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Dantine

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A member registered Aug 23, 2023 · View creator page →

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Thanks for the input! Any more details on how you became invincible? I totally agree about not much going on in the environment, 100%. I felt that this first level is quite a bit spread out so it seems empty-ish. Upcoming levels are a bit more compact. Dash and charge do need a bit more work and I may move the shield to later on in the game. As a teaser, upcoming planned biomes are: Lab, Factory, Forest, Mothership. Not necessarily in that order ;)

More levels are being worked on and will update this as I add them. I have the general outline for how the level flow should work with the biomes following an overall basic story arc. I'm waiting before designing more power ups until I have levels and enemies and bosses designed in order to know what power ups are needed. For example, if I have a flying power up, why do I need it? If I have a forest level, why am I there? This first level is almost complete though, only question is on the shield power up if it should be limited time per use(n seconds use with x seconds cooldown) OR have a separate charge that can be used all at once, or a bit at a time, needing to obtain recharges from enemies. I'm leaning towards the 2nd option. I may even wait to offer the shield powerup until later in the game as it's a bit OP - invincibility on demand and such. 

Wow, this feels really polished and complete. I kept finding myself saying "oh it has this too? Cool." Very playable. Nice cohesive atmosphere to it. I like the attention to detail, such as the leaf bits moving around. Sound effects and music fit as well, good quality. I have to get my uber-gamer friend try this out.

Sounds like fun, but I'm currently finding myself neck-deep in Starman Run. I do actually have a vision for something I would like to work with in the horror genre, specifically something within the Cosmic Horror space. Something that will make you really really want to close the drapes to the open window behind you because it's night, and you can't see whats watching you and you're getting goosebumps. But it's just a game, right? Right? At some point I'd also like to work on a less serious more fun semi-goreish game like Monster Party as well.

Thanks for the feedback, this is gold!

 For the keyboard controls, playing in a browser window brings up some unique constraints. I'm thinking a good layout that will not only work for right and left-handed players but also work in a browser window could be spacebar, J and K for jump, fire, and dash respectively. I talked to an experienced keyboard gamer in person and he that's the best option but would be better to implement a customized controls screen. Probably change the defaults for now and add the extra screen later.

 The shield powerup was intended to be an actual force field shield thing that could block 100% of attack for a second then have a cooldown time. I had made perfect activate/deactivate SFX for it but the animated sprite wasn't working out how I wanted it and eventually, it had to be cut for time and was coded as a 50% defense bonus.

Other upcoming changes are: more useable charged weapon attack, save slots and checkpoints, shield powerup implemented as intended, more level hazards(one such hazard is a high voltage discharge thing that must be turned off with a switch elsewhere). For a full final actual release version I would also like to fill it out to 10 total levels/biomes with integrated story beats and maybe a few cutscenes where appropriate.

Good things coming!

Thanks! And thanks for the details! I have a bug report notepad and check them off as I go. For the shield powerup, I had planned on(and will fully implement soon) making it an actual shield you could activate for a second, which would block an enemy's attack, but then have a few seconds cooldown time to keep it interesting. I was working on the sprites for it but couldn't make anything that I was satisfied with at all and had to scrap the idea and just program it as a 50% defense bonus and move on. I had already created really cool activate/deactivate SFX for it too. I then had to nerf the final boss a bit as I had originally designed it so that it would have been nearly impossible without the shield. So many things cut for time, but that's how it goes.

As for the charged attack, the original concept was that building up a super powerful blast wave required much more energy and so he needed to stand still and focus to build up the charge. I then realized it would be nice to be able to jump up and release it to get something up higher, so I added that in. In retrospect, it may be better from a playability standpoint to be able to charge it up anywhere as long as you hold the button, no matter what else you do besides dash, as that would be kind of an energy burst in itself. But I will have to test that out and see.

As far as saving progress,  I basically save powerup and boss progress to a single slot, which overwrites back to 0 if you select "Start" instead of "Continue". Checkpoints and save slots was a feature that I had to postpone until a post-jam release. I will do some more testing with that in the browser version to see if everything is going right with that. These will be needed as for the full version I am targeting 10 full biomes/levels each around as big as the one in this version.

Keyboard controls changed: Crtl is Dash and Shift is now Fire.

Thanks for the feedback. A fix will be coming tonight. By the way, what keys do you think work best? I'm used to using a controller.

Thanks! I will upload an updated version tonight with the alt key changed - as well as new moving platforms

I like where this is going.  A couple things I noticed though. Looks like an attack sprite is missing? When I attack, I am getting an opaque white box in front of the player.  Also, I got stuck not too far in (where the level drops down, then s-curves up and to the right) as the jump height is low and couldn't reach the middle. One thing I do like is that it has a level-up mechanic where you pick your upgrade. Keep it going. Good work so far.

This is done very well. Looks fully fleshed out. I like it when a game knows what it is.

I really enjoy the mechanics on this one. Controls are nice and satisfying.

I can say that this has really taught me how to finish a project and budget time / plan / cut features or content to meet a deadline / etc. All those things that happen in indie game development. For this game, I do plan on fleshing it out a bit more for the SMVM entry, which should be a finished product by then. 

For my first project, I wanted to go solo so I can see where my strengths and weaknesses are. Now that I know what I can do well and can't do so well(Code & SFX, Yes! Art, Meh. Music, nope!), I think I'll try looking to join a team next time around. It's exciting to think of what can be created surrounded by such talented people! Any suggestions on another good jam to participate in?