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BokuDev

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A member registered Jan 05, 2016 · View creator page →

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(8 edits)

1) I spent a lot of time lately trying to upgrade the engine to unity 6 LTS to get PS5 controller support but even with removing all the errors I cant get boku's player controller that used incontrol from unity 2017 to work in Unity 6 LTS so im reverting back to Unity 2017 and I realize now that steam has custom controller support that would make your PS5 controller work instantly and natively on Bokube because it would act as a xbox controller gamepad with steams controller workshop stuff without you even editing any steam settings right of the box you'd just have to download the game from steam when I make a steam demo or something and launch it from your steam library.  


In the future after I release the game on steam and need to do a console port or something il have to hire someone to help me port it to Unity 6 and remove incontrol for the player controller. 


2) I added a splash screen that mentions that Bokube natively works with a keyboard or xbox gamepad encase someone plays this demo without a steam version from the exe. itself so they dont get confused why their PS5 controller doesn't work. 


3) I liked originally that the double jump is almost a warp dash upwards and I thought it looks cool and unique but you and a lot of other people have said this so I rewrote the code to make a smooth transition upwards instead of some kinda warp. 

Here is a video of it. 

https://x.com/BokuDev/status/1990197666941436248?s=20

3.2) (I made it so control prompts have COLORED text for the inputs so you can understand controls better in the tutorial explanations). 





4) I made it so that pressing X button of a xbox gamepad or pressing F key of a keyboard just cancels a dash as well as hopping with A or space bar does. 


Here is a video of it

https://x.com/BokuDev/status/1990205109339295829?s=20

5) Changes to the bombs*  "Touch a BOMB CUBE to turn it on. (X) BUTTON OR (F KEY) TO EXPLODE ONCE BOMB IS ON AT ANY DISTANCE AWAY FROM BOMB". The bomb turns RED when it is on instead of staying blue and the text mentions you can explode it from as far away from the bomb as you want.

6) Added a laser introduction to the desert temple level so the player will know to burn ghosts with lasers. The prompt for this in the areas where the laser is used is large and explains the rotation can be done at any distance away from the cube. 




7) I pulled down the fog in the desert temple level a lot so this bug shouldn't happen anymore. 

8) I playtested the demo myself again to make sure I'm not taking damage when I double jump from any enemy. 

9) I rewrote the projectile enemy so it won't kill itself anymore. 

10) added a mention in the tutorial that landing on top of a puzzle cubes spike bit will instantly kill you. 

This update to the Bokube demo will release later this week. il announce it on twitter when its ready. It will be BOKUBE STEAM DEMO_008 


https://x.com/BokuDev



Released a new 007 that fixes most of your problems. There are some I forgot but il get around to them tomorrow.  (I believe I made it so the torch on the tutorial burns you/ -1 to your health now) 



Were you using a XBOX gamepad or Playstation one by the way?  

I swapped out that amusement park level for another easier easter island  linear level from earlier in the game since it was too hard for everyone to try and beat. Il fix the gamepad cursor on the main menu and level select controller character next. 


Added more text to the tutorial that explains all the special moves. Added more text to the cannon segment that tells you to fire the cannon in the direction of the nearby arrow sign arrow is pointing. 

Since you had trouble with the 2nd level; (Snow zone crystal cave) I already removed some enemies and traps from it, put an arrow sign on one of its confusing segment drop sections, and made that drop area bigger/more obvious. I added another spike puzzle cube so the player is more familiar with them before you get to the harder puzzle segments, and I made the final challenge puzzle of the overall level easier by deleting a buzz saw and making the paths 2x2 instead of 1x1 tiles.

Another change I did is changing level 2 to another level entirely but that snow level is now level 3 instead of level 2.





Updated the game  to BOKUBE DEMO version 006 based on your feedback and more here is a changelog


-Gave logo scene, anime opening scene, the code scripts required to keep the games settings menu data for screen res so if you edit the games settings from any scene in  the game the splash logo scene, and FMV opening scene should stay true to your settings.

-Added a alt-tab pause game C# script to the whole  game on every scene so the games state will pause if the user alt-tabs out of the program at all. 

-Slowed down the sprint roll a bit. (this is suppose to feel fast enough though) 

-Pressing ESC in the settings menu now closes it just like the pause menu 

-Pressing ESC in the controls help closes everything then you reopen pause and its just pause menu. 

