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Impossible Realms

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A member registered Feb 21, 2014 · View creator page →

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Really cool game with a lot of polish, albeit a bit short. I love how you even were able to put in multiple endings, though I don't have the heart to go for the bad ending.

This is a pretty polished and fun game with really great graphics and sound presentation! I didn't end up encountering any enemies after a while of play, but I'm not sure if it was due to doing something wrong on my end or not.

Really creative concept that seems really well polished! I had a lot of fun with this game!

I like the surreal nature of this game, but the controls make it really difficult to play. The music and sounds are nice!

For an unfinished prototype, it seems promising, especially once I realized that this is an actual Game Boy homebrew. Weirdly enough, I think the level wrapping kinda works and is interesting, and I think it's a shame that you didn't get a chance to finish this.

The game has simplistic gameplay that feels solid, but the wave changing mechanic seems to have a couple of issues. After Wave 2, waves tend to bleed into each other, without any sort of breather between waves. Also, the wave counter will sometimes reset itself back to 1. Once, I saw it skip from Wave 1 to Wave 3, but I'm not 100% certain if that's an actual issue or if I had missed the notification for Wave 2.

All in all, a pretty solid title that needs a bit more polish on some pretty minor things. I had fun!

The platforming mechanics are really floaty and not very fun to use, but the presentation of the game is simply amazing. I love the style and vibe the game gives off, and with more polish and better controls, a longer game in this style could genuinely be amazing. I love the part where you have control over the fall for genuinely no reason, little charming moments like that in a game go a long way to making it super memorable!

I wasn't able to figure out how to continue beyond the room select screen, but the game seemed really promising, I feel like there might be some issue that caused the screen to break, and I was able to see further into the game with the gameplay video, so I'm not entirely sure if it's on my end or if something broke for me.

I like the simplicity of this shmup, it's pretty fun to play! I don't really see any of the secondary theme present, however. There also probably should be more of an indication when the player or enemies have been hit by a bullet.

The graphics were really nice, but the mouse controls really didn't feel like they fit in with the idea of a Gameboy game. Same case with the filter, it felt more like a greyscale NES game because of that. That said, it did look really nice. The game comes off as way too simplistic to be fun for very long, and also slightly unsettling, which made me assume this was the start of a fakeout horror game at first. I feel like if you were to continue this project that might be a good angle to go with.

...I probably laughed a lot harder at this than I should have... Nice job BTW.

Well, because of my own stupidity, I got a score of 0 the first few times, until I reread the instructions. Well, once I learned that I was NOT supposed to let the skulls through, it was a pretty fun twist.

Well, probably better execution than the other version of this idea I've seen. I still don't get why no one (that I've seen) has tried mixing Tails's actual physics into a game like this. Maybe you could try having Tails have to fly across platforms, and then land on them before he tires out and falls. Just an idea, in case someone here wants to make a fangame out of it. Regardless, I would say its a fairly solid flappy clone, but I do wonder: "Why you aren't using actual sounds from the Genesis Sonic games?".

It probably would be easier for me if I could stop reading all of those fake tweets. Nice jab at King BTW...

Eye now u've mad a Sanic gam, n it suppused 2 b bad, butt were's da musik? Ain't Sanic suppused 2 hav a ear-killin' rimix of da Gren Hil Zune sung playn' in background? I giv too sturs untl fix!

Most of the challenge comes from the pokeballs often spawning in places they can't be dodged. If this was fixed, deaths would feel a lot more fair. Also, the score area's text changes to "Text" for a split second every time the game resets.

Plays nice, except for that its a bit too fast to see obstacles coming.

The clicking is sometimes a tad unresponsive, otherwise, a pretty clever and fun twist!

Wow, you're making an actual DOS game with CGA graphics? That's some serious dedication, I admire that!

Eh, I'm kinda against the sentiment of making a genre-based theme. I'd feel that'd do a lot to make all the games feel "same-y". Like, if all the games are platformers, there's only so much you can really do, and to be quite honest, most games would end up being not-Mario. Likewise, for racing games, fighting games, etc. there's also games that many people will try to emulate. Personally, I'd rather see more variety in the jam, especially since the CGA aesthetic is criminally underused by indies. It would kinda stink to see so many people make what amounts to essentially the same game with a new coat of paint.

Thanks for the quick start guide! I've been looking into trying out Godot for a while, so this will come in handy!

So...let me get this straight. Half Life 3: Spooky Ghosty is a strangely odd game made by a novice team featuring, among other things, horror, Sonic OCs, muffins, and artificial restraints to focus the game on it's advanced 2D physics, all while bringing awareness to the LGBT community?