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DevHermit

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A member registered May 15, 2021 · View creator page →

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Playable build: https://devhermit.itch.io/let-me-die
Steam approx release date: Nov 19th

Languages needed: 

  • Simplified Chinese
  • Brazilian Portuguese
  • Spanish
  • Japanese
  • German
  • Korean
  • Russian
  • (Want to contribute another language? Shoot me a message)

Scope:
Demo build is ~800 words. Translations are needed right now.

Full build will be larger. Only available in ~1 month.

This is an unpaid opportunity for those that want a fun little project to work on.
You will be given full credit in the game.

Feel free to contact me on discord: developinghermit

Lots of great feedback, thank you!

There is absolutely a lot more to the game than just beating the current 10k health boss. A lot of other ideas are currently in the works. The numbers will be going all the way up to quadrillions.

Very good point about regen hearts. They're the least fleshed out mechanic at the moment.

Being able to upgrade runes with gold is an interesting idea. I didn't think of that! Noted it down.

Glad to hear you liked it! Your comment about player stats gave me an epiphany. I need to add a separate tab dedicated for showing all kinds of gameplay stats, including player stats. Like total damage dealt, crits, runs done, quests completed etc.

Yeah, the heart drops replenish some health, but it's a small amount, so it's easy to miss. Once you become stronger, more hearts drop and their effects become more substantial.

So far this mechanic is not very fleshed out, it definitely needs more work.

Ended up implementing this. In game settings there's now a new option "Mouse only", which allows to play full game with mouse only.

Really appreciate the kind words! I hope to flesh out the story much more in the full game.

Oh. Thanks so much for letting me know. If you'll have the chance, could you double check if it works now?

I was actually thinking about this. To add an option to move the character with the mouse. I'll definitely test it out and see what it feels like. 

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Thank you, that's a very good point! Fixed it 

Yeah, it definitely has a learning curve. We didn't have enough time to address that properly. Thanks for the feedback!

So the best meta I found was to constantly spam 1 + 3 and run around in circles haha. I like that there was no cooldown, just spam it if you want. Aiming bombs at specific enemies proved to be less fruitful :D

The concept is really interesting, but for me as a non-puzzle gamer the initial difficulty was a bit much. I wish there were more levels ramping up the difficulty. Maybe at first you only need to sort 1-3, then 1-4 and so forth. To get some early easy wins.

Leaderboards, super polished main menu with cute little things like "DO NOT CLICK HERE" in the corner or clicking the logo in the main menu makes it do stuff. That is amazing for such a short jam.

Also level 5 "press space to skip if you're a nerd" LOL, great way to discourage players from skipping cutscenes.

The only criticism I have is text was very hard to read, I had to retry levels each time there was some text in the level, cause I would need to stand still right next to it.

Other than that cool game!

I didn't quite understand how to attack. The instructions next to the game showed spacebar as attack, but it was just jumping. Maybe I'm stupid, that's possible too haha. It was also not super clear what the walls did. I expected them not to allow enemies through, but they were free to move around them, so I was confused.

I'm guessing that the game is inspired by Kingdom Two Crowns, but I've never played it myself, so maybe that's why these mechanics are not clear to me.

Didn't expect to see a familiar face here! Thanks.

You got a 1489? I don't think I ever managed to get above 1000. Impressive! Agree with the lack of movement criticism. It could certainly use more options.

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I agree. Horizontal plays could open up a lot more options.
P.S. Your game is awesome! 

Yess, more juice would of been nice. But we ran out of time.

Appreciate the kind words!

Ooo, I didn't think about that. Having a temporary holding cell like in FreeCell could be a cool thing to experiment with!

Beat the game. What ties the whole game together for me is your music choice and the SFX. Visually it's such a simple game, but the sounds made me feel like I'm really in this village in the woods, harvesting wheat, cutting down trees, the relaxing music... Just goes to show how powerful sound design can be.

Is this a jam game or did I just buy this on Steam? Seriously, the level of polish and the amount of content in the game is incredible. 

Really creative idea! The levels are also clearly crafted in such an intentional way. The more you play, the more you figure out cool ways to climb higher.

A countdown spin on Brotato! I like it.  I was really hoping for more enemy types to appear. Also tThe enemy hitboxes felt a bit unfair. I got hit multiple times where I shouldn't of gotten hit. Really cool concept!

That's a very strong concept. Super easy to pick up as well. 

Okay I legit loved this one. The necromancer was a genius addition, it was so fun to use. The only thing is that towards the end game necromancer was causing the game to go at like 5 FPS :D  Also I feel like the prices of zappers should of increased the more you place, cause late game you can just perma spam them, since you accumulate blood way faster. Great submission!

Nice looking game, but I can't get over how frustrating the aiming is. The intuitive thing is to want to aim with your mouse, but it only lets me attack in the direction I move :(  Other than that I like the idea with the count downs!

Survived 02:29. Great little game! Wish it had a bit more juice to send my dopamine flying :D

I think the fact that the game is so short is perfect for a game jam. I don't often get to beat a game in like 3-5 minutes, but yours I was able to. And it feels rewarding. As others said, very nice art and SFX.

This tutorial is fantastic! You're absolutely right that a common beginner mistake is trying to draw things as they see them in real life, just as complex and full of detail. But stylized art isn't about capturing all the complexities of the real world.

In stylized art we often use what's called "shorthands". A shorthand is a way of representing something with less detail and complexity, but still getting the idea across. The fur in this tutorial is a great example of that. A stickman  is another popular shorthand for a human being. But it's just a few lines, obviously it doesn't look like a real world human being. Yet people get it. Our brains are great at recognizing patterns and filling in the missing details. 

