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ElionSylwin

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A member registered Jul 05, 2020 · View creator page →

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Very cute slimes, and entertaining gameplay.

Funny and enjoyable. The difficulty is nice, jumping feels great and I like the graphics.

Great graphics, enjoyable soundtrack and gameplay. Very nice game, good job

The soundtrack is nice, graphics simple but very nice animations. Controls are simple as well and gameplay is enjoyable. Only thing I happened to me couple of times is that I got stuck on a box of money and I couldn't get out.

The graphics are very nice and the atmosphere is great. The mechanics are simple and enjoyable although sometimes it feels like I can't really control the cracks, even if I feel like I dodged them, the moment I try to dodge another close stick the previous one cracks.

I really like the graphics. It took me quite a bit of time to get the hang of the controls and the game itself, but after I did I really enjoyed the gameplay. 

I agree that the lack of sound is noticeable and not good for the game.  The mouse is mostly due to personal preference of using mouse button for attack rather than a key, but adding the option of using a key for attack is something I will consider and take note of for the next project.

Enjoyable, quite difficult boss fight, took me a bit to get used to the controls so I can deal as much damage as I needed. Sometimes I got stuck in a corridor causing me to lose more helath the necessary but thats kinda fine. Pixel art could use some work but it does the job enough. Nice job

Simple yet entertaining. Good job

That certainly could be a possibility... I never tried to make a time based power up, but it could be an interesting challenge. I would have to limit it to certain degree otherwise it could destroy all enemies again, tho it would come at a price of a lot of time. Ot I could also make a level up/upgrade system allowing for pushing that limit higher allowing for more damage both long range and close range.

Thank you very much, glad you enjoyed it.

Originally there were supposed to be couple more levels, enemies even a boss fight before you could get to the obelisk but I ran out of time. I believe this was mentioned in  one of the dialogue lines (that I honestly missed when changing it) that mentioned there were five doors (portals) and some other stuff. I really liked working on this small game so I am planning on returning to it soon :D

I noticed that the HP bar sometimes overlaps the dialogue boxes and the UI definitely collides with the dialogue windows which I wanna change. There are more changes I wanna do such as you won't start the same dialogue when you start again and such.

I will look into the close range attack and try to figure out what is causing it, hopefully it will be a quick fix. I had a quick replay and noticed that I most likely forgot to scale back the long range attack damage from when I was testing it because 9/10 it obliterates everything in its path :D

Really well made game. The art style is simple yet very nice and enough to visualize everything needed. The controls are pretty smooth and the game itself is quite difficulty. I really enjoyed it, good job.

Glad you  enjoyed it :)

The concept and controls are really nice, it also depicts quite well the darkness and claustrophobic feeling of underwater caves. I really enjoyed it. I also love the menu visual where you can see the oxygen and battery, that looks awesome.

The only thing I didn't like is the crackling of the sound. I don't think that was intentional, but if it was, personally I find it quite unpleasant, Also I am unsure how is the limitation of Time is a resourse done here as it feels like the oxygen and battery are more of a resourse than the time itself, but you are technically still "racing" against the time so not sure.

Otherwise good job.

(1 edit)

Just to clarify, are you playing the web version or the downloaded version?

Also when you enter the town portal and enter the dungeon, the portals forward are always on the far right, the left ones on which you appear lead back to the town. I will check it asap and if found, fix it immidiately  Found the problem, fixing it right now.

That is a good point and it certainly is not working as inteded. Personally I don't use arrows so I kinda forgot to test them. Luckily that should be a quick fix. Thanks for pointing it out :D

Yes free assets were used for the graphics. While I made some changes to them to fit (For example the obelisk breaking animation was made from scratch using the obelisk sprite as base) and made some small sprites (the portal sprite and some other), my art skills are nowhere near the level necessary to make the whole graphics in this amount of time. Music and sound effects are sadly missing, I wanted to add  if I had some time left, but I ran out of time.

There certainly are many things to work on. I want to remake most of the systems as the code structure is awful and change many other things. But thank you for playing :)

Oh absolutely, many of systems in my game are not how I wished for them to be either. Even the way they are written is quite frankly awful and it's just a jumble of code. So I fully undestand not having time to make it perfect and how you wanted it to be. :D I just wanted to point it out in case it was an uncommon occurence. But your game is really enjoyable and i nthe couple of runs I played, everything worked just fine so for 3 day game jam, very nice job :D

Very nice game with satisfying concept. It also has a quite good learning curve when you figure out how much to jump, remember the world layout. It somewhat reminds me of jump king, because of it's jumping mechanic and unforgiving any mistake. Very enjoyable.

Oooh that makes much more sense. I noticed that some of the jumps I made were a bit higher, I didn't think of this tho :D One small thing that happened to me during my second play is that I got stuck in respawn-death loop when my last position was at the very edge so I couldn't do anything but continue falling. Luckily I was just started but just wanted to mention it.

