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Artless Games

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A member registered Mar 08, 2018 · View creator page →

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Is the source code available at somewhere? I'm curious about how this can be done with puzzlescript.

Accessibility suggestion: when player mouseover an object, highlight all objects of same color.

Why this game is not named Minesweeper Battle Advanced?

Can you give some examples of common words that are missing? I might be using a problematic dictionary.txt

i never thought i'd enjoy a text adventure

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ABCDE is similar to RPS, with two high hp heroes, two high defense heroes, one high attack hero, and more adjustment

intended solution for RPS:

given the fact one always wins if they takes 0 damage, we can set up R with 1 defense, P with 2 attack and super low hp, S with 1 attack and super high hp

intended solution for ABCD:

given the fact that fight ties if both sides can't damage each other or both sides die in the same turn

we can set up A and C with high defense so that they can't hurt each other

B and D with low hp so that they otk each other

modify their stats to form a loop

I forgot the intended solution for ABCDE

rock paper scissor

Not the intended solution, but a really cool one. (That's what open-ended puzzle is about)

It is simple and cute. But you can see the logic behind these tiny levels, rather than simply trial and error.

Draw a shape on the whiteboard so that all inputs fall into the left side (accept).

Great concept!

Look forward to the full game

I'm probably going to have to remake the drawing part. It seems too early to write a saving system before that.

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Would you like to see more complicated drawing features in the full version of the game? 

For example, changeable linewidth, objects with high / low bounciness / friction / density, polygon, arc, breakable object, joint, string.

Or to keep it simple?

These boxes are clickable.

你还说自己不会出题?

At least easier than previous games of mine.

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Thank you. I have a big plan about understand 2 (a really big one that I can't afford at the moment)

Thank you for playing and glad you enjoyed the gameplay.

Can you find JSON.lua in the game folder?

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Thank you for playing. We hope you can participate in future witcup events.

To be honest, I found the game concept not expandable.

By the end of this short game, the player has already learned how to test the boxes one by one.

And that's a universal strategy against all puzzles of this type.

I know we can have some variants here, just put in every possible thing in a box pushing or grid movement game.

But the strategy would be all the same: Just check every box.

I guess a player will find the game boring once they notice the universal strategy. So I end up with only 10 levels.

Thank you for your support.

Interesting concept. Would like to play the full game.

这个画风是本社到目前为止用过的最可爱的画风了(请对比Artless Games其他作品)

yes

I mean, the Y area is actually Y, yellow star, yellow square, yellow square + something else (Y turns squares into origin squares)

Hint: Use the Y shape on square, not star.

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This is my second 7drl.

I'm working on a puzzle game about running an Automata.

It basically looks like this:


Here comes pick up:


Enemy Encountered:

Our automata has no weapon, it has to trigger friend fire or push enemy into pits to kill them.


More friend fire:


Terrain: Yes. Actually I tried to add it during 7drl, but I have a hard time on monster AI's aiming.

Dungeon Generation: No. Each encounter will be in a rectangle. (You know I want to make a physics based Into The Breach) Anyway, random generated wall is on my list.

I am focusing on tactical plays (imagine Into the Breach without grid), perk combos, and teamwork. 

I decided to redesign hero skill & perk system into a more flexible one, but not sure what I'll end up with at this moment.


Guess that's different enough.

btw, do you mind if I add a spinning barbarian into my game?

Hi.

I decided to develop Dungeons & Disks (the other disk flicking game in 7drl 2019) as a commercial game.

Will you keep working on this game?

Is rogue's ability missing?

Monk and Magician are introduced in the final draft.

P.S.

The game's artwork is a combination of English, Chinese, Japanese, Latin and Math Symbols.

Please tell me if there is any display problem.

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(Weird) artwork and sound effect is added in v0.04.

Maybe I can add some extra heroes tomorrow. (my final day)

Here comes the artwork

(1 edit)

0.03 Update:

We have 9 boss fights (three of them are randomly picked in level 4, 7 and 10) and 20+ differenet monsters now. Hope that's enough for a 7drl game.

I'm afraid I don't have enough time for extra heroes. The final two days will be spent on artwork and interface.

I want to make a "physic-based strategy game".

So aiming should be easy.

(1 edit)

It's really weird we are exploring the same genre.

https://itch.io/t/404838/flicking-heroes#post-690069

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I came up with the idea when I played Into The Breach.

Pushing your enemies and dealing collision damage is awesome. How about pushing your enemies (physically) and dealing collision damage (physically)?

https://dicehatesme.itch.io/flicking-heroes


Changelog:

v0.01 (19/3/2): A demo with 4 fixed levels

v0.02 (19/3/4): Trait

v0.03 (19/3/6): Random levels

v0.04 (19/3/7): Artwork and music and more enemies

v0.05 (19/3/8): New heroes: Monk and Magician

v0.05d (19/3/9): Warrior redesign, bug fix, renamed into Dungeons & Disks (formerly named Flicking Heroes), also renamed myself into Artless.