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mOsh

11
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2
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28
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A member registered Nov 29, 2018 · View creator page →

Creator of

Recent community posts

Thank you yachty!! <3

Thanks, don't forget to check out our free assets too!

Puzzle mode doesn't need to be the same as the multiplayer game, just something to do if you're on your own on the site. I haven't got to play your game yet to give ideas for puzzles/challenges, but I'm sure that wouldn't be a stretch to think about!



Hello! We have just released part 5 of 5 of our epic ULTIMATE 8BIT SFX LIBRARY, 175 stunning and unique 8bit style game sounds to cover all aspects of a retro style game. 

Sound categories you'll find in each pack:

- Blips, perfect for selects, UI, menu, actions, interactions, events 
- Damage, perfect for impact sounds, damage, weapon hits, rocket fires
- Jump, as it sounds, great for jumps, floating movements, speed boosts, dashes
- Explosions
- Pickups
- Powerups
- Shoots

Find each pack below:

Re: multiplayer/AI, consider a single player puzzle or challenge mode to grind through. Your game looks prime for generating tons of levels to unlock one-by-one.

Starting out with 0/low population with multiplayer-only is tough, chances are people coming on don't even have someone to invite, so they have to bounce.

Also as other says, working on your thumbnail, game page will help retain players. I also think personally working on getting the game working within itch.io and not linking off will help massively. I'm happy to help with the cookies there. 

My game which you can find through my profile uses cookies, SameSite/Secure options on your cookies should let you achieve what you're after.

Everyone is experiencing this at the moment, so do not worry, we just need to wait until the issue is fixed by itch.io 

Instead of iframing I used a meta redirect in index.html for my game

i kept playing for a while, had fun! not sure if it was a bug, or the game told me and i ignored it, but once i unlocked the universe my progress was reset to 0

nice game but i wasnt a fan of the clicker noise, and it unmutes any time you return to the game screen, but good game

https://ef9.itch.io/gems4io

The goal is to connect four of your own gems vertically, horizontally, or diagonally. Play against your friends by inviting them to a game or search for random online opponents (matchmaking). Register an account to set a username, pin yourself to the matchmaking leaderboard and customize your profile. Look forward to future features like achievements, tournament rewards and unique skin designs!

Roadmap:

  • Player inventory
    • Player inventory to equip unique gem designs and customize profile with costmetics
  • Achievements
    • Reward signups, win counts, win streaks etc with unique gems, cosmetic store currency
  • Tournament schedules & leaderboard history
  • Cosmetics store & currency rewards, win tokens to spend on cosmetic profile accessories and gem designs

Ambition

Built as the first usecase for our (2 man team, web developers doing it all) realtime turn-based game stack, Gems4 is our take on the classic board game Connect 4. We chose C4 because we liked it, we played it daily for 2 years during downtime at work and it was a perfect candidate for the system we wanted to build.

Our primary goal was to achieve a system that let us build online board games quickly. The game itself had to have the following gameplay features:
  • Play a game with a friend quickly (e.g send an invite or share a link, minimal friction)
  • Play online against random opponents (matchmaking)
  • Ability to register and save stats on your profile
  • Matchmaking leaderboard
  • Ability to customize your profile (username, country, Gem)
Equally important, we had to enjoy working on it and wanted it to be used for more than one title, so it also needed:
  • To be easy to add and iterate on new features or ideas
  • BYO frontend e.g Unity, Web client, Native app, which leads to...
  • Separated services, frontend react coders had no business dealing with API or game server code. All codebases are separate and standalone as their own repositories and build systems.
  • BYO (or multiple) turn based game modes including board games e.g connect 4, tic tac toe, GO, chess, checkers, card games, to be as simple as adding one module per game.
  • Should be highly available, always online and accessibly from as many devices as possible (responsive static web app, separate API & game services, all scaled independently, for dev/test/prod environments)

Tech Stack

UI:
  • Responsive web app (React + Pixi + Colyseus client)
  • Suitable to package for Native app frameworks
  • Modern CI/CD practices and pipelines (easy development and idea iteration)
  • Could be built in 99% of modern Game Engines or Natively if desired
Game socket server:
  • Colyseus/Node based sockets server
  • Game logic (Connect 4 rules, round start/pause/end, winner reconciliation)
  • Room management (game/chat, player limits, validation, AFK/reconnection)
  • Scaling management (region based proxy servers for gamestate and roomstate replication)
  • Plugs into most Game engines (web, Unity, Godot, Unreal, Haxe)
  • Modern CI/CD practices and pipelines
API:
  • PHP/Laravel based REST API
  • Data store (game states, users, inventories, achievement definitions etc)
  • User registration/login (social logins, email, anonymous)
  • Item shop/inventories
  • Game rooms provisioning (game ID, user validation, game end/teardown logic)
  • Matchmaking
  • Would plug into any front end (web, Unity, Godot, Unreal, haxe)
  • Modern CI/CD practices and pipelines