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Westboy Studio

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A member registered Mar 29, 2020 · View creator page →

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The game is well done, it takes you into a very special atmosphere, and that is due to the art and the music and the sound effects I really enjoy the game, maybe I would have preferred to have a more lit environment , because it's important for the strategy, but it's only a detail, nice job.

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Thank you, I really appreciate your comment, and yes you are right about the rope, there is a platform further away where using the rope and swinging is the only way to pass a situation

The good thing that we can see in your work is that you are bold, and you need that kind of personality to make games that stand out, the game works, but I have a question running through my head and I'm sure it won't let me sleep : how do the propellers turn ? XD

Thanks

thanks

thank you this is i thought too

thanks

thanks nice suggestion

Very good puzzles, I know it's quite difficult to imagine different puzzles with such a small space, and you have done so many levels, I think it would be better to add animation to the frogs, but the puzzles are a very good exercise for the brain, Good job

I liked the concept which is funny, the textures and models are also nice, i just personally find that the lighting is a bit strong, and i had a bug when i touched the cardboard box. but the game is fun.

Simple idea but very effective, the camera makes you dizzy but I think it's done on purpose, good job.

I like that the art is cohesive, I also enjoy the music, good game. 

By the way if you like that kind of game design, there's another jam coming soon called black and white

Fun game to play, art is cute, the shadow effect is well done, good game.

thanks

Thanks for the advice, that's a very good analysis. I should have done the easier levels at the beginning with a larger platforms, but I just didn't have enough time.

Some people point out that the controls are bad, I just want to justify my choice.

In most common platformers games, the challenge is in the enemies or something else, and jumping from one platform to another is a formality.

In this game the gameplay and the challenge is spaicially to be able to jump from one platform to another, that's why I used physics to add more difficulty, the main characters have acceleration and different weight and speed, that's why you have to be precise in your jumps and learn the skills of each character.

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Burag, Thanks I had a great time playing your game, the art is cute, there are fun references, great work.

Perfect and fit the theme nothing to say. Congratulation

Great, I really liked the UI design, the game is calm and nice to relax, I guessed that the interpretation of the "connection" theme is that we are connected to a robot, very good game.

very good game, it looks very fun if played with a friend, it's really funny the sound and how "gory" the game looks when you lose.

I suggest you after the jam to add an online feature to play with someone else, it might go viral.

By that I meant changing the map disposition or just the decor after a certain number of waves, but that's just my opinion

Very good game in every aspect, that's something I never thought of when they announced the jam theme, I liked that you added physics to the grass (or maybe be just animation), the animation of the paper when you select the level is also a good idea, you can see from this detail that you finished the game earlier and were comfortable to add details.
the only downside is that the lawn mower when hit wall  with some speed starts to bug(it like his Z-axis changed), but very good game !

What is sure that the fun is there, you had a very good idea, with more work on the assets, the game would be perfect, nice job !

Thank you for your feedback 

It's an innovative tower defense that I've never seen before, I like the way you play with the lights, it gives more energy visually, and I really liked the music, it stays in my head.
The mechanics are hard to understand at first, and I would have preferred to see more variation more as the game progresses, but at the end it's a very good job.
Congratulation.

To restart use Return keyboard

Good idea nice job.

Depends on the platform you are targeting, depends on the type of game you want to make (2d or 3d), depends on your programming experience, there are engines that are programming friendly. You can also consult the documentations, it is important if you are not familiar with an engine to easily find the documentation and the solutions, and when you choose one take a brief information on the proposed license.

From an artistic point of view, I agree that efficiency doesn't make sense, but if we don't want our games to be an eternal "wip" sometimes we have to be efficient.

You're free to include any type of file, the most important thing is to make sure what's in your game page ends up in your download (don't scam people), and make sure that everything is working fine.

For your example, if you want to add a license to your game, you can include it in your zip file. 

Good luck !!   

It's true, the goal is to be efficient, but I'm not against developing reusable tech that you can reimplement for future games.

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This my Recognition report :
Since I released the first part of my game Code Name Agent Shadow, I will give you some advice on what I learned from this experience, we will try to find the best plan to make a game.
Before all, I just want to give you some advices that I would have liked to hear before I started my games , it’s simply a feedback , I don’t have the pretention to say that I will learn you something amazing, I just hope that it will help you.

