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Iskander (quasilyte)

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A member registered Jun 26, 2022 · View creator page →

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I love this set. I used it to learn how to draw spaceships myself. Thank you.

Not gonna lie, this is pretty impressive for the first game.

Make animals poop and let the player clean this mess up and you get a Cult of the Lamb lol.

I think the game difficulty is more of less static, this is why I felt overpowered after a few upgrade levels. The main danger is your own army because in the end I was surrounded to submission.

I recorded myself playing the game if you’re into that weird kind of stuff (such as watching other people play your games):

https://www.youtube.com/watch?v=z3SVna1wLuM

This game is heavily inspired by Space Rangers. :D It was hard to implement all of the ideas in a given time span, but the game does handle the world simulation quite fairly.

Oh, this is quite a good first entry for an RPG!

I’m just jumping in here to say good luck and have fun. 🎉

I got to a second level, but the game crashed when I entered a boss (?) battle.

image.png

By the way, I maxed the bomb skill near the beginning of the game and it carried me along up until this crash. It 1-hits everything on the screen and there is no need to ever do anything else during the combat as enemies never get their turn. :)

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Oh, this game gives me a lot of retro jrpg games!

It looks quite polished, but it has a few little things that make the experience less exciting.

  1. I stuck at the first screen for some time, pressing Space, Enter, clicking the start button. I’ve read the instructions, but I thought that J was only an in-game thing, like you press E for interactions in games, but you rarely use it to activate a button like “new game”. A text like “Press J to start” would help me out there.

  2. I couldn’t get pass the first zone. I got stuck in the wall after collecting the second key in the first section of the game. :(

image.png

I’ll try this game out again to see what else it has to offer, but I’ll continue with my thoughts nonetheless.

  1. I don’t know if we get a new party member after that section or not, but I’m not sure guard action function is clear to the player. In most games, guard is only useful for a party, so a weakened (and focused) party member could survive while the other members are trying to save them. If the game has a single party member, the guard feature may not have an intuitive usage.

  2. The first 10+ battles are quite simple and repetitive. This is not a show stopper for a game of this genre, especially for a game jam, but it would be much easier to handle with a faster battle loop (faster start and finish sequences). I think I managed to beat everyone with a simple shoot-until-they die tactic without using anything else (I don’t think that I reloaded once, even with 3 enemies).

  3. The in-game UI is quite good for a jam game! The only extra touch I was missing is something like a tip saying what you’re hovering above. This would help me to understand the stats, for instance. I don’t need the numbers/etc, but knowing that it’s “power” or “defense” would be helpful. I ended up increasing everything by 1 point because it wasn’t clear what I’m doing here. :D You could partially solve this issue by providing a mini manual on the game page (like list the stats with their icons, names, and mechanics).x

With that being said, I’m going to give it another go because I like RPG games. :D

Also, please describe what was your core idea with this one? It’s hard to design an RPG game, so I’m interested to know what you were trying to build (like what are the main ideas behind the game).

I think I had a couple of issues with the game, like the map being fully discovered from the very beginning. I watched the gameplay video and it should have been filled with the fog of war.

It was hard to understand what to do first due to the lack of any tooltips, but little tutorial text on the game page helped to get me going. I also watched a video after I played the game to make sure I got the things right.

I like the unit evolution idea. The music sounds fitting. It’s always great to see an RTS submission. :D

Hey, this game is nicely polished for a game jam entry.

It’s easier to comment on the visuals as they’re so stunning here. But the game mechanics work quite well too. I haven’t expected this game to have more than one “tool”. :D It also has way more levels than I would expect. You also used mechanics stacking to some extent, which is always a good thing for a puzzle game.

Good job.

I made it to the end. :)

A simple scoring system with a timer would probably make this game much more game-y with minimal effort. It looks like there is more than one route at times, so players can be motivated to try out different ones to see how it affects their rating. Sometimes it felt that I managed to find an unintended route by running up instead of running to the right, so maybe some paths can contain extra coins for more score.

I created my own XM music player library some time ago. It was pretty easy for me to add something like an event listener to it.

The player emits the Note events every time it’s about to play a note. That Note event includes the note value (an XM note value), its volume, channel, and some other info.

It would also be possible to change the BPM on the fly and add dynamic speed changes to the game, but I ran out of time.

Here is the library itself: https://github.com/quasilyte/xm

I wanted to use my XM player library for something cool. :D

I found at least a couple of places that cut some of the distance. :D Good job on the level design.

I did it! :D It took me around 10 attempts, but I finally did it. It was crucial to save a lot of time by being very efficient in the first easier half part of the game, so you have some safety bag in the later part. :)

I enjoyed the game in its current state, and it can be even better with a polished controls. Maybe a shift for a “careful step” would be nice, where you can move with 25% speed, but never trigger a bad cell. This feature is needed to align yourself properly for a jump without stepping into a pit just because you pressed a movement key for 1/60 seconds more than you should. :D

Let’s do another test, shall we? :) If you choose the smallest world size, does it change anything?

This is an interesting bug that I was unable to reproduce. Are you using a 32-bit or 64-bit version?

Are there any other details you can provide about your machine? Does it happen every time or is it a flaky thing

If you play web version on itch io, does it happen as well?

I’m glad that you like it! I tried to make the biomes unique with special resources and environment mechanics.

A couple of other biomes were also planned, and an urban biome was one of the ideas. Unfortunately, my artist partner is not available anymore, so I had to be quite conservative with my resources. I managed to draw forest and inferno biomes myself, some new drones, and even 2 new colony types. But it takes ages for me to pull it off, not to mention that sometimes the result doesn’t look as polished as it could.

