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Steven (abazaba23)

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A member registered Jun 18, 2016 · View creator page →

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Recent community posts

Thanks for the heads up, will try tomorrow! 😁

so great to hear 😁

Is an update still coming? Been looking forward to it :)

I'm really looking forward to the local PWA!

Incredible work!!!!

I will say that I felt the same as Slay when I first read that, found it confusing. Everything is so simple and streamlined, with every other case being roll under, no?

yeah! I have my Pixel 7a (android). I leave my autorotation locked, so maybe that's why.

Wow, i love it! Would love a more fleshed out game like yhis that plays well on mobile! I was able to play on mobile but portrait layout wasnt ideal of course.

I absolutely love this, thanks for the winter sale!


I'm curious, whats outdated in the printer friendly version vs the current one? 1.0 vs 1.2

How cute!

Wow I love this! Wish there were more!!

Hey this was great! Cute and I was able to complete the game in about 7 minutes I think.

Hey, looks good! I had a huge stutter on spawning the enemies, but great job here! I like the health is your ammo mechanic!

Itch actually doesn't have a rating button anywhere on the mobile website! I went to desktop mode to find the floating rating button and rated it appropriately 😁 (⭐⭐⭐⭐⭐)

Itch really needs to improve the visibility of rating and "other products from this creator," etc.

I absolutely love this. The name list is my favorite pre-made name list I've found anywhere! I love your work Lazarus! :)

Um.... I feel like I'm pirating something with the quality presented here! Honestly, I can't believe how amazing the presentation is and how complete the rules are. Typically games with similar rulesets bury it under hundreds of pages.. Absolutely amazing. If I could order a print copy, I would in a heartbeat! Amazing work!!!

Just wanted to share that I'm watching this closely and have been since the first reddit post about it! Sadly I don't have any RPG money left after all the summer Kickstarters, but like I said I'm looking forward to future developments! There's not enough quality wild west content in the rules-lite/OSR sphere!

I lover this! Looks perfect for a easy way to visually show space battles

I love the simple dark and green color scheme personally! I love the feeling of being a "terminal operator" somewhat like Jagged Alliance 2, managing a PMC unit over a laptop.

Wow, I did not expect that to be as fun as it was! Nice!!! More polish than expected too. 

hi yall first FIST jam as well. Currently was in the middle of a MGS playthrough on the PSone so I'm dying to bring that feel to my home game... My question for ya'll is of the FIST modules/scenarios you ran, which would be a good reference for making something DM-friendly? I have not had the chance to run the game yet. I'm thinking of having a number of areas each with "something to discover" "something to fight/hide from" "something to collect.." not sure how to go about it though.

Beautiful!

OMG I love this. I've always wanted to make a game exactly like this and the execution here is just excellent. 

Fantastic game! Polished, fun, and yeah it's really satisfying when you actually win :)

East and west are backwards :) Is that on purpose?

bramblejaam

Love the colors!

Also flashlights are broken for some reason, lol.

Hey Kourosh! Played your game, loved the art! Great consistent quality and style. A little thing I noticed is that you had itch's fullscreen button ticked on, which was on top of Unity's fullscreen button. 

Wow, yeah some great ideas! I'm glad you went with something simple and with so much polish. :)

I had an idea, but perhaps this makes it into too much of a different game: Each player has their own cloud that either is getting constantly pushed back towards themselves, so it is up to their skill/understanding of the physics to keep their cloud over the opponent, or the cloud resets after each push to a random location, also requiring the player to master the physics. Also beyond the scope of the jam, but thought I should share anyway. :)

Loved the art, and the music was enchanting! Interesting gameplay mechanic with the halberd being slow, inspired by dark souls perhaps? At first it was off-putting, but things got interesting when I fell into that trap with the button! I had a few bugs, once I got hit by a group of enemies and pushed out of bounds, forcing me to start over, and another time an enemy got stuck in a wall after I hit them with the halberd. Good job!!!

So I played this with my girlfriend, and we had a good bit of fun! Once we got the mechanic down, we found that whoever went first pretty much was guaranteed to win so long as they didn't mess up royally. I'm not sure how that could be balanced out but it was some good fun! Love the colors and style. Oh and I noticed itch's fullscreen button was ontop of Unity's fullscreen button, so I'd recommend using Unity's minimal player or unchecking the fullscreen button on itch's game settings. :)

Thanks Cam! Yeah perhaps I'll do some portals that open up in different locations as spawn points, and I love the offensive trap idea!

Yeah cgcookie is a subscription service only I believe. The quality of their courses surpasses Udemy's but I do use Udemy as well for specific things.  The latest gif you posted appears as though you figured it out yeah?

If you have all the code set up to change animations but it's not happening properly, make sure all transitions have "Has exit time" un-checked. Might need to manually adjust the transitions to be very short as well. I'm out and about right now so i can't take screenshots atm.

not sure if cgcookie's articles are behind a paywall, but I recommend their service for someone willi ng to pay for education. I'm not an expert but I'm comfortable working with it now after their lil course on the animation controller. I don't know of any non-video guides off the top of my head sadly :/ 

What exactly do you want to happen to your character through using the animation controller?

I love those tiles, hope you don't abandon this!

Not sure if you've done this already, but if you understand the animation controller a bit, try writing out on paper how the animation controller should work to a T, then make sure it conforms exactly to that in the editor. You can check off each aspect of it specifically as you go through it. 
I just read your posts and if you're only changing a sprite, it might be easier to do that in code within your character / input controller

That's a good idea! I remember other shmups often have a "bomb" like that.  Man I haven't thought about this game for a long while now, thanks for the comment, haha .  I've switched to Unity recently but maybe I'll pick this back up just to make it complete.  Heartbeast is a great dev, it's really his game more than mine.