Skip to main content

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

BitGlint Games

277
Posts
7
Topics
1,070
Followers
7
Following
A member registered Sep 20, 2020 · View creator page →

Creator of

Recent community posts

Ok thanks, I'll try and find some time to look into it.

What version of Linux Mint are you on? I'll dig out a spare laptop and get it installed to try it out.

Thanks, but it's more inspired by Atic Atac and Knight Lore. Although Head Over Heels is one of my favourite Speccy games too. :o)

Oops, I got a copy of it weeks ago and forgot to upload it. Take a look at the download links above, you'll see a new download option for the story ;o)

You're welcome. ;o)

Feel free to contact me via any of the methods at www.bitglint.co.uk but I'm not sure what I'll be able to do. Gamepad detection is built into the Monogame framework, and I'm not a Mac person, so the odds are already stacked against us! :o)

:o)

You're welcome, hope you get it working.

It should just autodetect the gamepad. Weird that it worked before but doesn't now.

Hi Juan, good luck with the project but I don't want Melkhior's Mansion to be monetised in any way, so please don't include it. Hope you understand. :o)

Thank you. It was a fun project to work on.

Thanks for the feedback. Sounds like you've really tapped into my wavelength with what I was trying to create here. A cosy little world, full of stuff to interact with, gentle puzzles, nothing too obscure, and all achieved via a retro style popup menu system.

The two issues that you mention would both be resolved in a finished version of the game. Function keys wouldn't be used to control options, and the control input would be redefinable.

Maybe one day I'll return to it. I put the demo out to gauge interest. It hasn't had much, but meh, I might just carry on with it anyway. I enjoy the creative process.

Just checked out your project screenshots on Twitter, that looks ace. It's got a very unique style. Good luck with it.

Thanks :o)

:o)

Thanks. It's parked at the moment, it hasn't proved all that popular, so I've moved onto something else. But never say never.

That's good news Bob! :o)

Haha, oh ok, my mistake. I saw that you'd put the same comment on dozens of projects, all around the same time. :o)

Oh, you appear to be a spam bot. Hello bot.

Thanks. It's written in C# using Monogame and it's all written from scratch, including the isometric engine. I don't have any Godot or GameMaker games, I've never used those tools.

Thank you. My next project has robots...  

Oh lovely, thanks for the review! :o)

:o)

Oh that's brilliant, I've been having trouble tracking it down, even the guy who wrote it doesn't have a copy. Would you mind going to www.bitglint.co.uk and using the email link from there? I don't want to paste my email address in here.

Thanks! :o)

Merci, je vous en prie :o)

Thank you

Hi,

I've just finished a Space Invaders clone for the Playdate called Retro Invaders. It's nothing spectacular, just a simple little project I used to learn the Playdate C SDK.  Developing for the Playdate is really good fun.  The game is free to download from https://bitglint.itch.io/retro-invaders-playdate

Thanks, glad you enjoyed it. Yeh the Playdate is an awesome piece of kit and lovely to develop for. The restrictions you have just seem to make it more fun.

Thanks the feedback, glad you enjoyed the demo. A lot of your points are simply because it's only a demo, very unfinished in places. The "blocked" bug is a known problem, I had the same thing with Melkhior's Mansion, so I have a solution for it. Interesting about the menus, I really love them, but there's clearly some frustration to be had there. Certainly one to mull over. Oh and Richard Ayoade, LOL. :o)

Yeh like I said, if a sequel ever did come along, it would be something a bit slower, less crazy, more puzzles, etc, etc.

Thanks, interesting ideas. Even making an editor that's fit for release is a huge undertaking, so that doesn't really get around the time constraints issue. It's probably just as much work. I'll continue to mull over the future of this project. :o)

That's great feedback, thanks. The game started out life as a traditional exploratory retro style isometric game, so mouse control was never even considered. The menus evolved over time, but I always had the menu system from the old 8-bit Magic Knight games in mind, I just loved how they worked. They were cumbersome at first, but over time they became intuitive. As I've developed the menus, they've become intuitive for me straight away, but as with many aspects of a game, that leaves me unable to judge how it will feel to a new player. Your feedback has planted a seed.

That said, I'm not sure where I'm taking the project yet, or even if it will turn into a full game. This short demo has taken a lot of time, and as I'm just a hobby game dev, that time is limited so it comes down to whether or not I want to spend the next few years working on it.

Anyway, thanks again, appreciate it.  ;o)

Thanks for the feedback, that bug about the fuse was a good spot. Not sure what the future of the project is at the moment. At the moment it's all about the Playdate, that Space Invaders game is nearly done. ;o)

Oh! Oops, I'll have to try and track it down and upload it to Itch. For some reason I no longer have it in the project folder. Hmmm...

Thanks for your feedback, glad to hear you're enjoying the game. The collision thing was a tricky balance, and yes you're right, it can be a little weird sometimes in isometric. Also the low resolution doesn't help. I appreciate you offering some honest critique ;o)

Thank you

Yeh some of the shadier areas do get quite dark. I like that though, I find it quite atmospheric.

Thanks for the feedback. As much as I stare at that hat, I can't get it to turn into an afro, but maybe I should change it's colour regardless :o)

Why do I get the feeling you're sat playing this game, dressed as Columbo? :o)

Thanks. There are no blueprints in this demo version, so that's a bit of a red herring  :o)