For now, I’ll take a break from content updates and focus on the new platforms. The native Android build is on the way (I’m planning to distribute it via Google Play).

My other goal could be something like a campaign/story mode where you would have an evergrowing colony and maybe a world map. I dislike when an RTS takes away all your progress after the mission is done, so it would be different here (like in Warzone 2100, etc.)

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It’s done!

I uploaded binaries for Linux and Windows on itch io as well. There is no reason to keep it web-only here. :)

I updated the web version so that you can play directly on itch io website. I may upload the native binaries later as well, but you can play this game on Steam for free if you want to play it natively.

There is a chance that a native Android build will be available in the future. All it needs is some mobile experience polish.

I’m planning to update this browser version to match the latest Steam release.

One issue I had is that Roboden is no longer a small game. It has tons of sfx and sprites; it even has 1 extra music track now. With everything combined, a browser version of this game would be painfully slow to load (especially for the first launch, until the browser caches it).

I have a solution now. Stay tuned.

Please note that itch io contains very outdated. :) I have plans to update it, but it takes time to optimize a bigger game for a web export.

I found this music at https://modarchive.org/ https://www.youtube.com/watch?v=sBPQd42yNo0

Я вообще в тортиках видел карты с американских горок, в которых сидят люди. И типа крокодил кушает людей…

Мне даже пока не очевидно, как такое делать с технической точки зрения. :D Но обычно такие мелочи дают игроку возможность продержаться ~бесконечно, если они не совершают ошибок. Вроде бы ерунда, а ощущения от игры меняются, ты начинаешь чувствовать, что она честная.

Но это конечно так, просто размышления. В рамках короткого джема редко полишинг успевается, особенно если не все двое суток использовать. :D

Приятно видеть людей, которые знают такую классику. :)

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Thank you for playing this little prototype!

I totally failed to finish MVP of the game during the 2-day jam. :D The game lacks a tutorial, hints, quality of life things, etc.

I wanted to make a scroller-style RTS with unique base construction mechanics. 2 days were not enough it pull it off. I may create a proper game someday that will use these ideas.

Сразу видно человека культуры.

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Немного неудобно управлять и враги ещё так умело уворачиваются. :D Только в углах их зажимать получалось. Или перехватывать, когда они хотели другого скушать.

Если в самом начале поедать тех, кто вот-вот станет красным (крупнее тебя?), то в какой-то момент ты настолько крупнее остальных, что все будут зелёные.

Кажется, что было бы логично давать больше 1 score за ребят покрупнее.

Я так понял, что рост чем-то ограничен, так как после 5-6 score я не замечал изменений в размере персонажа. А так в целом залипательно, но геймплей может свестись к нулевой опасности и 3 зелёным шарикам на карте.

Стал самым крупной штукой на районе:

Вот эта игра мне кстати понравилась пока больше всех. :D

Графика интересная и вроде как даже в одном стиле. Если сами рисовали, то респект.

Видимо, приду посмотреть на длинном джеме, как ты и просил в игре. :D

А ещё прокликал всё, что нашлось. Очень удобная стрелочка “назад”, чтобы разные ветки просмотреть без рестарта всей игры.

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Вроде бы примерно понятно, что надо делать, но с другой стороны, если уйти от ноутбука и оставить игру включенной, она минуты полторы успешно выживает. :D Не очень понятно чего надо избегать и что нужно подбирать: отследить эффект одного предмета трудно, так как персонаж постоянно в движении и может успеть ещё что-то подобрать в процессе. Вообще игра больше похожа на какое-то высказывание или пост-иронию, потому что самого геймплея тут маловато. :D Я хотел заскринить свой “результат”, но не успел - игра вышла на splash screen с ползунком. Там были такие горы из всяких продуктов жизнедеятельности и пустых стаканов от кофе.

1 day, 8 hours before the deadline

Вот это speed coding.

Иногда кажется, что игра посылает такую волну, которую почти нереально пройти: одновременно с разных сторон тортики достигают персонажа примерно одновременно. Из-за этого наивысший score получит тот, кому больше повезло с рандомом.

Это мой лучший ран (раз 10-13 пробовал):

Это было забавно. Правда обе руки до конца заполнить не удалось, потому что поправлять содержимое второй руки становится неудобно, если одна из рук непустая.

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This is some determination right there! In this LD compo build, the main difference between the difficulty levels is an enemy progression.

Easy becomes quite hard on 25-35 minute of the game. So if you didn’t manage to win before that, it’s hell on Earth basically. Therefore, you outdamaged the hard-difficulty waves, which is impressive. This blocking-your-own-troops tactic is interesting.

These difficulties were added in the last minutes to make the default playthrough at least a bit easier. I tested the game on normal all the time and it takes 15-20 minutes to win there. Hard difficulty is ~impossible, but I can get close to the victory. I can beat it on Hard if I cheese the game a bit, but it’s not as interesting. :)

A friendly tip: your LD submission link leads to the jam itself, not to your game.

If you fix it, it will be easier to go back to the site to rate the game.

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You are impressive! :D

My personal inspiration comes from the game called “What Did I Do to Deserve This, My Lord?”

It’s sad that this game is mostly known in Japan. I played it a ton.

The only downside I had with it is how confusing the mechanics were. It felt like the player didn’t have enough control over the game.

Thank you and you’re welcome. :)

I’m planning to make it a full game once the jam is over and when I’m ready to switch my main project. :)