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FIREHIVE Games

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A member registered Jul 26, 2020 · View creator page →

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Nodebuster is an amazing game! It's the main inspiration for Antivirus PROTOCOL and why it exists; In January when I first discovered Nodebuster I loved it instantly and after finishing it 3-4 times I went looking for more like it and found 0 games at that time, so I decided to make one myself.

Thank you for the feedback!
The game is supposed to be a relaxing/chill game, not a bullethell like Astro Prospector. So with this in mind, the game will not be difficult to play, even enemies that damage you will not be very complex or hard.

The full game has a tutorial/logs screen with story/lore + tutorials for mechanics.

"especially because the tutorial states that you get damage the more you stay in it, so I figured I'd avoid touching enemies only" The first thing the tutorial says is Red Viruses cannot damage you directly, instead you are taking corruption damage the longer you stay here. - I think it's clear enough how you take damage overall, but also in the logs screen all this will be explained and will remain in game so players can look at it whenever they want and understand mechanics.

"It really needs some sort of visual cue for enemies that hurt you. In stage 1 nothing could hurt you, in stage 2 however, not only it was a suprise when the green enemies attacked, but also when it spawned out of nowhere some new enemies that are super fast and kind of difficult to see at first." - It will be easy, only red enemies will NOT do damage to you, everything else will. And also surprises are fun, not everything has to be explained word by word, usually these type of games have 0 tutorials, 0 explanation of anything.

"A targeting mechanic should be looked into, or a priority system for the auto-targeting. Countless times I wanted to attack a green enemy only for the game to target something else instead." - It does, everything that is not a Red Virus is a priority target, the following enemies, green enemies and boss are prioritized by weapons. It probably targeted something else because the green enemy was out of weapon's range.

"Progression is quick and fun, but lacks strategy and often times, the upgrades are a bit too cheap. There's really not a lot of room for skill, it's all somewhat dependent on the things you unlock. You can't really beat the boss without life/shield upgrades and the boss damage perk, for example. Positioning doesn't matter all that much." - same here, game is not supposed to require "skill" or strategy in playing it beside dodging some enemies, but not like in a bullethell. And yes, you need upgrades to progress and beat the bosses, it's supposed to be dependent on upgrades to progress, after all it's an incremental game.

"It could use some more feedback for when getting damaged. Think knockback, or changing the ship's color." - there is a camera shake effect for that, but changing the ship's color is a good idea.

"Movement is not that important apart from dodging some enemies, maybe consider implementing mechanics to make it more of a core feature? I'd also recommend changing or giving the option to change the ship's control to WASD, especially if you're planning to add things such as enemy projectiles." - again, the game is a relaxing/chill game, movement is there to dodge few enemies and collect drops, and will be played fully by using the mouse. The spring-like movement of the ship towards cursor is intended and it cannot be replicated on keyboard.

"The progression in general could be tweaked slightly, especially things such as spawn rates. It's very quick to get a lot of enemies on screen, unless if the full game is meant to be a couple more extra stages, this will get out of hand very quickly." - the progression is pretty different in the full game compared to the demo. The demo is much faster since these games have a slow beginning, and as a developer you have to make it faster so more content can fit in a 30 minutes demo.

"The "code" text in buttons while cool, make them a bit difficult to understand. I suggest having an option to turn it off or just not doing things that way." - This is in the theme and immersion of the game, also it is not a complex game and the 7 buttons it has can just be pressed and see what happens. Each button has a least one recognizable word by anyone: initialize_protocol() - initialize = start, access_upgrade_core() - upgrade - upgrades screen, reboot_instance() - reboot = restart round etc.

"Consider having a way to heal the ship during the run or reduce corruption damage over time (perhaps the less enemies that are on screen, the less damage over time you get done to you). Either a power-up or simply just the green pick-ups, for example. It's very demotivating when you get damaged and know you won't have enough HP left to fight the boss and is going to have to start all over again. Which, again, is not a matter of skill, but of how much HP you have left and how much corruption damage you get over time." - There will be some upgrades that offer healing, but also the runs are short about 1 minute long or less, having to do it again is the idea, until you get enough upgrades to overcome the level and the boss (again - incremental game). But what you said, it is a little bit a matter of skill - enemies hit you - you take damage - don't have enough HP to beat the boss because you didn't dodge the enemies that damaged you. Again the idea is to do each level a few times until you get enough upgrades and progress, otherwise the game will end very fast, this is how these type of games play, I am not sure if  you are familiar with games like this, I suggest looking into Nodebuster (what inspired me), Minutescape, Astro Prospector, Max Manos and other incrementals to get an idea of how these games play and what the core gameplay loop is.

"Bosses should offer some unique challenges other than just being damage sponges. They should be the thing you're upgrading towards, sure, but they need to be a bit more interesting. Consider giving them collision, having them throw projectiles you have to dodge, maybe giving it a shield that gets deactivated for a short amount of time after you kill X enemies, " - The boss will have a collision, as for now I cannot say if it will do anything other than floating around haha, I will think about it.

But like I said in the beginning, the game is supposed to be a relaxing/chill game, not a bullethell like Astro Prospector.
So maybe you had other expectations from it, being something else than it is.

Thank you for the feedback! The red currency is still relevant after the green for sure, and those 2 aren't the only currency that will be used in game. Also the initial tutorial mentions that Red Viruses cannot damage you, only red. But yes same for story and tutorials there is in the full game a logs screen with both story/lore and more detailed tutorials. The demo is here mostly to show the gameplay and overall gamefeel, you can reed my reply to Fort Kenmei for more detailed info.

