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.:Eric Gurt:.

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A member registered Oct 23, 2019 · View creator page →

Creator of

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Thank you ^

Usually when that happens you just might be able to fit one extra 1x4 shape in there. Pieces look a bit larger than they are due to outer edges, in addition to being squishy.

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I believe it should be possible to beat whole game on Easy mode with a laptop's touchpad, without swords (in fact Easy mode was optimized for this kind of playthrough originally).

Slowmotion is still quite important to use though. On some of later levels more of a strategic positioning is a way to progress too.

There is a quick saving and quick loading buttons - perhaps these could be helpful sometimes too.

Another thing I've noticed during development - soundtrack/listening to music/talking to someone while playing can affect your in-game skills negatively. Game in itself isn't really hard but it needs more focusing despite looking simple. In a way - it is all about taking control over randomness.

Game was released in early 2010s for the first time, perhaps difficulty feels different for different generations of players.

In a way:

Settings > Toggle cursor drag > Click and drag jellos to throw them around

That ban is removed now ^, tell me new Access Error ID if it still stays.

Post Access Error ID here and I'll check if/when I'll be here.

Alternatively it might not give access to Multiplayer if you are a guest, in that case just an account is required (registered without VPN usage).

I'll consider it ^

We will see ^

Lot of work, you can see monthly Plazma Burst 3 development updates on my Patreon page.

Sending stickers is already possible in Plazma Burst 2 H5 ^

There is support for character emoting actually in Plazma Burst 3. They use same physical approach like death animations so they can be played in any position.

Those are separate from animated stickers though - stickers are images in chat messages. Such as loading circle one for example, I haven't really made any animated stickers so far - just implemented engine support for those.

Thank you ^^

Figuring out animated stickers rendering in hint/dialogue messages for Plazma Burst 3 as I'm writing this comment ^

^____^ Thank you

This game is nice :9

This is definitely unfinished and somewhat unpolished but I like how this game project feels.

I like projects like these for some reason, wish there was more to it, perhaps.

Thank you ^^

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:O

I assume you've played Plazma Burst: Forward to the Past ^^

Flash version of Plazma Burst 2 was released a while ago, just not on itch.io (though running Flash games isn't an easy task these days).
This one is mostly port to HTML5 with some improvements and optimizations. Official website also has Level Editor and Custom Maps which have quite matured over years since initial release.

:O x2

:O
(I think I don't know who Rodger is)

Thanks ^^

Not my biggest or main project but I think it turned out well.

:O
Nice ^^

It is my personal website and it seems to be working fine without anything unusual happening on it. Website itself should have a white background and the red menu on the left.

I'd report it as false positive but according to Malwarebytes support article on false positives they want people to either pay for such requests or register on their forum. I honestly don't feel like doing any of that.

On the other hand, virustotal.com does not mention the same issue.

Though it could be that my website is just blocked in a country from which you are trying to open it.

Or alternatively someone has troll reported my website... In any case - if you have any details on what exactly seems to be wrong about the website - please let me know here.

Interesting, I never heard of this game (assuming this is a game. Google search doesn't actually show it up to me).

Thank you ^^

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Yes, I just added download option for $1 :P

I might make it free later though.

That is so cool :D
I know only about 3 people who did that ^

^^

Well...

In terms of personal popularity as a developer:
- Re-make a classic game which is loved by everyone and make video about it where you describe how you did that using your real voice.
- Try to make web games until you have audience. Players won't really trust your .exe files.
- Most streamers/video making people do not really care if your game will succeed, unless you make a deeply integrated fan game into their community, but you'll probably won't be able to make many of these.
- Piracy kind of makes games popular in unexpected regions. I feel like game developers should consider trying adding their support credentials at credits screens.
- In modern age it is kind of important to appear frequently. Your audience might overwrite memory of you with literally everything else.

In terms of revenue:
- Don't be afraid to ask for support/donations/payments early. If you'll happen to release a big project that is fueled on altruism - in about 10 years you'll not be able to convert it into revenue.
- You can validate your risky decisions by making polls. Most of the time audience thinks exactly how you do. Though I believe there can also be audiences that would prefer you to not ask the community, I guess it depends.

In terms of game quality:
- Quality is kind of overrated, especially in projects you are uncertain whether they will become big.
- Demo games are pointless, make sure to release your games (make menus, finish story mode even if it is a multiplayer game).
- Be able to tell yourself why playing your game will dramatically change life of your player to the better. The more points you can name - the better.
- Make sure your game has something everyone always thought would be cool (but AAA game companies would see it as too risky) and just add it. It might be actually the only thing of high quality and polish in your game.
- Make it look simple at first glance.
- You kind of have to mix already popular game ideas, especially ones that are deeply in the culture and not the ones that players will probably forget in a few years. We are looking into something like Doom/Minecraft but not Among us, for example.
- Some old genres like strategy games can be reborn but I personally feel like they aren't popular because there is no entry-level strategy games. StarCraft/WarCraft were a really popular series of games but it might be solely because of Dune/C&C/RA, which were much simpler and suited more what I'd call an entry-level strategies. Racing genre probably also lacks an entry-level simpler yet still fun cart games, but I feel like younger people generally started to feel like cars are overrated.
- Playtesters give ideas. Being able to find people who can debate your ideas and directions is useful even if is kind of harsh - these can't be your friends or family, they are just too nice. Annoying other developers on developer forums into giving you a feedback can be kind of better.
- There is only one step between hater and fan. People like these are sort of easily obsessed with whatever. You can use their help but they can also demand features that make no sense for almost everyone else - it can be useful to know more about the way they live their daily lives. It can tell you more on what kind of audience these players might represent, then you decide whether it matters for you or not. These people can be kind of the first ones who will share info about your game, but I mean not the person that DMs you specifically - you'd have to please rather a group people with shared tastes. Also probably younger players because older people have much less connections.
- Players kind of don't know what they want. You might often know better if you are able to put yourself in their position, or try to remember your thoughts when you were at their age.

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:D

I didn't felt like making original sounds for JelloTetrix, thought it will be just an another game I'll make in a week :P

Now that I heard Pixabay sound effects that I used in my another actually big project, but in other games - I was eager to replace/edit them :x

Not that because they are bad but why not make game sound more original and unique.

People actually play this game on regular from Mondays to Fridays
This is interesting ^

Is it? Hmm.

Hard to tell. Perhaps a mix between SD3D and SD2D games at some point. Not in foreseeable future though.

Fixed connection issues ^

Here https://github.com/Eric-Gurt/StarDefenders3D

Thank you ^^

I guess here it is in source code version:
https://github.com/Eric-Gurt/StarDefenders3D

Nope. This game is open source and can be improved further by anyone.

Too few players - I'm currently making sequel for my another game with larger audience, basically.

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Unfortunately I feel like project isn't interesting to many people...  I had plans to rewrite plenty of stuff in it mostly due to optimizations but I so far stick to my primary project (Plazma Burst 2.5/3) while occasionally revisiting Star Defenders 2D, which is a remake of a project from which Star Defenders 3D assets came from.

No physics engines used, but these were in plans. Open source btw so you can check everything for yourself ^

Had ragdolls merging into environment but disabled it for the sake of performance. But shells and magazines scattered around sounds great too :)

I might continue to work on this game at some point but should finish my primary project so far. Thank you for checking out! :)

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Thanks! <3
Liked the moment I saw it~