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Fancy Dog Games

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A member registered May 27, 2018 · View creator page →

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Jumping should be fixed, but please let me know if you're still having issues!

I think I have fixed the jumping, lmk if the issue persists!

Week Two, April 2022 (Alpha 1.3.4):

Pretty much all I did in 1.3.4 was add a settings menu and squash a few bugs here and there.


Week Two, April 2022 (Alpha 1.3.2):

With a reasonable base for expansion set up, I was a bit laid back this week with development. However, I did make some important changes.

Firstly, and probably most noticeably, I added an actual background. It was a small change, but it completely transformed the atmosphere of the game.

Secondly, lighting has been enhanced by a high degree. Now, every enemy is illuminated, while walls have been darkened to reduce distraction and bring the focus to the important bits of the map.

Lastly, I did away with the weapon system (I actually did this in Alpha 1.3 but forgot to mention it). You can no longer choose from 12 weapons, and are tied to just 4. The idea is that in the final game, you will be able to unlock different weapons as combat options and platforming aids as you progress, rather than having everything unlocked from the beginning.


April 2022, Week One (Alpha 1.3)

This was a week focused on making the player's experience fun and impactful. On top of retexturing some objects such as platforms and enemies like the troll boss, I added fluid animation.

Frame rates of several animations were increased, and I added a bit of cartoon flair, accentuated by squash and stretch, to the player and the troll boss.

Gameplay-wise, a lot changed. After deciding to prioritize platforming over combat (the combat system isn't very interesting), I implemented instant respawning and a new camera system, in a way mirroring the methods employed by the developers of Celeste to create a user-friendly experience when the player is faced with hard-as-nails platforming challenges.

In a similar light, spikes became a major focus as a way of insta killing the player, and fall damage was added to add a bit of tension to sections like the tutorial tower that has persisted since InDev. I also added saw-blades, smaller platforms and a host of other fun yet challenging obstacles.



Month 3 (March 2022):

  • Week 3:
    • After a rather random break for the entirety of February and half of March, I made a return with Alpha 1.1 and 1.2. This was the week in which my game transitioned from an unplayable mess to a playable, slightly pretty mess.
    • Each of these were rather unique and massive updates, so I shall discuss them separately.
  • Alpha 1.1:
    • This was the version where I actually began spending considerable amounts of time playtesting and trying to make the game... well... good.
    • I fixed the nasty bug preventing me from jumping atop the first platform, expanding the world to actual playability. I then added a ton of lighting. I was actually starting to see my vision of the game come through, and it became my primary development project.
    • The world map grew bigger, lanterns were added, chests and keys were added. There were features everywhere. It was all coming together
  • Alpha 1.2:
    • Just two days later, after intense development and hours upon hours of work, I released a new version with new animation, sprite work, particle effects, double jumping and so much more.
    • This was the first version I consider to be a genuinely fun experience.

Month 1 (January 2022):

  • Week 1: 
    • I ended up releasing two versions of MagiBlade in this week.
    • These initial versions, which I refer to as InDev 1.0 and 1.1, consisted of a rather rudimentary collection of platforms and a wizard with very floaty, difficult to control jumping.  You could collect a total of three trophies, one of which required a rather poorly put together boss fight against a troll. These versions also contained the now removed goblin enemy.
  • Week 2:
    • Week 2 actually had three releases, bringing us up to InDev 1.3.1. The first downloadable versions were made, and are thus the earliest versions I still have playable copies of. This brought upon us the beginning of a rather long era of weapon selection. For debugging purposes, I let players choose from an assortment of 12 weapons that were added throughout the three versions created in this week. Music was also properly implemented. Also, bats were added.
  • Week 3:
    • This was the final week of January in which I released versions of MagiBlade, with only the initial Alpha release coming to itch.io. This was a very large step for the game, as an actual level was added, along with ghosts and skeletons.
    • Unfortunately, I can't seem to get past the first platform, so I don't have any interesting screenshots.

MagiBlade is a strategic metroidvania platformer set in the depths of a castle filled with evil and despair. Navigate rooms filled with dangerous monsters and traps with the small collection of weapons at your disposal!

MagiBlade

MagiBlade is a combat-based fantasy platformer in which you play as a wizard traversing a magical castle with an assortment of weapons you choose at the beginning. This alpha release brings both a tutorial level and level one. Each subsequent alpha release will add a new level.

https://fancy-dog-games.itch.io/magiblade

Nice!

It turns out I just did a stupid on my end and didn't scroll down on the page. Sorry, its actually a very fun game!

Finally got around to fixing the game! I know it's a long time after I posted this game but thank you for the help.

I know its been 10 months since the game jam I was trying to make this for, but if you're interested, I finally got around to fixing the game! Apparently it was a compression error :p

This game looks like a really interesting concept! However, I am a little confused as to how I play the game.

Respond here with any bugs in need of patching!

Specifically, are there any medieval weapons, spells or troops that you wish to be added?

Feel free to be creative as possible with your suggestions!

Travel through Eaclathra, a realm once filled with magic, but now overrun with the minions of the evil wizard Ganimard. Eaclathra's magic had a source known as the Orb of Majesty, now in possession of Ganimard. The Orb has enabled Ganimard to take rule to the land, disrupting the peace and destroying the lives  of many. You must retrieve the Orb to save the land. You are Eaclathra's only hope!


https://fancy-dog-games.itch.io/reawaken