Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Eyon

124
Posts
6
Topics
10
Followers
7
Following
A member registered Nov 05, 2016 · View creator page →

Creator of

Recent community posts

Okay bug fixed =]

Well the game is done ! After 3 to 4 months of work, I feel like I achieved what I wanted to do with this game. It didn"t really find its audience I feel, but I still got some useful feedbacks.

I gave up allowing the player to choose different characters.

I am working on a new build. It's been ages since I posted one but I'm back to work now!

I just have to fix a bug and I'm good.

I'm replacing the spearman by another character. The spearman was  simply a place holder.

Animating a new character!

Hop new character. It'll be a simple one. 1 HP, 1 damage every 2 seconds. I'll only use him in specific situations. For 80% of the Agents, he won't be much of a threat, The 20% rest of the time, he will be the move that puts you in check mate!

I am working on a big gameplay modification. 

  • The possibility to zoom in/out on the map
  • to move the camera  as we please to preview a level before a game
  • The possibility to click on a monster to display a card that contains their stats
  • And finally, the possibility to place items on the map

'Keep you updated!

The effects when he attacks look good!

Yeah a video would be nice =D

Yep it works fine with unity!

I have been working less on the game itself lately. I have  delayed working on marketing for a long time and I can feel the weight of this decision now!

If I don't find my core audience, I cannot have valuable feedback on what to change on the gameplay. So I'm spending more time on this now =]. It takes a lot of time because I'm a begginner, but it's important!

Welcome WormHole studios =] How many are you in your studio?

Hello Papeero, your game looks quite polish! I'll go and check it =]

Welcome!

Presentation of the roaster #1



Those creatures are women of rich families who died a bad way. They are reborn into those creatures that only seek to cause a maximum of chaos and destruction. Each one has a story, here are some of them:

  • A woman married a man and they were happy until the parents of the woman died. She inherited quite a lot of money. One day the husband signed papers and men in white came to take her to an asylum. She will spend the rest of her life behind bars and will die of old age.
  • A very beautiful woman lives in the city. She has many suitors. One of them who has been rejected decides one day to throw acid to her face. She survives but is marked for ever. Her beauty faded, she were ignored by her family and abandoned by her friends. She will live the rest of her life as a beggar in the neighbourhood she grew up in. She will die of cold during a cool night.
  • A woman who was accused of being a witch
  • A woman that was wrongly sent to prison...

They are thousands, and their numbers keeps growing.

Just watched the trailer, pretty impressive =]

The link to your game: https://pepcgames.itch.io/escape doesn't work.

Did you ask your friends to play it? It looks pretty hard.

At 00:26 why did you write "DED" instead of "DEAD" ?

I am working on implementing a new playable character!

Meet  OneEyeOpal:

Yeah super creations

Good idea of a game =].

I stopped at 12, doing 20  souls straight was a bit much for me. 

The main thing that bothered me was the size of the text. It was too small. I tried to play the game in full screen to make it bigger but couldn't.

It's cool that the dialogues are short, it'll be annoying to me to spend most of the game reading. It's a pity the souls are all the same colour, it gives me the feeling that it is the same soul that restarts each time.

I wonder what happens when we judge the 20 souls but the reward is not great enough to make me want to play longer.

I finally have a "next level screen" and a "death screen". Now when the main character dies we have a screen that says so before reloading the level. 

At the end of each level we also have a screen that said "success!" before going to the next level. Small things but  this was really missing.

Next step: more sound design.

It has been said a lot but really, start small =D. Personnaly I started working on video games around 24. I spent 3 years on my first game because it was way to ambicious. Now, I want to work on a new game every 4 or 6 months and I'm happy with that =]

Also, share your work , but you are on itch.io so you must have gotten that already. =]

Hello ,

Nice channel =]

I have this 2D game that could be fun, it's a platformer based on physics.

https://eyon.itch.io/worlds

The  built 3.0 is up! You will find more animations and a musique in it =D.

 

 I really enjoyed this one because adding music really bring a soul to the game.

A also added death animations for the monsters (not all of them just yet) and a visual clue when you take damage.

Try it yourself, I'd like to know what you think of it https://eyon.itch.io/agentsxmonsters

Man this is crazy good. Stopped at lvl4. Had some trouble with lvl7, got to do it like 10 times.

So cute =D

I wanted to improve this character for some time now

Can you give some restrictions so it is easier ? On what platform do you want to dev ? 2D or 3D?

What genre of game?

Nice kind of pixel art!

Did you do it after a picture?

That's the perfect moment to release this game ^^' The music is cool!

Did you change the size of the game in Edit->Player->WebGL ?

Interesting project, good luck =]

Yeah gameMaker can be good to start.

Use a  tool where there is a lot of documentation and tutorials to get you started. So Unity or game maker are nice.

It also depends on the game you want to make. If it's a 2D RPG, user RPG maker. If it's a 3D fps, unity or unreal engine should do it.

New character. I may use them for the level 6 or 7. They should be pretty powerfull, a good mix between health, damage and attack speed.

XD interesting experience.

That brought me a smile =]

Guys which one is best?

The level design on this game is not the same as for other games I work on. With previous games I just opened a new scene and start throwing sprites here and there until I have the inspiration for a level. 


It was kinda  1st -> I get a feeling, then I make it challenging and nice to play.

With this game, I start with an excel file ^^'. It's the only way I can make a level work.  It's... new.

The good part is, when a level works in excel, it will work 100% in the game too. The bad part is that when I'm excited about creating a new level, I have to open excel now, not unity.

Here is the swarm monster we can find in the game. Swarm of flies that eat flesh. I am reworking it so it looks better and is animated.


I put it in unity, it works fine. Now I'll animate other stuff!

hé hé please make it also ZQSD for azerty keybords =]. I'll play it again with pleasure!

hé hé 88600 now. It's very good for gamejam, well polished.  I play with the arrows and it is difficult to jump, I have to leave the mouse to click on the space bar. Also, when I maintain fire I gain points by killing enemies I don't see yet. So if I don't move but just shoot in every direction I can pump my score effortlessly.

Ps: I come from reddit

25800 points!! let's try again

I recently came across what we could call a gameplay mistake in the game.

Agents x Monsters is a strategy game. You must understand what are the weaknesses of the monsters and equip the character accordingly so he can clear the level.

Strategy.

Here is the problem I found:

I wanted the monsters to move randomly on the map, so each time you launch a level they are never exactly at the same place.

Problem: The order in which you fight enemies matters in this game!

Here is an example, here is how I designed a level:

Case1: Ghost before Headless monster


But here is what can happen:

Case 2: Headless before Ghost

The correct call here (Case 1) is to equip the character with a bow so he can kill the ghost. Ghosts are weak against bows, we one shot them. Because it is a powerful weapon, the bow has a cooldown of 10 sec.

You see the problem here =P

In case 2 you use the bow against the Headless monster. It is useless. So you wasted the bow, and now you'll have to fight the ghost in close combat... But I designed the level so the right call is to use a bow so you're not supposed to be harmed by the ghost so if you are , you will not be able to finish the level!

Conclusion: You made the right strategic move, but because of no luck (random movements) you still lose.

This is unacceptable in a strategy game.

I changed that ;)

XD good one. Maybe some ghosts try to eat your transportation vehicles? I don't know ha ha