Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

asthesus

53
Posts
3
Topics
10
Followers
6
Following
A member registered Aug 31, 2023 · View creator page →

Creator of

Recent community posts

I’m glad you enjoyed it and thank you for playing c:

(1 edit)

By tooltips in general, did you mean tooltips when hovering over towers, or were you thinking of something else? - I didn’t think of that, but I like that idea, as well as showing the range when hovering over a tower.

I’ll look into the colours of the shadows as well. Thank you for trying it out and for the input!

There’s still some improvement to be done for the cover in general, but this is exactly the kind of font I was looking for 😌

I think I’ll use it for this project as well, along with your Uncial font, as you can see (colours of the interface are still a work in progress, and I need to fix the anti-aliasing on the x-axis for the smaller text)

I love your work!

Thank you Corp ^.^

(3 edits)

Thank you!

The traits each organello can have are

  • Healing, how much energy it spends to heal itself (organellos constantly lose integrity and need to heal themselves to survive)
  • Nurture, energy given to offspring
  • Fortify, the starting integrity given to offspring (requires more energy)
  • Breed, how much energy it will attempt to breed at
  • Speed (moving faster takes more energy)
  • Foodsense, how far it can sense food
  • Entity sense, how far it can sense other organellos
  • Fetch, how far it will go for food
  • Hunt, how far it will look for prey
  • Prey min energy
  • Prey max energy
  • Attack power (attacking harder takes more energy)

The traits also have sub-traits which are multipliers affecting how the trait responds to changes in the environment. For example, the nurture trait has multipliers for current integrity, current energy, abundance (how much food is nearby) and crowdedness (how many organellos are nearby). The multipliers also differ from organello to organello and mutate with reproduction, making some more willing to reproduce while more entities are nearby and some less, some just move slowly and try to collect nearby food when they’re low on energy but move further when they have more energy, and so on

I could have done a lot more with this, but this was a learning project more than anything else and it’s very poorly coded and organised, so it would be better to start all over, which I do plan at some point

(1 edit)

Yes, that does sound like a bug 🥲 It’s difficult to make sure everything is working properly with each change so I really appreciate you pointing them out. I’ll fix this very soon, and I’ll edit this comment once it’s fixed.

Edit: It has been fixed!

I don’t consider myself much of a visual artist so I really appreciate that, thank you!!

Thank you!

And ah, dang. Yes, that is a bug, thank you for pointing it out! It has been fixed and the pyramid’s attack will work as expected now.

Yeah, was trying to set up some scorpio towers for that, but found it difficult to be able to afford the maze for it at the same time. Though I’m sure there are many ways to do it and I just wasn’t clever enough :p

I figured that’s the case for the camera movement. One easy fix would be to divide camera speed by game speed, so if game speed is 0.5 the camera goes at 2x speed to compensate, at 0.25 it goes at 4x, etc.

This is a beautiful game. Coincidentally I just released a maze building tower defence also inspired by Warcraft 3 games, but yours is much prettier and more elegant looking in my opinion.

I couldn’t manage to get past the first wave with the brown wolves after a few tries, but had a lot of fun regardless.

The camera panning changes depending on the game speed which doesn’t seem intended. I was also able to build where the enemies would spawn, but not sure if that’s a bug or intended.

Arcadia gives the player new ways to affect the path enemies will take, aside from just blocking it.

My plan is to add more of that type of path manipulation as the main type of innovation in this game, along with more familiar staples of tower defence games.

So far I have made over 25 unique towers, with more to be added.

https://asthesus.itch.io/arcadia

(1 edit)

Yeah, noticed this in my own playtesting as well. It’s a little easier now (but should still be a challenge). Still tuning that :p

(1 edit)

Lovely little game/puzzle. Took me a few tries but I finally beat it. I think it would be very nice with some soft/cozy music and sounds. I especially like the way you did the art for the game.

I beat it!

Not a bad little project. The music is very well done. Quite basic, but a great (first? early?) 2d platformer.

The only thing that I would change, would be to give the gigantic enemies their own sprites because the scaled up ones look a bit janky and out of place.

Credit for the language itself goes fully to Manticr0n, I just made the vector versions of the glyphs and programmed this app for writing in the language (Warm Water Fish Script, to be precise). But thank you!

