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ApeHardware

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A member registered Apr 04, 2020 · View creator page →

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Finally got around to play it and I'm impressed. I didn't know RPGMaker allowed for full 3D. The 2.5D style is great and I love all of the different mechanics tied to each object you unlock.

Just one nitpick, in the platformer section after getting the ballet dress some of the upper platforms can block the camera when you move it around.

Holy shit this is so good on every level. The setting and plot are fascinating and the gameplay has a nice twist on point-and-clicks, but the best part has to be the graphics. The watercolor-like style goes so well with the dreamlike atmosphere.

Pretty solid RPGMaker. The monster designs were my favorite part, specially the leech cats and the lamb-head girl.

One nitpick, though: the first time you meet the rabbit monster, the player is a bit too close to her, so you get a cheap death because there isn't enough time to realize she's chasing you before she touches you.

It looks really promising, but I'm having trouble running the Linux build... where's the "start" button? I've tried pressing Enter and Space but no response.

Nice mix between point-and-click and visual novel, although sometimes the clickable objects are hard to distinguish from the background.

About the story... yeah, that's why I don't have nightmare plants on my bedroom. It's better to keep them in the attic, plenty of dark space here and it helps hide... stuff.

The artwork is the best part, you wouldn't guess it was made with RPGMaker at first glance. Love the monsters' desings and how you use an elevator as a sort of hub location (I have a soft spot for spooky elevators). Hoping for a post-jam update.

Nice puzzles, although I'm a bit torn on the ending (spoiler warning).


The graphic effects and artstyle used during it are pretty good, I kind of wish the entire game looked like that, but if it did then the ending wouldn't have the shock factor. Choices are hard.

Another nitpick that I have is the last monster's design. Why a dog, weren't moths the theme? It feels a bit too jarring, although the monster itself looks cool.

Normally I would prefer a more gameplay-oriented game, but this game's atmosphere, artwork and story completely compensate for that. Visual novels are a valid genre, and this one does not disappoint.

That's exactly what I was aiming for with the moon boss. nice to know it did it's job well.

I considered the mouse controls but decided to do keyboard and gamepad since mouse would remove the tension of "oh god I'm not gonna reach that point in time".

The theme is just there for horror and n o   o t h e r   r e a s o n   a t   a l l.

I looked into it and it should be fixed now, sorry for the inconveniences.

There was supposed to be and ending screen after the level were you deal with the window, TV and shells at the same time. Did you encounter the issue on the web or downloadable versions?

The city boss is actually my personal favorite. I did make it a bit hard because I wanted it to feel intense gameplay-wise to complement the "holy shit the scenery is attacking me" factor.

Thanks for the feedback! You are spot-on about the analog horror bit, Midwest Angelica was the main inspiration for this besides Evangelion. The "enemy Peón BANISHED" is actually reference to the "Starkill threat OBLITERATED" in that series.

As for future content, there won't be a sequel, but there's going to be a post-jam update and I have a few ideas for a Steam version with a few new bosses and a continuation of the story after the Blackout League's formation.

Insanely well-made! You would never guess this was made for a game jam because of the sheer quality of everything. It's hard to give it an in-depth review because there's plenty of stuff going on, and jam voting period gonna jam voting period.

Really good job. The "hit bullets to send them back" mechanic is genuinely great and the bosses are challenging, but not too hard. No crimes of bad game design were committed here, officer.

Takes a bit of time to get used to, but holy shit, this has to be one of the best takes on the "spin" theme in the entire jam.

Cool, or should I say, radical! The mix of 2D sprites and 3D environments is fantastic. The gameplay goes a bit too fast for me, but it's also well-made.

Holy crap, this is just so damn good. The "bullets do more damage" mechanic when falling adds so much despite being so simple, the graphics and atmosphere are lovely, the bosses themselves are so well-designed... a highscore among all of the entries I played (I know that expression sounds off, I couldn't think of any better arcade-related puns).

Pretty damn good on every aspect. The artstyle is the best part. The random weapons mechanic makes the game feel varied even if there's just 4 of them.

Thanks for the thread, here's mine: https://apehardware.itch.io/get-in-the-fucking-tower

https://apehardware.itch.io/get-in-the-fucking-tower

Huge thanks for the thread. Here's mine, it's not much but you get to play as a tower with legs: https://itch.io/jam/boss-rush-jam-2025/rate/3256402

Thanks for the thread, here's my mess: https://itch.io/jam/boss-rush-jam-2025/rate/3256402

Good take on the theme and artstyle, but it feels way too hard at the moment, specially after the arena spins. There's too many bullets to keep deflecting with your spin attack's slow recharge.

It's a really well-made, well-designed puzzle game, but... where are the bosses?

Nice take on the theme. My only nitpick is that the spinning wheel takes too much to stop spinning, if the output is random there's no point on keeping the player waiting.

Thanks for the feedback! About the shader, all I did was make the scanline effect. Everything else was done by editing stock images in GIMP.

I really like how the level design contributes to the bosses. Nice job.

Pretty impressive that you managed to get a fully-functional 3D shooter for a game jam. I can't really think of any negative feedback, everything about the game is really solid. Also, congrats on the optimization, the HTML port runs without any issues.

Pretty neat, but the bombardier beetle boss' shooting attack is too spread out, there's no way to dodge it even with the dash. I ended up just ignoring all defensive tactics and shooting the boss blindly. Somehow, it worked.

Also, cute spider.

One of the games that makes you go "this was made for a jam?". The base idea alone is insane and it's executed pretty well, I really hope this can get a post-jam update.

I really like how the spinning wheel mechanic is used for both attacking and defending. Pretty neat turn-based game.

This is just lovely on every aspect. The simple drawings on a 3D world look neat, the gameplay is a fun take on turn-based battles with a creative incorporation on the theme, and the tone is hilarious. Definitely one of my favourites.

Well-designed bosses, although the plant and the spinner felt a bit too hard, but that's probably because I kept getting them first before I realized you can influence the boss wheel by shooting it.

A bit hard to control, but a great take on the theme. Plus, the monsters look cool.

Simple but fun. The pixel hard is definitely the best part.

It's not much, but has a tower with legs: https://apehardware.itch.io/get-in-the-fucking-tower

Thanks for the thread, here's mine: https://apehardware.itch.io/get-in-the-fucking-tower