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ArcLyn

19
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A member registered Dec 03, 2018 · View creator page →

Creator of

Recent community posts

I think the UI turned out really well! A time limit or some feedback on attacks could go a long way here. I appreciated that the game had volume options!

I love machines as games, so this was really up my alley! I think a couple sound effects would go a long way to helping tutorialize the player on how the engine works.

I love the energy!! it was so fun to just be there with all my little buddies! I died a few times before I really got a hold of strategy, but honestly watching glorp get sent flying into the camera is so fun i don't even care.

master of atmosphere!! I love the monster in this so much!

I love a lot about how this looks! Anything that emulates the ultrakill coin mechanic has got my immediate interest.

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I love literally everything about this game's concept!! It was fun barreling down the dirt roads bobbing up and down. I think a tuned-up handling model and some more transparency during the press conferences would go a long way.

Tight loop! I loved the vibes of the thing. well-polished.

Loved the visuals both for the combat and the menus (90s style pc interfaces my beloved). I feel like there's a lot of space to optimize your gameplay here if you're really one with wheel.

whoops i think i found this! something that wasn't supposed to be in a group was in a group, lol. patched

Trailer

Lol my interface sucks. I have a ways to go!

I originally wanted the AI to be able to perform more complex behaviors, including leaving and returning to battles. Since stuff was supposed to happen concurrently inside and outside of battles, I wanted to make sure time was always passing - hence the attack timers. The bigger problem is the lack of a tutorial and the fact that the lack of animations makes it really unclear what's happening in battles!

Pixel art has always been my go-to for jams since it's so fast to put together. 16x16 1-bit icons are quick to fine-tune!

I had a tonne more stuff planned for the AI, but just getting the systems in place took upwards of 24 hours, so the AI ended up being really barebones ;-;

I didn't have time to add attack animations, and it turns out animations are crucial to making RPG battles clear and easy to understand... Whoops!

Glad you liked the music, seeing as I have never made music before!

I tried to make the traditional RPG menu quicker to navigate, but as it was implemented that was a huge mistake! Don't try to fix things that aren't broken during a game jam, lol.

It ended up being a way bigger project than I had anticipated! It's only a fraction of what I had planned, so maybe you'll get to see that full game sometime in the next 20 years :P

Sorry it wasn't more clear! During battle, your arrow keys select which target your action will have, and ZXCV navigate the menu. You can only attack after the timer next to your character reaches 100 - before that, any battle actions will be disabled. You can tell if an action took by looking at the Battle Log, as well as the menu selection sound.