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EikoBiko

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A member registered Mar 07, 2021 · View creator page →

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Been a while since this post, but yours is such a good breakdown that I felt like responding. I actually avoided looking at comments for this long because I knew what a flawed experience it was. I'm at peace with it now.

Very much of the game's problems came down to time; the scope was too large for a single programmer, (myself). I actually had a lot of systems that I didn't have time to properly implement. The map is procedurally generated, but I didn't have enough time to make as many room layouts as I would've liked, so it ends up having the unintended side effect of making all the rooms look the same, which makes things super labyrinthine and frustrating. I wanted to create a navigation system, whether it was a map or an arrow telling you where to go, but I ran out of time. I also had ideas for more enemies, and more powerups, but nearing the end of the week I crammed the boss fight into the last day to give the game a proper ending, and then posted it, very stressed. As a result, the only enemy I had was the UFO, and that was implemented the second to last day. Didn't have much time to test spawn rates.

Put simply, I appreciate and agree with all of your criticisms. I had plans for most of the issues you brought up, but had not enough time to make them happen.

Hey, amazing stuff!

Is there any chance you can make an iteration of the transparent versions which are cutout alpha rather than blend alpha? I've been fiddling around with this and I can't for the life of me figure out how to alter the code in a way that will allow for cutout transparency.

Thanks so much!