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My reference belongs to the fact that the bosses may go through one wall and then appear on the other side. I'm not sure if I remember it right but I think that it's possible with top and bottom as well. That's why portals came into my mind.

This was to prevent the boss from getting stuck at the bottom, so they will warp to the opposite side :)

Speaking of whitch maybe you could add those? Though I have no Idea about it I don't think that'd be too difficult.

What do you mean?

Now that you mentioned Touhou (at least I assume you mean that) I've never played it myself but I watched  the final boss recently and it was kinda funny to see how the worst you can get from a difficult pattern in WAKER is the easiest in that fight. Anyway, how does that timer work exactly? I'm not sure how a useful implementation would look like.

Touhou is very difficult (for me, at least), so I wanted to make something more accessible. Touhou also has a lot of variety in terms of boss attacks, many of which I am attempting to implement. However, Touhou can be difficult because it's handmade, while if I made WAKER difficult without any restrictions, the generated boss may be impossible to beat. I'm thinking of raising the side levels' difficulty though, since they are optional!

For the timer, think of it as the boss having poison. So every 1 second it loses 1% of it's health, and after 100 seconds it will kill itself from the poison. The values given are arbitary, but I hope you see what I meant :)

The most important thing are the colors. I'm not sure how it works since I could't take a longer look at it but for me it seems like it just picks a random color for each level. That's exactly the thing I was talking about earlier, I was rather confused by what the new color means rather than enjoying the gameplay. Additionally the color was pretty much #0000FF so it wasn't too visible.

You are correct - it picks a random colour for each level. I'm thinking of removing pure blue colours from the list - blue does not seem to gel well with the black background. Each type of bullet should have a different colour - though it may not be the case sometimes. I'm shifting the colour selection to a more deterministic system, so that colour differences are clearer.

I never had a problem with staying at the bottom the whole time, actually I've really enjoyed almost every single pattern's visuals, like really I just sat there and didn't shoot when I could and thought like "Boi that looks awesome!" (except the ones where the arms got crazy - I had other things to cary about then), because one could just be a part of the flow. Now with the bosses jumping around it doesn't look quite as good. This opinion however might easily change when I look more into the game, maybe it'just the beginning.

So far, each boss distributes their difficulty evenly between movement and attack. It's going to change next build so that bosses have their movement/attack preferences - some might move quickly, while others don't move, etc.

Actually, what I just said isn't that important comparing to the fact that the moving bosses affect the gameplay - you cyn't really stay under the enemy if it's going to the bottom, so something should be changed about that. I'd suggest to either let the boss take only the top 33% (or max. 50%) or change the "aiming" behavior when fighting to "just survive long enough" rather than "stay under it the whole time".

I'm considering having a "death timer" - bosses naturally lose some health, so even if you are unable to stay underneath, the boss will die after a certain amount of time (like the TH series).

It feels kinda unfair that the bosses cooperate with Aperture Science while the player does not.

I don't quite get the Portal reference :)

To summerize - I like the ideas, it's just that the implementation should be changed.
I'll try to find some time in the next few days and report how the things change.

Thank you for your feedback! I hope you will be able to enjoy the current build.

Actually, now that I've seen the arms system, I honestly think that the way of implementation (I don't mean that it's buggy) but in general, I think that they should neither follow player's movements nor move on their own (this doesn't include the case if the boss itself moves).

The arms don't follow the player anymore, nor do they extend (they now have a fixed length). In the future (maybe the next small patch?) I'm thinking of resetting angles and length every time the attack is finished.

This way, the boss can execute more special moves while preventing the spawners from going to impossible places.

Extra spaces and certain invisible text that could accidentally be added could corrupt the data :)

Customizable sounds aren't quite high priority - probably only after customizable colors!

I actually prefer full-GUI settings compared to file editing because it is easier to manipulate and understand for common players. There is also no worries that the player might mess up the format. 

Is there a problem with the sound?

Haha, I'm not too sure myself - got to sit down and think about it for a while (:

I don't think custom sounds will be in the game, sorry!

The settings menu is supposed to be empty for now. Guess I should have removed it after checking how it looks like! Settings will come after I come up with a better menu system. 

Replied to Sodium in CREEP comments

Thanks for playing!

The broken weapon icon signifies your strength that is removed by enemies. Some enemies remove strength actively (once) or passively (as long as you keep it), and your weapon effectiveness decreases.

You can scroll down to see the bottom of the lane, but I think in the future the game will limit one bag to each lane.

You can only vote for it if you participated in LD39 :)

Haha, oops, might have gotten a bit too excited for the game :) this is my first time working on a long term project like this, so thanks for the reminder!

I'm thinking that the syntax may put people off, so a GUI in the settings menu could be used as an interface for color customization.

Hmm... that's actually a very useful idea! Especially for people with color blindness, or have a hard time dealing with colors. I'll try to implement it into v0.2 or v0.3 as soon as possible.

akirassasindev, gmail :)

I'm not too sure if this would gel well with procedural generation - the generated colors give the bullets a certain uniqueness compared to when they use similar colors. Thanks for the idea though - might use it for player colors instead :)

What do you mean?

Shared screen multiplayer is certainly possible, but it is not prioritized for now.

Thanks for the feedback on this build :)

1. Changing bullet directions were added to mix it up a bit, and catch the occasional player off-guard. However, I will reduce the wind-up time before changing so that it becomes apparent when you see it for the first time. In v0.2, different bullet patterns will have different colors, so you can differentiate between them (colors are randomly picked from a set of hues based on level style). Homing attacks have been toned down, so they no longer chase the player down like dogs :) they still exist though!