The best way to get better at this is to study other artists. If you're trying to draw a wall made of stone, look up how different artists do the same and really study their technique. What shorthands are they using to suggest the wall is made of stone. Where do they choose to add detail and where to they purposely leave it out. What shape language do they use.

Hey, thanks for reaching out! Sent you a friend request on discord.

Thought I'd share what I'm up to. Adding a single player mode called "Time Attack" to the game. Since the game has a challenging movement system, it will allow players to practice levels without the pressure of other players. Also to compete for best time in the leaderboards.

bump

Hello, I'm working on: https://www.tiktok.com/@developinghermit/video/7626757122432404738
Steam page: https://store.steampowered.com/app/4311700/Ignited/

Looking to find a special person to team up with that is determined to make it in this industry and wants to do it together. It's really tough out there solo. And from what I'm seeing the industry is only gonna get tougher going forward. It's sink or swim right now and pairing up with the right partner can make all the difference.

I'm 33 and with some decent experience and skills under my belt. I'm a strong programmer, decent artist, can create decent content for socials, do marketing outreach. Ideally you would be in a similar position. Capable in multiple disciplines. Art, game design, marketing or anything else that is relevant.

I'd like to work very closely, daily check ins, calls, whatever you prefer. Brainstorm sessions, setting the strategy together. Equal partners, no managers. Empathy and understanding also goes a long way in my book. It should be pleasant to work with each other.

If you're interested, reply with a bit about yourself and your goals and we'll see if we're a match. Thanks!

Hello! I've been working on a physics-based PVP game called "Ignited" for close to 1 year now https://www.youtube.com/watch?v=GkNuyEcdTTE

There's also an early playtest available on Steam https://store.steampowered.com/app/4311700/Ignited/

Here are some other prototypes, gamejams, demos I've worked on before: https://developinghermit.carrd.co/

I'm looking for someone who loves multiplayer games and would like to jump on and ship this game together. With the main goal of forming a long-term partnership/friendship and shipping more games in the future.

I already hit a 100 roadblocks to get the game to the point that it's at right now. My response has been the same every single time. Try something. Fail. Try something. Fail. Each time you get a little bit of valuable feedback. Each time you get a little bit better. Which eventually leads to overcoming the problem. I need a partner who has a similar attitude and doesn't throw in the towel after one thing goes wrong. Because there's a 100 more roadblocks ahead and that's a normal part of attempting to do something really difficult.

As much as I value personality, attitude and soft skills. You can't build a game with those alone. I am mainly a tech guy myself and can take care of that whole side. What I need from a partner is primarily art skills. The willingness to get involved in game design, level design, marketing.

If you're interested, you can reach me at developinghermit(at)gmail(dot)com

Hey! If you're interested in this type of art style https://store.steampowered.com/app/4311700/Ignited/ 
Then sure, we can discuss in more detail what you'd like to contribute to the most and what kind of arrangement would be most beneficial to you. Feel free to add me on discord: developinghermit

Hello! My name is Marius, I'm 33, living in Sweden. A solo gamedev trying to turn it into a sustainable business.

Here are some prototypes, gamejams, demos I've worked on before: https://developinghermit.carrd.co/

I've been working on a physics-based PVP game called "Ignited" for close to 1 year now and recently put up a Steam page https://steamdb.info/app/4311700/.

The journey involved quite a few detours, because my art skills simply weren't up to my standards. So I spent a lot of time studying art and upping my game so to speak. I'm quite happy with how far I managed to get.

Having said that, my main skill is the technical side of building. I am a strong programmer with a lot of experience in networking. I'm pretty much only interested in building online multiplayer games and plan to stick to that.

As the title says, I'm looking for one person to team up with. One person only. Someone who wants to build a business in gamedev. Who wants to learn and grow continuously. And is willing to try as many things as it takes to make it work.

We would need to have complimentary skillsets, so here's the main areas I need help with:

1) Game art

2) Game design

3) Marketing

I'm looking for an equal partner that I can truly depend on. I have no interest in being a manager, I got enough stuff to do. I want to be able to trust my partner to solve problems, come up with strategies, do research. Be a generalist when required. Do what needs to be done to ship the game.

It goes without saying that this goes both ways. That's what I'm offering to you. Someone you can rely on to keep things moving and have your back.

If you have the skills and the mindset, then I look forward to hearing from you.

For my current game "Ignited" the next milestone is a public demo. Which I aim to have in a couple months. It's already fully playable and I'm planning to do a lot of playtests next month for polishing, bug fixes and to craft a game trailer.

Hello! I'm a C++ programmer using Unreal Engine. My focus is on online multiplayer games.

I'm looking for a long-term partner with strong art skills and a desire to release games commercially on Steam.

I'm working fulltime on this, including weekends. So I'm always available. You can check out some of the stuff I've worked on here: https://developinghermit.carrd.co/

My discord is: developinghermit

Hey Stained_rosary! Your art style has a lot of charisma. I'm not sure if we would be a great fit for a collaboration, but would love to have a chat with you on discord regardless. 

Best of luck!

My discord: developinghermit

More about me: https://developinghermit.carrd.co/

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Hello! I'm a C++ programmer using Unreal.

I'm looking for a long-term partner to share the gamedev journey with. To make a flexible duo that shares in the business as equal partners, 50/50. I'm mostly interested in someone with art skills. Since that is where I lack skills the most.

For the right person, I would be open to all kinds of arrangements. You could help me finish the game I'm working on at the moment or I could help you build yours. But the goal is to make something commercially viable for Steam. 

I'm working fulltime on this, including weekends. So I'm always available.

You can check out some of the stuff I've worked on here:
https://developinghermit.carrd.co/

My discord is: developinghermit