to put into the pillmaker after chopping/grinding.
Please dive further into the inspection part of this game if you ever decide to expand this. It is such a cool idea to be able to rotate your patients around and inspect them of the symptoms of their illnesses before giving them a correct cure. As of now, the illnesses are a little too obvious to identify.
I really like this entry, it has so much potential for something amazing! Thanks for making this!

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Love the fast paced action in this game! A little bit of hotline miami vibe where everything happens in split seconds. Especially appreciate the inclusion of green lines telling me where to go in game like these.
Though, please try not to leave out BGM, especially when ambience is one of the judging criteria. It is as important as having graphics in your game, with very little effort required to include. Find some royalty free bgm that kinda fits the mood of your game and slap it in with a loop. (eg. https://pixabay.com/music/crime-scene-alexshadous-secret-mission-121611/)
Had fun with this game, thanks for making this!

I like the storytelling, and the meta direction you were going for. Puzzle's pretty fun, and I like the fact that there is additional incentive to explore in the puzzle levels (which does not seem easy to do considering that you'll need to come up with an alt solution to the puzzle on the same level)
My gameplay ended after I rolled out of the map downwards and it went on forever. Can't really tell if the game has ended after the dialogue with the RPGMaker slime,
Good job! Thanks for making this!

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Simple and fun. I like the simplicity of the art direction, and gameplay is pretty satisfying once I started getting used to it.
I noticed comments mentioning confusing UI. I think visually it looks fine, but the confusion sets in when I am trying to manage the bars, since bars have different goals (upper 2 must not be filled, and bottom 2 must be filled).
Appreciate the color coded text on the effects of each action (green = good, red = bad), but when the game gets hectic, my single braincell just and uses the +/- sign as reference for good/bad.
Maybe what you can try doing is to keep all bars consistently negative/positive. Name the bars with "Stress", "Workload", "Fatigue", "Lonesomeness" for example, and the goal is to try to keep all the bars empty. This way, all labels with + will be bad and all - will be good.
Good job! Thanks for making this!

Short and sweet, story was straightforward but I still found it really engaging.
Appreciate the inclusion of arrow keys for camera control, since my cursor unlocks whenever a dialogue box shows up. (Also would prefer to have the cursor locked at all times, or lock the windows cursor and utilize an in-game cursor if you must)
I especially love the usage of classical music for this, it sets up the mood of this game so well.
I had fun! Thanks for making this!

Thanks for playing! The CC app helps you to empty your recycle bin bit by bit over time once you've winded it, but it is quite slow and only works if you left the window open.

 Also, (obligatory "faunamart mentioned" moment)
G
lad you love faunamart. Faunamart will always be with you.
https://faunamart.neocities.org/

Thanks for letting me know, will try to replicate it!

Love the hand-drawn style sprites in this game, fits the whole story-telling mood really well!
Also loving the effort that went into drawing the entire stage. It feels very seamless and natural, and doesn't have the "tiled" look that most platformers usually have.
Downside to that maybe, is that points of collision are not quite obvious to me, the particles are really good touch of indication, but I still found myself getting disoriented on what is considered solid vs background elements at times. Try to use contrasting colors or brightness to allow players to differentiate between solids or backdrop.
Some areas (the sewers), needs better indication of death drops. There are quite a few blind drops that I cannot really tell if there is a ground below until I drop down to find out. (Maybe either make the water higher so it is visible enough, or draw some stains on the wall so that I can tell that there is goop underneath or something.)
Beautiful work, thanks for making this!

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Thanks for playing! Weird, you should be able to drag the popup around though if you drag by the header, is that not working for you?

Nice little puzzle platformer with a story. Very cruel bad ending lol.
Some personal thoughts:
-The turbines/bubble interaction feels a little weird. It starts to go downwards when you stand on top of the bubble, followed by a delay. Only then the bubble will get blown off by the turbine.
-For some reason, there is a weird speed difference between walking on ground and maneuvering in the air. Walking on ground is way faster, which threw me off sometimes when I hold directional button in the air and lands, especially on small platforms.
-Since there is only one transformation, I think it would be more straightforward to use Z as summoning bubbles and X as blowing fire (character can still switch colors based on last ability used), instead of using X to switch mode.
-Would be nice to have ability to skip dialogues.
Good job overall, thanks for making this!

For a precision platformer I really like the fact that it is not overly hard! Visually clean and the concept is clever.
Some personal thoughts:
-Currently it seems that aiming is based off entirely on nearest star. Since the control uses mouse, I think it would be nicer that stars are selected based on nearest to cursor.
-For some levels, it feels like death zone for the pit is too high up. There are a few times where I was still able to dash and have dashed, but was still cut off since I was too near the pit.
-Would prefer if the scribbles  are only cleared off from dashes instead of just from touching. This is normally not a problem, but for stars with multiple dashes it gets a little unpredictable sometimes.
Overall, had great fun on this game, would love to see more! Thanks for making it!

Love the isometric implementation, sprites are really well drawn and gameplay is pretty fun.
Like most commenters below already mentioned, I think consensus is on the repetition.
This is a really good base you have here, and I think it would really become something amazing with more contents added to it.
Great job! Thanks for making this!

I really like the visuals, but not sure what I am doing beyond that. Tried 4 times and even left the game untouched for the last game and still managed to win. Though, I have not actually played FNAF before, so there may be things I am missing.
Pretty cool for what's submitted to the jam, but definitely needs more gameplay elements. Thanks!

Thanks for playing! Agree on the UI part, though modifying the hitbox of the resize border may require changing godot's source code since I've been using their ootb popups (which I believe was not supposed to be used as a gameplay element XD)

Thanks for playing!

Really soothing and cute, absolutely love the BGM choice. Everything is really pleasing to look at.
Some personal thoughts while playing:
-Not sure what are the differences between tea stand and vending machine other than pricing.
-Scrolling on the items zooms the map as well, might get annoying sometimes
-Wish there is a little more interaction. Tex suggested dragging of saplings, and zera suggested picking up coins they drop (I'd prefer just hovering instead of clicking for this) which I think are pretty good ideas.

Overall, I really love my time with this game! Thanks for making this!

Had to load this onto my steamdeck since vulkan doesn't work on VMs. Works out of the box on steamdeck, scenarios like these makes me appreciate how games adhere to common control schemes.
Levels are short and sweet, extremely satisfying to purify surroundings with Fauna Gun™.
Love that it is not too difficult as well! Most devs (including myself lmao) have a bad habit of cranking the difficulty of their jam games way over the top.
Had fun with your game, thanks for making this!

I am not too sure if it is just problem from my end, but it seems I am having quite a few collision and interaction issues.
I had to spam jump and E to get the portrait in the first room to register. Got stuck and was unable to move after interacting with the portraits in the "1st name only" room.
Pretty creepy atmosphere, not a fan of the jumpscare though.
I like the puzzles though, had fun with it.
Thanks for making this!

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Incredibly solid puzzle game. Concept is really creative. Each level solution feels unique.
I feel that the levels can be sorted by difficulty though. Some earlier level feels more complex than later ones.
Also need a little more work on the collision, especially the level where you are required to jump with the plant.
Nice programmer art btw XD
I had great fun playing, thanks for making this!