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Hunt The Past

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A member registered Feb 25, 2019 · View creator page →

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It a simple game but it was done quite well.
i really like the idea of this one, playing trash bin that annoy other people is a hilarious concept

But i find this weird bug that allow me to keep getting score by pressing the F button after ringing the bell once. so if i just keep pressing F while hiding behind a bush it will still give me the point, even after death if i keep pressing F it will still give me more point. so here the final score i got after pressing F for 10 minute.

The platform mechanic is a bit wonky, i mean it interesting but there a lot of weird problem that i found while using it.

Because of the way the platform work it could push the player in any direction, so out of curiosity i try pushing the player to the far left to see what happen, and somehow the win text box appear.
so i try it again in all direction and it also show the win text box, i have no idea why this happen at all.

And to make it even more confusing, if you press space it move the character up slightly. so you don't even have to use the platform at all to win the game.

yeah there a bit of a difficulty gap between dream because i don't quite have the time to have someone else test the game. so i can't judge how difficult it is to beat the stage if you're not quite experience in shot'em up or bullet hell. after the jam i will definitely adjust it to be more balanced.

Thank for playing, i keep that in mind when i update it after the jam is over.

unfortunately i don't quite have the time to add the story in-game so it might not be clear about the theme, but it fit the theme because you're playing as a monster that eat other people dream instead of a hero.

yeah it definitely need more adjustment, due to the ball original bounce moving in a rigid movement, it easily could get stuck in some corner. because of lack of time during jam the only solution i have back then is to put some kind of randomness to the ball bounce so it won't get stuck. but it kind making it a bit to unpredictable most of the time.

sadly because of lack of time i can't quite make the animation impactfull during the jam, but i definitely would make it more better on post jam version. as well making the sprite more visible.

WHAT IS GOING ON HERE, WHY ARE WE SPINNING!!!!
PLS HELP I CANT STOP SPINNING!!!

Gamemaker Studio 1.4

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memang agak nggak stabil collisionnya, kalau kayak gitu mending pencet enter terus pilih menu restart. nantinya tak perbaiki dulu.

Nggak bisa dibuka, muncul error nw_elf.dll was not found.

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It amazing that without even a single word on the screen, not even a control description on the gamepage. it teach the gameplay so well. there is nothing to be see or said about it, it truly the blind experience to be sure. would love to (no pun intended) see more of this.

Ok, first of all this is a good idea. i can see a lot of potential puzzle with this kind of mechanic. but  your execution is rather poor.

There 2 button that was not listed on the game page or inside the game space and enter, and at least 1 button is important to even play the game. you can just add the (Space) next to the press start button text and it would be fine or just add all the button on the game page at least.

Then there the camera control, warping the pointer to the opposite side when it was outside of view was not exactly a bad idea it can be use to move on the small screen view with ease. but since the corrupted army was run on a time limit the warp became a big hindrance as every time i try to move my army as fast as i can it just go into the wrong direction. if you still planning to give the army a time limit this would be a mechanic i would rather change or scrap but it up to you.

still with all the problem it has, i was still enjoying it enough to at least complete it to the end. i really would like to see this idea polished a bit more.

Might be a problem from my end but there no music playing at all when i play this at first, after a while the music start playing but it cut off again every few second then resume again and this keep repeating for a while. but other than that the game is really good, would love to see a bit more boss if you want to resume this after jam.

You do know that you can increase the viewport right?
The only restriction is the resolution so you can make it fullscreen or make the window size bigger, it kinda a bit to small to see anything for me. but other than that i would say it a good game, it just take me a while to get use to the control scheme might want to rework that a little after jam.