Thank you 😊

Great game, thank you for sharing. I especially liked the pipe, clever idea.

(3 edits)

Trade gold for wood, stone, glass, iron, bronze, and silver. Sell the resources for more gold than you bought them - or - use the resources to build your kingdom! Structures built will give you passive gold income. The inspiration for this game is the classic board game “Stock Ticker”, combined with the idle game genre.

If you make enough gold, eventually you can start a new colony, unlocking permanent upgrades!

If you try it out I’d love to know your thoughts, including any constructive criticisms you may have. Thank you for reading! 🙂

https://asthesus.itch.io/medieval-stocks

No problem! Thank you for checking it out and commenting c:

(1 edit)

If you click “Number” to change it to “Percent”, and then choose 100, that will always buy the most you can afford of that resource or structure (all the percentages are based on how much you can afford, so 50% is half of what you could afford)

Thank you!

Immediately blown away by the quality of the art and crispness of this game. Just lining up those shots is addictive, to be honest I didn’t pay much attention to the effects because finding the best ricochet was so satisfying. Though I’m sure it gets even better when planning out the effects correctly.

Not bad!

It would be nice to know how far I got on my run, and would also be nice to be able to restart and play another round just by pressing spacebar.

(6 edits)

Looking very promising, I especially love the princess sprite and the sprites are good in general. The gameplay is pretty simple but solid and fun. I got as far as jumping over the creatures, and I saw “To do: Invest in virus protection” but I couldn’t figure out how to do that (if it is in the game yet).

Some small issues I encountered:

- The game is too big to fit on my monitor even if I full screen it. The left and right sides of the game get cut off.

- Some of the ‘spam’ windows have two Xs in their top right corner.

(1 edit)

The movement seems pretty buggy. I wasn’t able to get off either of the ramps after walking onto them. I also couldn’t figure out what I was supposed to do after lighting the first brazier and climbing up the ramp that was raised.

Seems like an intriguing project, though. I look forward to seeing where it goes.

This is a great start! I love the art style and it’s a solid gameplay loop. Had to stop playing because there was no progression and the enemies didn’t seem to be coming any faster, so it got a bit repetitive.

It took me a minute to figure out that I had to press the space bar to start the game. It would be great if the Enter key worked as well, or at least if some of the controls were in the description for the game. I don’t see the point of the “exit” button.

Adding sound and some form of progression would go a long way.

I like how the game mostly plays itself. Couldn’t stop playing until I got “This colony is the true successor of their people, full of food and creature comforts. There is no obstacle in the galaxy they won’t overcome.”. Charming game, and inspiring.

Ahh I had to use W, I see.

I couldn’t escape glitched Krampus. May come back later and try again.

Progress is not currently saved between sessions but I will look into adding that. I’m also thinking of adding leaderboards because it would naturally work well with this game. Thank you for trying it!

I did not realize the radio did anything lol. I will definitely try that next time

I’m sure it is but I’ll settle for 4950 for now hahah, might come back and try some more later. Also this game helped me realize how much of an impact high scores can have, not that the game isn’t compelling on its own but the high scores make it much more compelling. I’ll have to use high scores in a project as well.

Oh, you get a higher score if you finish with more health? That would explain it then. Initials I used are vxi.

Fantastic game. I played through three blends. I still have pretty much no clue what I’m doing. Most items seem to not do anything? My attacks seem too weak to kill the enemies? Why would I want to dig and build? I couldn’t answer these questions but had a great time regardless. Well polished game for a prototype.

Pretty fun game! I enjoyed it. The leaderboard is a good addition

Though I found it confusing how I had a few really good runs, but still couldn’t manage to beat one of my earlier scores where I got almost none of the items

Yay it finally works! I like the art style and atmosphere so far

Can you only explore the one room at the moment?

Very crisp feel and look. It’s satisfying to pick up a bunch of crystals at once, and I like the controls, especially how you can move backwards just as effectively as forwards. Mastering the movement is an essential part of the game without being too frustrating to do so. It would be nice if there were some more types of upgrades. Great game.

Thank you… Damn, 7 years ago :’)