1.Make an accessible objective : First of all you just have to realize that you won’t make a triple A game, you cannot do a “cyber punk 2077” or a “GTA 5” for the simple reason that you are not a hundred people behind the project and you don’t have enough money for this. Be care I’m not saying to aim low , but I try to say that depending on your skills and on your abilities try to do something that is realizable in the portion of time that you give to yourself , this is particularly the case for the visual part , because technically the code part is more accessible in condition to be very organize ,for the visual you have to invest more time , but it’s not really a problem, because there are too many games success with a very simple and basic visual , and of course I will give the famous example “Minecraft” , the concept is simple: “a cube” end of concept , and I will try to explain you why it succeeds, by the way it takes us to the second point.

2.Give a personality to your game : Okay your are not able to make a visual of a triple A , but you can give a personality to your game, and believe me there are a lot of games made by big companies failed to do that , so how give personality ? What did you mean by that? Today the look we give to game development is not the same as past years , today game development is more related to art , before it was more like technical prowess , so today we have to think like an “artist”, we have to make the public feel emotions , give them an idea , a thought , and to do that we have to respect a general idea in all the process of development, it is a guideline that we have to respect in order to give a consistency for all elements of the game, it creates an environment and an atmosphere in the brain of the players that make them associated automatically this idea to your game, it could be anything: a feeling , an emotion , a color , a concept , you are free and that makes you also enjoying the process of development and be always aware of what you have to do. 

  3.Target public and device : Before start coding anything , even choosing a game engine you have to decide which kind of players do you want them to play your game, everyone have their preferences , some people like platform games (many) , others prefer puzzle games , and the choice is varied. You have to target an age, children, teenagers, or major public, if it is young people you have to find what is popular at that time. then you can choose the device, it will condition your resolution and your assets resolution in same time, it could oblige you to make your assets in different resolutions, it will condition the controllers that you will code for, it could be on screen controllers or a pad or keyboard or maybe all of them, you must have answers to these questions before start coding, because if you are advanced in your game it is pretty hard to go back on the project. 

  4.Make deadline : The goal from this point is to give to yourself some organization , I don’t mean by that to choke yourself , you have to take the advantage of being indie , working in pleasant atmosphere is the most important to be inspired , you have to be honest with yourself about the time that you need to realize a task , give to yourself deadline but reasonable deadline.

5.Be strict with your work : This something that we can say to everything in life , in game development I mean making exactly what you have in mind, when you are indie you don’t have problem of communication that we can find in big team, you don’t need to explain what you want to do, so take advantage from this, and give the exact shape of your idea , your good ideas never look so good to others if they are poorly executed. 

6.Enjoy I know this is so cliché , but the players will feel your state of mind while developing your game , if it becomes too complex to implement something don’t hesitate to find another way to do the same thing , and even if your work doesn’t give result you just took good. time.

I rarely comment, but the project is too good to go by without saying anything, just want to congratulate you, I found the project very awesome to the point where I thought it was using AI before I got the explanation, even If i don't believe in using random generative tiles directly, they could be a great starting point and inspiration, I hope you github the project.

I would have loved it to be open source and free, unfortunately I need a little bit of money so that I can pay back the time spent on it and spend more time on the software and improving it, but if you want a good alternative there is "Tiled" a very good editor but it does not make generation

I hope you will like it

thank you

Hi everyone, I am very happy to show you a tool, its name is Tile Map Generator, and it generates maps (like its name by the way) for different kinds of games for differents game engines. you can test demo version online, thanks
Itch page
Demo version : https://tile-map-generator.netlify.app/

I really appreciate your work, i wanted to inform you that i used your assets in my project Tile Map Generator, i didn't forget to credit you in the main page presentation and in the demo version and in the application

your map is : Dungeon

Thank you for your work.

I really appreciate your work, i wanted to inform you that i used your assets in my project Tile Map Generator, i didn't forget to credit you in the main page presentation and in the demo version

your map is : free editor

Thank you for your work.

Code name agent shadow

CODE NAME AGENT SHADOW is a small infiltration game in 2D, help the agent shadow to pass through the enemies, and know about him and his tragic past. 

Available for Windows , Mac , Linux .