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Bendolyne

11
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1
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A member registered Jul 17, 2019 · View creator page →

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Bro I'm missing two fish where the hell are they


The game is really nice though, there are some very fun hiding spots

These are really cool! And exactly the sort of thing I like as a little distraction for when I need one

Well, that was neat in all the most unpleasant ways possible. Anything that pokes fun at large scale education complexes is good in my book. As someone from Australia (Specifically, NOT Melbourne) it's not much better here.

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It is coming from the perspective of being already Joined Together with too many people and needing to break these connections. Definitely a more narrative approach to it rather than specifically game mechanics based.

MouseY is gravity is a very cool idea, pretty neat overall actually 

Thank you!

The puzzles are quite nice, but I would prefer a more responsive movement system where if you hit the left arrow key you move left immediately rather than having to turn left then press it again. Also the undo key doesn't seem to undo block pushes? It just undoes movement

https://bendolyne.itch.io/tic

Please do check it out! Use limited directional light beams to light up the board. There's about 15 levels of varying difficulty to try, I view it as quite a relaxing puzzle game just tricky enough to be engaging but not enough to leave you permanently stumped. There's also a level editor so that you can try making some levels of your own to share.


So, this was my first ever game to get completed. At the beginning of last year I took part in the global game jam and made a fairly terrible thing in unity that didn't actually function as a game because it frequently broke. For the next half of that year I spent time remaking that idea in GameMaker Studio 2 and the process was much much quicker but because of university and procrastination it still was taking far too long. In July 2019 I had a dream about a sending out highways to cover a bunch of land and then a few months later I talked with my partner and during the process of explaining the dream, I realized exactly what the game should be. Hence this game was born. It took until the end of November to make a proper start on it, again because of University,  but then from November to march I got something actually finished.


Here are just some of the things that I learned from the experience:

  • While I did end up having a level editor for my game, you do not need one to start making levels. From the very beginning of your game you should be thinking about what fun challenges can actually be created from these mechanics. I essentially left all level design until the very end of the project and that left me with all the work done with still so much more to do. A game isn't a game without levels.
  • When creating UI's, try to make them as dynamic as possible. Each button sprite is drawn individually in my game. I am an idiot. Do not do what I do. Instead try to have menu button components. Like a large button, a button to put text in, etc.
  • Everything should be in support of a particular feeling. There are so many things I would prefer to do for my game to make it fit better with the vibe I wanted to go for but I only realized this after spending too much time doing the wrong things. Which brings me on to the final point,
  • MAKE SMALL GAMEPLAY PROTOTYPES! This is the most important step to the entire process. Continually share everything you've worked on with everyone you can, no matter how early it is. The second the game can be played even slightly, share it. Share it with your friends, share it with the internet, share it with the world. Feedback is your friend and an invaluable tool.

Anyways, that's everything I wanted to say. Please check out my game or follow my twitter @bendolyne for my other upcoming games/prototypes. Best of luck with all your own personal projects

I'm not quite sure what the goal of this game is.

This is a very cool concept that could be improved upon with better level design in my opinion. The first couple of painting were a cool experience but using the painting from the island with two paintings on did not work for me. I felt like I was matching up the painting to form the bridge to the last tree perfectly but instead had to hunt around for where you had placed the trigger to say that it was actually correct. Unless I was missing something. Having more lenient triggers for the paintings and a smart designed world could make this an incredibly interesting take on the 3d puzzler. Having the key also be the map is a fun trick

This is really cool! The art design seems very baby is you inspired but the game is something super unique, like a puzzle version of snake or something. I hope you continue to take this further