Your respawn already remembers the last location when it was on ground, guessing you use classic isGrounded bool (for jumping etc.), so you could use three bools when respawning slightly spaced apart and check if at least two are grounded, if not move character to the closests grounded position. That could ensure that the player is always on the platform when respawned, tho I guess it could cause some problems when standing on single space platform. Just an idea. Tho what happened to me might have just been unlucky because the respawned worked great every other time.

Really interesting concept, the shop and upgrades are quite nice. I didn't really figure out how the double jump works, if it was meant as double jump. Otherwise gameplay feels nice, the mechanics are well made. Good job.

I really enjoyed this game. The pixel art was nice to the eyes and the gameplay was quite smooth. I really like the idea. The boss took me a bit to figure out, because his fire rate is quite fast so he blocked all my arrows :D

Good job.

The concept and idea are pretty interesting, though I am not sure if the heart is spawning properly or if there are some conditions. Also as others mentioned, controls would be nice as it took me quite some time to figure them out and I still do not know if you can "reload" your fireballs.

Otherwise good job, it's qute enjoyable.

Really enjoyable with simple and pleasant graphics. The upgrade balance is done well. While the concept and limitation implemantion are quite simple, they work well. 

Really interesting and enjoyable game. I could see that it was inspired by  Faith: The Unholy Trinity so that is good.

The only thing that I didn't really like, as mentioned below, are the sound effects, they are quite loud and unpleasant, but that is something that can be quickly fixed.

Good job

Thank you. It seems there is a problem with player and obelisk collision interaction, so the obelisk doesn't really know what to do. I will fix it asap.

Thank you for playing. It seems the obelisk is for some reason not reacting to the player, trying to figure it out now. I tried the timer, but it worked fine for me. It just doesn't show up unless you click on the hourglass. If you did click on it and it still didn't go down, then I am not sure what could cause it, because I have yet to encounter it sadly, but I will look into it.

The video I am referring to is the showcase in the second latest update. (this one:

 I wanted to only post a link but I guess tha)

It could be caused by instant rotation if it's based on cursor position, well good luck with dealing with it :)

Looks very interesting, good luck with finishing the game, can't wait to try it out when submitted.

Sounds interesting, good luck!

The looks pretty good and your progress is really nice. I will definitely give it a try after you submit it :D

Also just wondering, in the video at 0:16/0:17 it looks like you are shooting forward and back at the same time judging by the zombie dying. I haven't seen you mention it so was it a bug or intended? Because while looking slightly wierd, it could be interesting method of getting out of a trouble.

[UPDATE]

I am currently implementing basic interaction between the crafting/smithing system and inventory, but at the current moment there is no specific interation which the player could do.

Yesterday I made first iteration of the smithy using assets from itch. Currently without any lighting, which I plan to add later on, so it looks somewhat bland. 

The image I had was that the building you use was a two floor storage house that you bought, resulting in not having much decor. You then added a smithy to the back of it using most of the money you had saved. The first room, on the lower floor on the right, servers for customer to come in and task you with their order, the middle room as a stairway to the upper floor, small storage and for heating the first floor using the fireplace (currently the same asset as the forge, will most likely be changed later). The left room is the smithy and the upper floor being your own room.

I will definitely rely on outsourcing the pixel art for now and most likely I will have to rely on them even when submitting this game for the game jam as graphics are not my strongest side tho I will try to make some I fell like are presentable and implement them in the game.

You are submitting a game as well right? I will give it a try after the jam as well :D

This is a solo project in which you play as a young blacksmith, within a fantasy/medieval world, who starts his own smithy after being an apprentice at his fathers smithy. Due to being new unkown smithy you will need to build your reputation by completing working orders ranging from ordinary items such as nails to swords and more.

Right now the game is in the beginning phase of development as I started a bit late. Currently I am working on interaction between you and the customers, interaction and inventory are useable and in testing and the smithing itself is in design phase as I still need to decide how exactly I want to implement it.

Because it is a solo project any art and sound is yet to be made and implemented, but I plan for it to be made in pixel art.

The jar file contains all the import info such as the code and assets (music, images, etc.) that is needed for the game to run. You do not have to use it in any way, because the .exe file is made to access it letting you play the game.

Good luck to you too.

Short programmers devlog:

Hello everyone, I am Elion and I take care of the programming side of this project together with Catsu. I am here to inform you guys about the current situation at least from my side.

We got quite a lot of newly implemented systems so let's get through them. As Jamie mentioned  before, I already implemented the scene and camera systems, for past couple of days I also implemented the basic movement system and the interaction system. In the current state, the user can interact with destructable objects which will destroy them, entrances and exits. More interactable objects will be added.  Currently I am implementing combat system and character stats, which are already in the testing phase.

That's all from me for the current moment. Thank you very much for reading :)