Iconoclasts is about Robin, a mechanic, in a world where her hobbies are considered illegal. Find out why as you traverse the world with the friends that you meet, while also coming across big revelations,
battles and puzzling maneuvers.
The year is 2288. The city is protected by an organization called "The Peacekeepers League" and everything is swell except for that it's under attack! By a robot army lead by professor Darnacus Damnation!! Or is it... ?
100 years after the events of Noitu Love 1 the new star of the Peacekeepers is Xoda Rap, and what she has to endure is a sudden resurrection of the Darn armies, but adding to that the city is locally turning to places of the past! What could be causing this?
Using a mouse reticule as a quick-dash-to-enemies and mouse gestures for special moves, Xoda will take on anything that stands in her way in the name of peace! The game shares little in pacing and action to Noitu Love 1. It is more of a continuation on that universe, so expect much more
A parody fan game, taking inspiration from a particular game by some unknown company and making a single-level arcade interpretation of it. I am very happy with it! Have fun, even if you don't like the series, because this game plays
nothing like it!
My first, finished game. Noitu Love is a kinda-wonky game at this point, but it's still precious to me, and Noitu Love 2 couldn't happen without it. It can be awkward to get it to run optimally. It's an action-platformer, but with much
greater emphasis on platforming than its sequel.
You play as Zaya as she travels to a space station trying to find out what happened to her friend. As she does you solve puzzles by moving blocks around, thanks to her suit made for cargo handling at space docks.
This was my first large-scale project that I actually got somewhere with. There are definitely hours worth of gameplay in the available download of the game, althought it's not the best, and may not run well for you.
This is "Herogest", a game concept I last worked on back in March of 2011. It was my one attempt at something procedurally generated and it didn't get very far before I decided a game much more demanding to make called Iconoclasts was a smarter
thing to keep going on!
The idea of the levels were to seal as many of those enemy spawners as possible to unlock the end boss door. In this video only the "Dullahan" skeleton enemy appears from them. The enemies coming from those would be stronger and harder, and the not-working Succubus that is shown was
another one of them. You would also collect generated treasures, and rescue people.