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NightBlade

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A member registered Nov 04, 2017 · View creator page →

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Great game, really fun. IMO rotating items is not really necessary (almost never used/needed it). If you can add some sort of permanent/persistent upgrades, that would be super awesome - I can’t get past floor 5-6, and would really like to be able to grind through to completion.

Even with this, you need a really solid deck. The boss can wipe you out in one hit (20-30 damage depending on enraged or not).

It’s a tough game for sure, I think I beat the 20F boss after around ten tries.

Finally beat the 20th floor, and I’m even more desperately in need of the ability to save :’)

Very fun, really needs an option to save mid-game though. I reached the 17th floor, but had to quit (ran out of time to play).

Amazing resources, thank you for sharing!

Very good advice, thank you so much for taking the time out to write up such a useful guide!

Hi,

I've been interested in accessibility and making games for blind gamers for a couple of years, so I launched a chilled 31-day jam in December specifically with the goal of making games for blind gamers: https://itch.io/jam/games-for-blind-gamers

I recommend joining, why? You will definitely learn about game accessibility and blind gamers' needs, even if you don't end up shipping a game by the end. (It's a chill 31-day jam, so there's lots of time to explore and finish.)

Looks like a really cool project and interested in trying it! But unfortunately, I couldn't get past the ramps in the first world. Seems like I don't have the dexterity to match both the speed and precision aiming required to get the marble up the ramp. Is there any way around it or any way to skip that level?

Interesting that there's a hint! I'm pretty sure I checked and rechecked everything (including trying to leave the map), I must have missed that somehow.

Completed the game today and it's really a masterpiece. Thank you so much for making this!

The only thing I would add/change: when you're Bright in the forest and you complete all the events in the cabin, it's not obvious to go under the arch and search. I had to look up a walkthrough to figure that out, I was completely stumped. Maybe add a sparkle or some visual effect once you complete everything, so it's obvious what to do next?

Works for me now, thank you for the quick turn-around!

I think I found the issue - latest version is not tagged as Windows (no icon on the download link either). Compare this to Soma Spirits, for example.

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Update doesn't seem to work via the Itch app. I tried uninstalling and reinstalling, and restarting the Itch app; it doesn't install. Here's the error I get:

Cannot read property "build" of undefined

There's a long stack-trace, but there doesn't seem to be a way to copy/paste it. I wonder, did you change the way you bundled the game compared to v1.0.1?

https://deengames.itch.io/oneons

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I wrote a script to list ratings/reviews for multiple games on Steam, and I would like to build something similar for Itch.

Steam currently has a free (non-login-required) API you can poke to get ratings information for any of the ratings/reviews on your games. It doesn't require an OAuth token or anything, it's just a public-facing API. Here's a sample URL that shows reviews for my Steam game: https://store.steampowered.com/appreviews/1342600?json=1&filter=recent&num_per_p...

Is there any such thing on Itch, or any plans to make one? I checked all the API docs but didn't see anything.

Thanks, glad you like it!

Hi Spectragate,

To be clear, in the introductory tutorial, that move - me placing the 3 earlier than the tutorial prompt about a loop - got me three things scored (I think it was sequence, same, and loop), all in one turn. If you try it, you'll see that only the sequence points add to your total. (The game shows a nice "wow 90 points total this turn!" or something, but it doesn't actually gain you those points.) So instead of getting 20 + 30 + 40, you get just 20 points.

It's easy to see with any closed/sequence or closed/same ... only the first of the two things mentioned that turn grants you points, the second doesn't.

Hello, me again. One more important bug I found: multiple scoring things report the total correctly, but you only get credited for the first thing. So if you have a same with two tiles, followed by a loop, you only get +20 points for the same - nothing for the loop/sequence/whatever else you get.

Hello! Found a bug in the tutorial, FYI. From one of the earlier moves, if you place the piece in the wrong spot and make a loop, it's great; except later, the tutorial asks you to make a loop, and you already did - so there's no available spot and the tutorial gets stuck (screenshot: below).



https://deengames.itch.io/oneons

Salams, glad to hear you liked it! The game is open-source, so you can find the code on GitHub: https://github.com/deengames/eman-quest

The "TL;DR" version of the generation is that it's two stages: the first stage is to pick a bunch of random rooms on a grid (I think 9x9) and make sure they're connected. The second stage is to generate each room, as expected. (eg. the forest is a bunch of random points connected on a path, with some clearings; the castles are random interconnected rooms; and the caves are just a lot of random walk.)

If you're interested in discussing further, asking more questions, or just hanging out, you can find me on Discord quite often: https://discord.gg/frKXYtG

This is technically cheating :( although you're allowed to upload newer versions, the idea is to use it to fix critical bugs (like yours) that stop the game from working, not for adding new features/levels/content/etc.

Your game looks really interesting, so I'll give it a try, but I probably won't leave a rating since I'm not clear on what's supposed to be in the jam version.

Very cool. You really nailed the whole feeling of mecha/kaiju, including the sound design. The actual battles themselves were OK (if you're able to figure out and master your current weapon) - it required good reflexes though :)

I encountered a couple of bugs, like Kaiju just waiting for you to slaughter them (near the end of each round) and in one case, controls freezing (couldn't move) but overall, very solid and engaging system!

Very cool. You really nailed the whole feeling of mecha/kaiju, including the sound design. The actual battles themselves were OK (if you're able to figure out and master your current weapon) - it required good reflexes though :)

I encountered a couple of bugs, like Kaiju just waiting for you to slaughter them (near the end of each round) and in one case, controls freezing (couldn't move) but overall, very solid and engaging system!

Really fun game, really really liked it! I can see the level design in the placement of certain slimes together with other ones. The difficulty is quite steep - lowering the cost of upgrades and/or starting with some sort of extra skill or something would help (I only ever could afford health upgrades).

Still, this idea is really good, would love to see the full version of it!

This game is cool. I legit had fun playing it, and liked the variety of monsters and the achievements (I got Marksman every wave!) - the effects were really good, like the "ouch!" + screenshake when you get it.

I got lost a lot and spend time wandering around with nothing to do for quite a while. Once I reached Wave 3, it really was a bullet-hell game though. Nice work!

Really liked the art direction on this - very consistent. The use of persistence to keep doors unlocked was great, you don't sweat it if you die :)

Although it only had two monsters, I really liked the tactical decisions you get out of this. You can choose to attack bigger slimes and risk getting swarmed, and you can (for a short time) use corpses to block enemies from swarming you, which gives you a couple of options.

Would love to see more variety in terms of monsters, and maybe some skills/items or something to give it a bit more oomph.

Same issue here, too. (I tried clicking all the buttons / mashing the keyboard, didn't help.)

Interesting concept! I really like the mixture of turn-based movement on the world map, with real-time action battles. The art direction looked consistent, too, and there's some narrative direction hinted at in the tutorial.

The biggest issue I ran into is that the controls are hard to use (or maybe I'm just really bad at the shooter part of the game??) and I couldn't figure out if/where there's any persistence in this game.

I think this is a great starting-point to build on.