2. Due to popular opinion, I decreased the normal movement speed by a bit and increased the slowed-down speed by a little. I'm not sure if it's the right choice, but we'll see how others fare with it :)

3. Ah yes, the arms! It is still a buggy feature, and I regretted putting it out there before fixing it. I think I might release v0.2 today, to temporarily fix the arm problem. However, v0.2 has some difficulty issues (it is much more subdued, and easy, but has some interesting patterns).

Now you can get shields, which are like second lives that have to be earned :)

Sure! I think I'll use the original font for flair, much like how we use large ASCII fonts in terminals or readme files.

Ah, I didn't add much in terms of enemies and bosses - and I had also removed the ending because I want to change the style of the fonts.

You are free to add music and other stuff into the video, since it's your YouTube channel :)

Oh, haha! This is the exact same error that I got from using my super-old Linux desktop. 

Unfortunately, Unity3D dropped support for OpenGL 2. So you'll have to update your OpenGL or upgrade the graphics hardware :(

Which build did you run using Wine? Did it work?

Can you navigate to ~/.config/unity3d/akirassasin/Waker/Player.log and paste the text here?

I've not quite familiar with Linux operating systems, but it seems to me that there's a file called ScreenSelector.so in the data folder - I'll go back and install a Linux OS to test the build out and figure out what's wrong. Thanks for the input :)

Sent and subscribed (I forgot to do so) :)

Heya - can you send me your twitter handle or email, so I can give you a download key? It's a token of gratitude for your helpful suggestions :) 

Be careful with putting your email here though - spambots might pick it up. (I tried going to your channel but I don't think YouTube provides direct messaging services.)

Rubyleehs is my classmate - so I got him to test out some stuff during the game jam itself!

Oh yes, your no hit videos are amazing - reminds me of stuff that I had forgotten to, or could add into boss behaviours :) Keep it up!

It's up to you! Just send me a link of the video if you made one!

It'll be nice of you to do both :) don't worry about it if you are busy with other things though!

That'll be great!

The game is still very early in development, so I'll need playtesters. You can contribute to the project by playing every update and record footage of it. Kind of like Let's Plays - each update will add vast new things so you won't be tired of it :) Keep the opinions going, they are very insightful!

I would like to work on other aspects of the game, however. It's unmapped territory for me so I would like to venture in myself :P

I'm sorry my reply came across as that meaning. I just wanted to try out the writing myself since I've never done narrative in-game before :) I may have missed a few questions too.

-1: True! I have not come up with a name for it yet but I think Shield would be an intuitive name. Not too keen on the actual bomb idea however - I think it'll be a bit too different from the original combat.

" 😱 NOOOOOOO! YOU'VE DESTROYED ALL OF MY HOPES AND DREAMS! JK, but how is it actually possible? "

Err I don't quite get what you mean haha :)

Thanks for following up!

-1: Bombs are a risk-reward mechanic. If you go out of your way to destroy enemies, make combos and risk dying in the process, you gain a shield. This shield will defend you from a single bullet hit and clears all bullets on screen so you don't get hit multiple times. It will not make the game easier by much, but it will favor those that have more active playstyles. I'm also thinking of weapon loadouts but they won't be in the next update.

0: It will definitely be explained to the player :)

1: This may have something to do with the old rendering system. Waker will be using a new rendering system soon, that is more solid and consistent with colors. More vibrant and flexible too!

2: My priority is on the gameplay - however, the story part is also very important. I have a plan in mind to merge these two components together, so I won't spoil your discovery of it :)

For audio i'm thinking of something to the style of Teleglitch - ambient machine noise punctuated by beeps and boops. Bosses may have erratic BGM though.

Thanks for your kind comment! As of yet the procedural generation is quite fickle, so hard yet fair patterns may just be you (and me) being lucky. This will be the first game I'm selling commercially so I want to be sure it's something I can be proud of.

Have fun!

- akirassasin

Thank you very much for your opinions, Mr. Heating! They will be valuable to the development of the game.

I added bombs into the game - a reward for combos (destroying multiple enemies at once). If your meter fills up and you get hit, all bullets get cleared without the level restarting.

0. I've tweaked enemies a little to prevent them from waiting outside the box, but something random might happen. In the future you can hit ESC to go back to the level select screen.

1. Right now the CGA palette is being used like this: 

  • white for player
  • pink for player attacks
  • cyan for danger

I'm working on a color palette system so I can easily change the colors and test out what could be better.

2. I'm thinking of journals and logs - completing levels grant access to these bits and pieces of backstory, and some additional power-ups to your arsenal (since you conquered another program, maybe assimilating it into your code?).

3. This is a very great idea! I'll be sure to put it in as soon as I can :)

4. There is a bug for the first attack - bosses always (for some reason I'm still finding out) spew out extra bullets during their first attack. I think I'm close to the source of the problem and will be able to fix it soon. Homing bullets are also toned down.

I hope I will be able to make the next release an even enjoyable experience for players like you, so feedback is crucial! Once again, thank you for your response.

- akirassasin

This particular project isn't open source because it's going to be a paid game. Early access will begin as soon as I fix all (or most) of the problems bugging people :)

Already did! It looks much more solid too! https://twitter.com/akirassasi...

Yes - it will be removed in the new version I'm producing :) the bullets are actually harmless during screen shattering, but I doubt that'll help much.

The controls are a bit difficult to grasp for a person used to SPACE as jump, but otherwise a very great game!

Interesting combat system for a roguelike! The ricocheting sounds are super epic :)