This is a nice game, but it lack visual clarity. it take me a while to realize what the health bar look like, for a while i thought it was the heart like symbol on the top far right, maybe you can make it a bit more darker color the more the health go down so it more noticeable.
also when i reach the boss the first time this error massage show up.

it would be really hard for me to actually create any drawing with it, but i could see me as a kid playing this for many hour.

it simple yet challenging, i really like the fact that there multiple way you can solve some of the puzzle.the difficulty is not to hard either, it just enough to need sometime to figure out without being overly confusing. it take me about 15 minute to solve them all.


this is really polished, in fact with just adding a few more content i can see this being sold on steam. for a week in development this is astounding. my only problem with it would be to increase the hit invisibility frame as sometime when i just respawn i was immediately killed by enemy attack.

it simple maze game filled with interesting dialogue. sometime it all it need to be enjoyable.

well this is not really a game, but atleast it is working on real gb

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This is really good, i can see it next to kirby dreamland with how it play. But i found a bug in the giant shoe level. when i touch the left most area when the level is scrolling it suddenly restart from begining without music playing, the music also stop playing when i touch the shoe to.
Also is the enemy direction random when i hit them. because sometime it just bounce directly into me. which kinda don't make any sense. I expected them bounce to the right when i shot them from the left, but nope it just bounce to the left instead hitting me when i was not expecting it.

Yeah, i would rather add a button to use the Dash instead but the gameboy control limitation does not give me enough for that. The other alternatif is to double-press the jump button which i found when doing fast Pace precision platforming activate when i don't want to. Post jam i Will definetly add a dedicated Dash button.

Well, i got to say this was quite a nice experience, not the most polish kind of game but it have enough charm on it own for me to enjoy. this is the problem i have found so far :
1. On the start of the game it possible to just jump out of the map by just keep moving to the left.
2. The platform placement above the muscleman boss door is a bit to tight to go into without getting hit.
3. It possible to use wing on the exact time the jump upward momentum stop to add more height, because of that i can reach the skinman without first activating the platform near the health powerup. and when i try to fight the boss, it just stay mid-air not doing anything.

Well ain't this a delight. i enjoy my experience trough it from beginning to the end, it really relaxing just looking around and catching every fish around. while many area of the map seem rather empty the scenery is more enough to made up for it.
i have spend many time exploring far and wide to find this so called legendary fish, so when i found a   shark swimming around my first reaction is to whip out my fishing rod and try to catch it. and sure enough it was the legendary fish. the absurdity of the shark being the final fish made me laugh really hard.

This is a pretty barebone game, you might as well combine the 3 level into 1 as they pretty much identical to each other just with small addition. even with just 3 enemy type there many way to present a challenging level, repeating the same enemy pattern over and over without any thought put into it is not a good way to design a level.

There also some glitch like despite i already getting 3 star on each level the level selection is not displaying the correct star at all. the 1 stage show the correct star but the other level not.

This is really well done. i was on edge expecting something to just outright jump at me at any moment trough the game. the sound effect really on point on this one.

if i have to say what this game good at is presentation and it idea, other than that it a rather unpolished game. there still many bug that either crash or somehow make the enemy not recognize the player location. it definitely need more polishing.

I really like this game, the boss is hard but fair and there a whole lot replay value from using the shop and it risk and reward sistem.

my biggest problem is that enemy bullet does not have any indication on the radar. since the only indication of enemy shooting is just the sound effect, it became really confusing on what enemy is currently shooting and where the bullet is heading into. and the fact that the bullet can sometime come from behind the player leave me with many moment where i was just playing normally and

suddenly i was just death without having anytime to understand the situation.
another problem i see is the boss have way to many hp, maybe instead of making the boss have massive hp perhaps make them around 100 but add a invisibility frame every time the boss is hit instead. this way the boss would not be defeated easily with just rapid button press.

But other than that the whole game is enjoyable enough that i have beaten the game just using the normal weapon. if only those two problem have been fix i can see myself spending some time to beat it to do No-hit run.

i have reach the third (maybe the final boss?), so many time but each time i about to defeat him i was put into this state where the player cannot dodge at all. strafe still working just fine but the dodge just refuse to work all together. i don't know what cause this but it the only thing stopping me from completing this game. this problem can sometime happen before that as well although less frequent.
it definitely a charming game for sure, shame i can't beat it.

it a nice simple game. but after a while the laser become near impossible to dodge. perhaps it could be re balance a bit by reducing max number of laser on screen. because as it is now the later part of the game become screen of death filled with laser.

i be honest i don't know what i am doing but somehow i have put myself in this state where my culture or power is forever full and the waste never reach max. all i do is just putting 2 culture building and 2 energy building and the game is practically running by itself. it definitely quite an ambitious game but it need some rebalancing.

