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Buck

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A member registered Jan 07, 2015 · View creator page →

Creator of

Recent community posts

The ability to flip the board would be really nice. Good game!

You probably mean miner; a minor is someone who's underaged

The gameplay is good, simple and challenging, but the music is top notch!

Absolutely fantastic. It is such a delight to see games still being made for the c64, and really good games at that. I stopped playing Shadow of War for this.

Sound on Chrome doesn't work due to Chrome's autoplay restrictions. This will be worked around at some point.

It was the new dust particle system that was causing the problems in Chrome. I've disabled it for now until I can figure out why. The spikes remain menacing, however.

Oh my. I had tested it in Firefox but not Chrome, it looks well messed up in Chrome. I'll check it out.

Gamepad support is available, but not for the HTML5 version because of some issues with Chrome.

I've now added jump/land dust patches. I hope they help!

I've made the spikes slightly more menacing now. Would you mind having a look and telling me if they're more obvious now?

I'm still not entirely sure what you mean with the dust effect. Do you want it on jump/land, or on moving left/right or both?

I can add an option to disable autojump. 

The mining runs are intended to be little roguelite experiences! I'm glad you found that. They will be even more so after the next update when you'll have only one life to start with and lose all your current-run coins when you die.

The golden coins are definitely going to be an achievement hunt. They are all gatherable, but not always in an obvious way.

The collider on the spikes is a triangle slightly slimmer than the spikes, You should not be able to trigger a collision unless you're touching a spike. I'm going to see if I can make the spikes a little bit more menacing.

When you enter a portal, you currently get 2 randomly selected levels from that particularly difficulty. I was thinking about making the player start out with 2 levels per run, but adding 1 for every level of new game+ the player has achieved. Making it harder and harder to (re-)finish the game. You would also start off with just one life and have the ability to buy more by visiting randomly populated shops that sometimes get inserted into your levels run.

Incidentally, it's not the wizard who sends you off, but Greg, the gatekeeper. Have you paid him yet?

Thank you for your feedback!

Most of the art isn't mine, but from this tileset. I've added the gatekeeper, the portal, the spikes, the additional wall tiles and some other bits.

There is background music! How are you playing the game? Try pressing space (the background music stops after finishing a song currently, unless you start it up again).

I went with a specific height jump because it would allow me to go with a certain kind of level design. If I changed that now, all the levels would have to be adjusted. The lack of influence in how high you can jump is part of the difficulty.

I'd love to see a link to your demo once it's up!

Thanks for your feedback!

Most of the art isn't mine, but from this tileset. I've added the gatekeeper, the portal, the spikes, the additional wall tiles and some other bits.

With the dust effect do you mean you would use it for timing so that you can know when you can jump again immediately after landing? Because you autojump as long as you keep the jump button pressed.

The fourth mine is the nightmare mine; I'm planning it to be optional. I'm still thinking on how to set up the main game campaign.

The controls have been fixed in chrome now

Do you mean the controls are buggy when played through Chrome, or are you experiencing other control bugs?

My discord is: Buck#6049

Thanks for the feedback!

The tooltip for 'disable new downloads & purchases' uses 'effect' when it should be 'affect'.

Are the fireball/cannon/slime sprites supposed to be included?