-The tutorial text ((Should)) fit your screen now.. I think? 

-Pressing F for the cat shop at the start of the snow cave level is impossible to kill the player now. 

-Deleted the upper spike log in the theme park pool I didn't like it anyway the level needed to be a bit easier i think. 

-Fixed the tile walls in the pool right of the checkpoint 

-Removed the theme park level from the BOKUBE demo and swapped it for another early game easier easter zone level. This new level is untested new content though and will probably need to be updated based on feedback as well... 

-Fixed the WAIT here collision sign from the theme park level despite it not being in the demo anymore. 

-Added enough coins at the start of the tutorial to let the player buy at least 3 health cakes so they can learn how to use the health cake shop with enough starting money. 


(2 edits)

Released a 005 update that addresses a ton of fixes and your issues in particular* Here is a change log



-Removed lore ghosts for now from the demo the full game will have them  with better audio and sound levels.

-Removed GET GOOD voices completely 

-Fixed bombs so they instantly kill you 

-Pressing ESC key on the main menu, once to open the quit canvas and again to confirm quit; quits the game

-Pressing ESC key on the cat shop menu closes it now.

-Made Bokube Tutorial level 1 easier by deleting some of the landmines in the instant kill teaching section. 

-Made Snow Crystal Cave level 2 easier by removing some traps and enemies.

-Made Desert Target easier by adding more safety wood floors, removing some enemies, and traps. 

-Made Spooky_3 easier by slowing down the oinky ghosts, editing the oinky enemies 

-Made Easter Boss easier by slowing down the second arena attack of the big bird boss

-Made the cannon enemy firing better and not when the game is paused.

-Bomb explosions ((should)) kill instantly now.

-Made the Water Ice Death warning be 7 seconds long instead of 3 seconds long. I changed it font to the menu's font and added a speech bubble similar to the OUCH text so it fits the game more.

-Turned down the noise level of the windmills in the tutorial level. 

-turned down the noise level  fx of enemies on the ground in the 2nd level. 

-Redid the cat shop menu to be more similar to the pause menu.

-Changed the background of the pause menu and added concept art to it so it fits the  game style more. I'm gonna do something I guess where the art changes the concept art depending on which zone of the game you're in so its more charming. 

-Changed the Settings canvas art so its not concept art anymore but its boku upside down and gave it a better background thats similar to the pause menu so the style carries through. 












il add a fence there that stops you from touching him at all and just let it be a visual warning before you get to any levels that have them.

Press G key or push down on the left stick to bring out the soul shield and block bullets, dash into him to kill him. 

il add a safe area to the start of the level  so you aren't dropped right away into the water. 

You can also 

-Press jump input twice to double jump

-Hold the dash input after landing a dash to dash sprint

-Press the dash input in the air to fall straight down quickly like a down dash.

These advanced moves will be added to the tutorial in the future but they exist in the current build.

Very good game. I hate 2D games but this was fun because I love grappling hook mechanic's. Add 2 player local co-op. Usually hate 2D pixel art but the art thats here is appealing kinda reminds me of cave story's good art and not some nu-male pixel trash. 

Sonic Adventure 2 is the best 3D sonic gameplay stop this boost crap and adhire to my boomer taste reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

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This was fun and humorous to try to fall on where I live and kill myself;  

Reminds me of wario ware for some reason. It would totally fit as a timed mini game to rapidly collect stuff; get bigger and Katamari Genocide the planet under a time limit like the sun is trying to outdo you in kill count and you race to end humanity before the sun blows up or something. collecting a ton of space junk spinning rapidly and crashing into California felt so relaxing. Like a pain in my spine left me seeing it become the sequel to the holocaust with this music... beautiful. 


very neat game. Music is charming and makes it more funny. I'm not sure how you'd make this a real product aside from it being apart of a wacky minigame collection but its good none of the less you're smart and can figure it out. 


some more humor like screaming people when you land and crash on earth would be hilarious. 

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I hate pixel shit but somehow I rike this game.

The music is amazing; the smooth transitions to new screens is great. You need more sound effects for the smaller stuff though like unlocking doors, maybe footsteps, reading book UI sound fx, maybe a stairs stepping sound effect or something when you walk through transition doors?

Tutorial design is really good you introduce stuff better than me for sure. The setting of mount su-meru is really good I think you do even more with the story like death skeletons with notes left behind with more lore there is a ton you could do with it than just books laying around. 