I like the idea of the game. a fast pace boss rush filled with different boss with different style of battle. but i feel the execution rather lacking.

Here the thing, when you designing a hard game the player is expecting the challenge presented to be fair. but this game is filled with many moment where the only thing that i can do is to take the damage. for example the picture below, there over 20 times that i found a moment like this and it annoying. this boss is not the only one but you get the point. even the version 1.0.1 is filled with moment like this, more even. because of that i feel many of my death is not because of lack of skill but rather lack of luck, and that is not what you want the player to feel when creating hard game.

What i found is each gimmick is fine by themselves but the timing on them is not compatible with each other resulting in moment where the player cannot dodge because there a wall on the way like the picture, or on floor 3 where the spinning red bone is on the only place where the laser?(the full line attack) is not on.

With a bit of fine tuning this problem can be avoided. hopefully you can fix this as soon as you can. because i see potential in this.

also the ! mark is rather hard to see when it was on top of sword panel maybe add a red line around the panel just like the sword surrounded by yellow so it a lot more visible.

it a bit repetitive but it nice game, the multiplayer simulation is an interesting idea although after a while since not many player play the game for long from level 50 to above it become very empty. when i was playing this, i was the only one who reach level 70.

Nice puzzle game, the control i feel need a bit long to get use to but after a while it start to click for me. The concept of micro managing the pixel is chaotic but fun puzzle idea, especially when there so many wheel and pixel to track of.
The only thing i see that might need improvement is the difficulty of the game. i feel that progression of the puzzle difficulty is a bit random. like for example level 17 and 23, they both have the same idea of using the wheel directly instead of using a path but since the wheel for level 23 is put into a straight line it a lot more easier than level 17.or how level 12 is extremely hard compare to the rest of the game.
I feel if you introduce a new mechanic with time in between to explore the idea instead of introducing the mechanic in a long rapid tutorial stage it might help you make the level a bit more consistent in difficulty and help the player understand the mechanic more clearly.

it neat small game, remind me of the Snake bird, the pace each new gimmick is introduce is just right and the way each level make me think of a solution then immediately make me realize the catch of the stage is just spot on. hopefully you will add some more level after the jam or make a more polished version of the game without the 64x64 pixel limitation. i want to play more of it!

it a good horror game, there many moment where the game caught me of guard. especially the first door next to the starting area the first time i play through it i panic and stumble through the item menu trying to use my blowtorch but failed miserably and die. and the music set the atmosphere quite well.
my only complain about it is the door. it take me a while to realize that the door that have the up and down prompt can actually lead into another different area because i was standing directly on it and i thought that was the door i was coming from. i mean there a few room where the door is used to just return back to prior room so it fell a bit off. maybe add a text near the button prompt that explain where the door will lead too if i press the button.

it simple but i like it, but there a glitch where if you press either Enter or Space the main menu will suddenly come but the game is still running like normal. other than that it quite a fun game.

love it, but the trampoline can be easily abuse to do ridiculously high jump to the point you can reach the top boundary of the level just using a single trampoline.

all you have to do is grab the trampoline then release it on the bottom of the character every time you descend, repeat this and you just do a jump that even mario will be impressed. maybe make sure the trampoline reach the ground before allowing the player to bounce out of it will solve it.

but other than that it was a great experience i love to see more on what your team can developed out of this concept.

i have a good time playing this game, the land movement seem a bit janky but the underwater movement feel good. and both the music and graphic make a relaxing yet mysterious atmosphere

the only big problem i have with this game is sometime when you move from a room to the next one, the enemy was directly on top of you so you cannot do anything but take the damage. other than that it was great.

also can you actually beat the giant blue lobster thing, i think i have explore every place in the map and collecting every green orb but i don't seem to found a power up that can kill it. from the look of it the dash bite and the spinning attack cannot harm the lobster either.