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A member registered May 23, 2018 · View creator page →

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Hello! My name is Sebastian, I've been programming for 5 years now being all self-taught. I haven't posted any of my games so I've decided to start posting a few of them on here to see how they do. This is the first game I've published so far so let me know what to improve!

You play as Ed, AI created through PRS (Personality Replication Software), travelling through the simulated levels that Greenburg Lab's has created to "maintain growth" on Ed, as they plan to sell him as a military weapon.

Levels progress getting more and more complex with different puzzle elements and enemies. There are 50 levels and a boss fight included in the $1 game. 

I hope you all enjoy! :)

https://credocode.itch.io/blindfold-chapter-1

Alright. I’ll try it!

Can’t wait to see the additions💯I’ll look into my version for the breaking glitch.

Yeah I see the spinning cube :/ Looks like a fun game, hope I can figure out whats goin on!💯

Alright, first of all, THIS GAME IS GORGEOUS. Wonderful idea and splendid execution. I downloaded it yesterday night around 10 pm and played until 6:15 am this morning. 

Raids: As far as raids go...we need more traps. Maybe adding some tripwire of some sort, possibly making turrets that DO move without direct command, and/or adding a special trader that is a "meat-head" that you may "rent" or "purchase" in some way to protect your base. I understand the need to regulate HUGE base expansions thus using the barrel/crate count as a standard of growth to determine what level of mobs to send, butttttt I got raided by shotguns and pistols when I was 5~ hours in, about 6 times.  Only just started winning against them now.

Armour Variety: Now armour, it's good...but not expansive. It almost feels like I have no variety, but I really do like the fire boots and laser scope helmet although I wish protection came with those. Possibly use the XP for enchants ontop of armour stats. Thus, you can add some variability between possibly wood, stone, and metal gear as well as the fire perks.

Custom Worker Tools: One thing I found very dissappointing was the fact that my "friends" auto-generated in with gear. I think having to actually equip them with items would give it a more customized/building experience. They could start out with just a bare hand and then the Tool Station would have a bit more of a use. Plus, then I could upgrade my guards to actually be able to do damage. Armour equips on the workers I feel is unnessecary though, just tools/weapons.

Delete Obj Glitch: Little glitch when I broke a fence, wall, pretty much anything, it stayed rendered. That just threw me off a bit. When I left my "home square" and came back it was gone, but immediately after breaking it still stuck. (Not sure if that's intensional).

Quick Light Thing: If possible, add lighting area to decor before placement so we can see what radius that will actually light.

Base Expansion: One of the things I love about survival games is the expansion. I like the idea of the wagon to actually grow past your "home square" but what about adding a real estate agent of some sort in which you would do missions to clear land at which a later date you could purchase? Just a thought.

Finally, ELECTRONICS!: Beatiful concept, I love the use of the switches and relays in order to complete missions. As far as adding to that, check into adding hydro-equipment. This could also open up adding small pools of water aka an oasis in which you could get drinks from or swim in to regain health. That's pretty much it, but I'm very excited to see whatever you do with it.

It doesn't seem to run for me. It sits on a blue screen.