(2 edits)

Hi! Thank you! I'm a little bit confused, the currencies can be seen in the upgrades screen (I suppose game hub), it's called data - in the top left (can see the 3rd screenshot on the right).

Thank you for playing! I'm glad you enjoyed the demo! 

Thank you for your feedback, I'm gonna address it here and also in a reply on Itch: 

  • The game does have a story. The full game will have a message/log screen where the story and lore will be told and also explain various systems and mechanics that are not explained in demo.
  • For example what the weapon targeting is, it is the rotation of the weapons towards the selected enemy, very helpful on the minigun weapon (but also on the main too). Faster rotation = faster and more kills. 
  • Also the damage boost and everything from center to the right are droppable powers. Initially they have a small chance to spawn like 1% and with the upgrade it gets to about 6%, actually powers will be unlocked later in the game since the spawn chance is very low, the enemy spawn rate should be higher for them to spawn more frequent (1% with 1 enemy spawn every 3s is a very low chance, but 1% with 3 enemies per second is a very high chance to spawn) - but the demo's pace is much faster, usually how demos for these type of games are, since the beginning is usually slow and does not have many mechanics. 
  • So yeah there will be tutorials, and also some mechanics/upgrades have been renamed or better explained in tooltip to be easier to understand, targeting speed was renamed to weapon rotation speed, the powers will first have an upgrade cheap that only explains what they are and that they will drop from enemies, so even with a tutorial it will still say in the upgrade's tooltip for clarity.
  • Having the settings menu also in the upgrade screen as well is already on the ideas list and there is a high chance to be implemented. 
  • I think the music will remain as it is, maybe more tracks added for the release, but it is supposed to be a chill/relax type of game and I think it fits well, it grows on you the more you play haha

Thank you!

Thank you!

Thank you! Yes it is pretty hard, it needs some balancing already working on that, also changing the character to attack in the direction of the cursor and adding up+down attacks, Unfortunately I didn't have time to add an ending to the game, but I will, also a bossfight too.

Thank you! I appreciate the kind words :) ! I made the artwork (brought it to life) and my wife created the intro art and storytelling! We are happy people find it interesting!

Thank you! My amazing wife made the intro scene!

Thank you! I know and I was and still am a little bit sad about it, I wanted to have a total of 3 enemies (1 fighter, 1 archer, 1 mage) and more rooms, and 1 boss fight at the end, but I plan to expend on it at least for learning purposes and reach the vision I had for the game, given it is my first game it is kind of a prototype only.

Thank you!

Thank you! I wanted to but ran out of time, I also wanted to make some interaction between the 2 during the last fight (which was supposed to be a bossfight), her waving her hand at him and when he got to her they would have a small interaction that healed him 1 heart from time to time during the fight.

Thank you!

Thank you! Yes I thought about it and told myself I'll do it if I have time left since there was a lot I wanted to add, but had a lot to do and ended up not doing it at the moment because it was playable like that (ish), I tried a little bit to make it change attack direction if you press another movement key, for example you attack right then press A and the 2nd combo attack would be left etc. But again I thought I can spend an evening doing something else on the game than getting caught in small details, but I plan on expending on the game, add more enemies and some bosses and will use the cursor to choose direction of attack.

Nice idea, also the title screen is cool, took me some time to figure out the solutions!

Thank you for the feedback! I really appreciate it! The gameplay was supposed to be even better and a little bit more juicy with 2 more basic enemies, a mage and an archer, typical D&D RPG classes and in the future maybe I will implement the bosses from the other reply I made. And yea I knew about the bug of longer dash but I thought I fixed it haha, apparently it came back.

Hello, I had many ideas for the game but 1 week wasn't enough since it is my first game, I was planning on adding at least one boss this time. My first ideas were exactly that, to play around the names of the keys, especially some bosses like:

  •  "space" and "enter" bosses together "space" jumping around and damaging the player and "enter" dashing into the player
  • a CTRL+ALT+DEL boss with an attack that would remove one tile from the floor and keep doing it, but then I remembered I was already using Del as Esc's girlfriend, but maybe I could use the other Del and make it her evil twin or something?
  •  another boss made up of the 4 arrows that would have attacks as one boss but also separate into 4 and they would dash into you randomly or in patterns like the  Mantis lords boss in Hallow Knight.
  • a snake-like boss made out of the 1-9 numbers that would have some attacks

Maybe I will continue it and actually make it a full game.

Yes, I am planning on making it attack in the direction of the cursor instead of movement vector, I should've just hide it to not mislead the player.

Low poly modelling is really easy to do/model, but if you plan on having hand painted assets it becomes more difficult unless you know kinda how to draw ex: Texture Painting a Stylized Low Poly Ax in Blender - Exercise ...).

But if you only use pallets for flat colors and make good use of lighting/post processing from unity you can make it look beautiful too ex: ..Low Poly Nature Mech (Will be hand painted but i just wanted to ...

You can take a look here, it's an interesting source of information imo https://sundaysundae.co/how-to-make-low-poly-look-good/  .

As for the 3d unity programming.. it can be a little overwhelming for beginners if you plan on having complex systems, you can still try it if you think you have enough time, after all you get more experience from it even if you don't finish the game completely.

Basically most of the people when it comes to a jam I think, but that's cool tho, it makes it more special making something you didn't make before challenging yourself.

Yea, thanks for info, didn't plan on winning anyways :D, just get more experience.

First game jam damn... this is a tough one, I expected something else, I guess every game in this jam will have a rewind time ability like Braid haha.