Thanks.
Indeed I am a big fan of boardgames but strangely never played KingDomino.
I wanted to keep the spirit of a solo boardgame with scoring depending on many factors, so different possible strategies, even if right now, it is probably still a bit experimental on this point.
Fadest / Yastuna Games
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Why is it so hard and unforgiving ?
I want to become addict and improve, but it is really an action game for skilled players and it just show me I am old :(
I like the idea of having 2 gameplay and using the 2-button option could probably be easier when you have the reflex ( but this is not my case)
Please make a version starting with lower difficulty (it is really a question of quarter of second reaction and it is really frustrating to die so soon, not having the time to feel the flow of the game) with increasing difficulty, and a bit more forgiving for more fun.
My best score : 700 which is very low (maybe 5 or 7 seconds run I guess)
Edit : finally manage to make 2050 :D
Nice intro and options (pause/rewind).
I think the road is too smal or the mobs are coming too soon or moving too fast (or a mix of these 3 features)
I manage to create a checkpoint so aliens flew back, but I did not manage to create a drone to kill them. During a test, I created 2 checkpoint (1 at the beginning of the road, 1 at the middle), so alien were moving between them and some score was increasing, but I was not able to see the global score or complete the level.
There is lot of potential and I think it needs some more time to become a great game. The idea of mixing a tower defense with a bureaucray game (I guess the guy in the checkpoint is the cousin of the one from "Papers, please" ?) is really nice but it is probably too ambitious for a 2 week jam game on Lynx.
It looks very nice but now the jam is over, please use these 12 extra colors :D It is far easier for visual discrimination.
These is 1 thing that annoy me (maybe it is just me), as you can only move/swap if you manage to create a reaction, it is not user friendly to have to press B to unlock the selected gem and releasing the cursor. I would prefer to visually see the swap, then swapping back because nothing occurs and releasing the cursor.
But this is just a small detail, this is a really great job in such a few time.
I like this kind of game but it is a bit frustrating to sometime having to randomly start. Maybe there are too many possible solutions for a given challenge ?
Also, I did not have an end screen when winning, is it included ?
I also have "strange" behaviour when multiple cases are turning whit when pressing a button (or is it a functionnality I did not understood ?)
Some suggestions :
- make easier/medium levels for training (4x4 and 6x6 grids instead of the big 8x8)
- give clues on each line and row when the correct number of houses is present (does not mean they are at the correct place, just that they match the required number) - maybe by reversing the colors of the clue (white texte on dark background)
- Cancel/rollback : maybe give opportunity to create "snapshot" for easy rollback (so not storing each move, just the grid when the player wants, so he can go back to this situation)
517 c'est pas mal, il aurait fallu que tu te concentres un peu plus sur les bonus (105 points pour les cases fantômes faciles à prendre et la route qui relie les 2 drapeaux).
En fait, le système de scoring doit certainement être amélioré pour qu'il y ait plusieurs stratégies viables, pour l'instant il a été fait rapidement au doigt mouillé :D
It seems the "maintenance" message cannot be change on Prestashop.Right now, mmy publishing activities are on hold and I don't know when it will comme back. And if it come back, it will probably be only for Lynx games, not GB ones.
I will "soon" send the remaining stock of Sheep It Up and DMG Deals Damage to Broke Studio, so they will put it on Homebrew Factory as they have now open this fullfilment option.
Title screen on GB color (and GB Color emulation) use high colour routine to display more colours, Maybe Gameyob & Lameboy are not accurate enough for this ?
About the crash, I don't know how it occured but my advice is to never use savestates as the game rely heavily on the content of the data saved on SRAM. If there is a discrepancy between what is stored in SRAM and what is in RAM, I cannot guarantee the game will work (we just discovered this recently on Analogue Pocket and Lynx version)
Thanks you for the devlog, and nice to see I did not chosed also a Dungeon Master like (this was one my ideas)
Just a small remark
- adjust hpos and vpos accordingly : +width if you HFLIP, +height if you VFLIP
You can define the action point of the sprite and this impact the FLIP (and also TILT & STRETCH)
For example, if you have a 17x17 sprite and define action point in the middle at (9,9), flipping horizontally or vertically will not require to adjust coordinates.
But as you use TILT & STRETCH also, it may imply some side effects...
Hi,
Once again great work!
FYI, I used the assets for a small prototype (still unfinished and not 100% the same game) and tutorial on JagStudio for Atari Jaguar
<a href="https://forums.atariage.com/topic/346698-tuto-step-by-step-prototyping-a-jagstudio-game-in-a-few-hours-flappychicken/" ]<tuto="" -="" step="" by="" step]="" prototyping="" a="" jagstudio="" game="" in="" few="" hours="" flappychicken="" atariage="" forums<="">[Tuto - step by step] Prototyping a JagStudio game in a few hours - flappyChicken - JagStudio - AtariAge Forums</a>
I will put the digital version here on itch.io, still for free.
I will probably put it 1 or 2 days before the physical release (Animasia Festival on October 9 & 10, then internet sale on October, 12 at https://yastuna-games.com )
Thanks you for taking time to give feedback :
- Music : You are right, I did not took time to add standard "homebrew" key feature, such as Flip, or Option 2 to mute music, but an option to just mute it would be fine also (and music were just placeholder as I am not musician)
- Tutorial was intended to be a "real" tutorial : when a new kind of tile entered in game, corresponding screen was displayed , but it was a bit confusing, so I removed it. Moved all instructions screens to be seen via the Tutorial button in options (yes, would be better to rename it as Instruction) but first feedback from a new tester was that he did not understand the game without instructions, so I finally put them just before the start of the game. I will rework on structure and content of help screen also.
Thanks for the feedback.
I can of course speed up movements, need to decide if it must be done via a button, via progressive acceleration (you press a direction since a -long- time, you go faster), or just a standard behaviour.
Yes, switching from no gun to gunn is not optimal :D in this version. I just added the sprites and a way to switch. I have to think of all possibilities and the smal Lynx button layout. Right now, I do not use Option 1 & 2 but I guess I will have to see what is better scheme for them.




