I wanted more to the gameplay like combat; but if you wanna have something that isn't too similar to zelda's combat consider a gun, or whip, idk some weapon that doesn't work like a sword and shield does and will still make the game unique puzzles alone wont be enough for the gameplay I dont want you to suffer like me and my puzzle platformer shit game as much as I enjoy puzzle only games and you might too its HARD to sell them to modern gamers and make a living. 

if possible zooming /in/out the camera for bigger puzzle sections would be cool but I'm not sure if its possible with whatever engine this is made in. 

Is the music morrowind or something? Or did you make the music I cant tell. Way more sandboxy but with the first game I wanted more meat with a overworld with RNG monsters and 8 dungeons that have the rogue-like RNG gameplay and 3D monsters no more 2D anything. 

Get some online multiplayer especially if you're gonna go down a more sandbox route but id advise agasnt sandboxy anything and make a good RNG 1st person rogue adventure game. Think overworld, 8 temples or dungeons with 8 original bosses and themes and then a final boss. Still have lots of RNG and rogue-like stuff. 

I loved the first game but wanted more meat make this sequel have the meat. Seems like you're gonna go the sandbox route for youtuber and streamer baiting well you know what im making a shitty puzzle platformer so you're probably right to go after MONEY nevermind make dark souls minecraft sim rogue this is genius 

This should have been 3D I hate 2D pixelshit. Make sure you add online and local multiplayer or you're not gonna make it. Charming gameplay and the fog of war  with shadows reminds of me dark wood. You know what fucker play darkwood and come back to making this game and make sure you make cute dark wood if you're gonna go 2D route still and appeal to Californians unlike me at least this isn't a fucking puzzle platformer like my trash. 


-The axe hand controls like flipping tools is great looking. Very soulful. Animations here and there are fantastic like pulling bed sheets and the little character with his trump hat is charming. 

-Needs music. Go find some non-American audio stock website and find non-commonly used music and buy it and use it. *(including ambient audio)* what kinda survival game doesn't have crickets and birds going wild making forest sounds you forgot that kinda comfy shit. I'd hook you up with my audio bros from nipland but I dont want to share my secret sauces for kino find it yourself DO NOT make your own music I bet you cant do it you cant even do 3D. 

-ADD GUNS YOU NEED GUNS play darkwood you hack. 

-Add giant scary monsters to survive from. You need iconic spooky monsters that you can fit in your key art and survive/fight agasnt. 

-Add footsteps and make sure there is support for all textures and whatnot footsteps for grass/wood.

-Add a ghost that stalks you hiding in the trees of the forest and relates to a story or some shit. 

alright good luck you'll need it 

Give me online multiplayer not just local. 

The girls are really cute but the world art like buildings and trees look crude you should make everything cute. 

This could use more music instead of ambient sound so you'll beat out or compete with other golf games better. Study mario golf 64 or something on charming ost's for a golf game. 

Like the concept; and the girls themselves although one that adhires to my kinda fanservice with large breasts would be better then 2 flatlets. Keep it up! 

(2 edits)

Amazing game. 10/10 love the music and the spooky themes but JRPG style with guns and horror themes its all really well done. 

(3 edits)

Add the following if you want to make it.

-1000 pieces of armor/cosmetics but you get a single random one out of 500 after winning a multiplayer match. The other 500 are found on the open world single player explorable island you got or whatever. You need unlockable cosmetics for only winning a multiplayer match so the competitveness is there and drives people to keep playing/keep servers alive longer 

-10 good maps for deathmatch

-10 good maps for your parkour thing

-10 good maps for your race idea thing

-a new mode with a one life rogue-like/risk of rain in first person mode. PVE and you get random drops for clearing a floor; each floor gets harder there is 100 floors and a final boss. With one life and 10 players or more its entertaining to watch the others still go on if you die. (perhaps revive each other using money but money, monsters and weapons, loot etc needs to be random etc)

-6 hour single player island thing you got going on. The island is segmented into 6 sections with each section taking an hour to complete. Each section has a theme; and each section has one boss maybe you are killing the 5 bosses to unlock the final section and fight a final boss idk. I'd suggest making this have multiplayer too and not just single player at least 2-4 player co-op but idk. Maybe aim for this adventure mode to be similar to a souls/from soft kinda design but a FPS 

-improve graphics, models, textures further

-soulful music 

Please improve the waifus with thicc 

Not a furry but this is a work of art. 

