A downloadable Antiamor for Windows

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My first Game Jam Game!

Antiamor is a fast paced platformed where your objective is to collect all the Heart Pieces, and epicly  save the Universe!

Antiamor is meant to be played with a Controller but keyboard works too, its up to your preference! 

This game was made for the MajorJam #2, Given 7 days to make a game on the given theme  "love". The restriction of this jam is to make all the sprites in the game within a 128x128 image.



To view the original sprite sheet Go Here

To view the Font sheet Go Here

You can download the Sprite/Font sheets to use on your own projects, Credit is not needed but would be Appreciated <3

StatusReleased
PlatformsWindows
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorChirpy
GenrePlatformer, Action
TagsAtmospheric, Fast-Paced, gamepad, My First Game Jam, Pixel Art, Retro, Short, Singleplayer, Sprites

Download

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Click download now to get access to the following files:

Antiamor (OLD).zip 163 MB
antiamor1.1 Windows.zip 163 MB

Development log

Comments

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(+1)

Found myself downloading this game because a friend told me I might enjoy it just to play it once. Ended up playing it 3 time to completion with the 2nd and 3rd time attempting to do speed-run it with the least deaths. 

The boss battle tends to be a challenge thanks to the limited color scheme, extremely short timing of the "Death Circles", and the grand amount of clutter there is on the screen. 


Recommendations:

- A timer somewhere on the screen

- In-game death counter (since it only appears at the end of the game).

- More color variations in order to be able to spot enemies or obstacles that most of the time are very hard to see because of speed, sometimes to the point of not even being able to see it.

- Boss fight needs a rework, probably different attack types as you progress into the boss fight. Instead of cluttering the screen with "Death Circles" that can transform into "Death Sticks" incredibly fast, make them let the player know when they are going to transform, instead of leave it by speculation. 

- Enemy placement. Some enemies are placed in positions which are very counter intuitive of where they should be. For example, when you drop to another platform there an enemy exactly where you drop, which kills your momentum. This makes the player only be able to know this after being dead, or because it has already been in this area and memorized the spawns.


On the other hand the movement is fast and buttery smooth. Controls feel responsive though sometimes enemy hit-boxes feel "random", as currently you feel as if you hit them correctly but it show's it as if it wasn't the case. The Aesthetic is very eye-catching but sometimes a little bit too much to the point of being very distracting or text being difficult to read since the colors change and the letters move rather quickly. 

This game has a lot of potential and hopefully I'll be able to see more of it in the future. 


Best Of Wishes

Thank you i'm glad you enjoyed it! Thank u for the recommendations too, they really help :)

(+1)

Of course! Happy to help.

(+1)

I really enjoyed my time playing this game! The movement feels super smooth, and the visuals look amazing. I think a game like this could definitely benefit from some type of speedrun timer, since I loved just trying to go fast as I comboed everything I could.

Thank you for playing! I can see how a timer can benefit the game too, I sorta implemented that into the combo meter while making the game to keep the player moving if they want points :)

(+1)

Amazing game and challenging dev :D i hope you enjoy my gameplay 

Thank you! Glad you enjoyed it!     :D