I came in; I met god and then I left. 

(1 edit)

There is a soft lock on that level it already got patched out. You gotta delete the bokube you have and download it again off the same download page. You must have been apart of the people who downloaded it within the first 3 minutes before I caught that softlock/ 

Colorful? 






















GET GOOD. 

Try the share button and let me know if it works; I dont have any playstation controllers so I'm trying to discover this myself. 

Are you using a PS5 controller or xbox? Its back on xbox and share button on PS5. Thank you for playing! 

Also I came to the realization because of this feedback that the right move to make is swapping zone 1/color factory to zone 3 instead of the first zone in the game is a good move right now. I will make the zone 2/easter zone be the first zone and forest which was zone 3 before will be zone 2. I'm going to scrap the speed boost pad mechanic things because they don't feel good with the grid based movement. I'm changing the "git gud" message to gameover, (mostly because I'm tired of 9000) people telling me its too offensive even though I personally think you guys are too emotional but the customer sometimes has to be put before me for successes sake. 

This wont make it into the alpha (I think) because there is not enough time but the bokube beta will touch up a lot of the gameplay of the color zone to be less speed runnery but lava levels are a staple of the game that can't be changed; (or in the final game skipped like you did mind you) il probably balance lava levels more with more playtesters play sessions to be easier. 

Skipping levels at all is not good! Every level is beatable there shouldn't be soft locks since iv tested all levels; I prefer feedback on every level after you complete each one but then again thanks for the feedback anyway its better than nothing this is good feedback in its own kinda way. 

I'm uploading a new build right now that way less frustrating btw. Has ESC to quit, F2 to go back to level select, and fixes a frustrating copy ghost boss you'd probably hate later. I suggest waiting to continue playing till tomorrow it will be uploaded by then. 

(1 edit)

Apparently "Joystick Button 6" in Unity is the share button on a PS4 controller. Try pressing that when you die. 


Oh yup thats the issue then I dont have a PS4 controller so idk the inputs. I'm surprised unity just doesn't make it whatever select is on the PS4 controller thats odd.

(1 edit)

 I can't address "I can dash through adjacent crates causing me to fall through the Floor". Or location specific issues because you need to record your gameplay where that issue happened not describe in text because there is a lot of similar crates or assets or spots. 

Also back button for restarting the scene works on my XBOX one gamepad and XBOX 360 controllers, what controller/gamepad are you using? The timer ticks UP so its not really ticking down on you; there isn't a reason to let it stress you out its clearly a function of the full game and not this alpha or beta builds. When the final game releases it will just show you your clear times for each level but thats for speedrunners not someone just wanting to play through the game normally. 

Yes I have playtested the game in the current build and beaten every level but I'm just really good at it and never have the same issues at all with the gameplay. I can beat every level insanely quickly and never die so I don't know whats hard and what isn't. 
Refer to my gameplay on youtube; its apart of the reason I have to playtest with a lot of people right now and make changes if I can. 

I'm gonna tackle this list now based off of your feedback and then update the build when complete though thanks for playing;


(3 edits)

Hit back on your controller to reset the level, and hit F to dash on keyboard. Also what gamepad are you using? My xbox gamepad works fine to restart the scene. Apparently "Joystick Button 6" in Unity is the share button on a PS4 controller. Try pressing that when you die. 

(3 edits)

Because of this feedback I'm going to add one additional level in each world that is a lava rising challenge. Each world will get a lava rising level with that worlds traps and enemies used on that level etc. The final game should have new game+ as well for more content (gonna try and have a secret ending with this new game+ so its a reward for beating it). 


I will try to get online leaderboards but I was told that is really hard for a first time dev if I fail at it il go with local best time scores. 

I actually did a lot of tests with local co-op and sadly I can't get that going correctly this first time around  its way too much content I'd have to work on the game for another year and I rather move onto a new game. (il save this for bokube 2 though) 

Yeah I mentioned in the games page to mute the game before you play it since I haven't really worked on the games sound for a year or so but I think thats not on this submission page to DD40. Been busy with content creation, but this alpha playtest is to wrap the content up and fix issues/bugs before I get to beta stage of development where I'm actually going to add in all the real audio dev work and music.

https://twitter.com/i/status/1435175210630717440

Thanks for playing! I redesigned the tutorial with 90% of the games mechanics (with text explaining them) on it before you get into any real levels.