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FlamesWillBurst

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A member registered Jun 13, 2019 · View creator page →

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Thanks for the feedback, but there are a lot more features that i will be adding to my game like different attacks as well as abilities which require efficient utilization of its effects, also there will be multiple characters. all of this means that a simple choice between either attack of move is not going to be enough to cover this feature set. you can see some examples of these features in the last 3 levels where you control multiple characters as well as have a special axe attack that can hit multiple enemies at once. 

that being said a detailed tile pallet that tells the player where they can move/attack and where they cant is something i will be adding to the game soon once i am done figuring out how i want special attacks like swap places, knockback, stun to behave in my game.

i really appreciate the detailed feedback with the images. it will really help me as a reference when i am making the custom tileset for letting the player know which tiles are valid and invalid along with what is going to happen on those tiles.

May i ask what the problem was in detail? were you able to into the actual game or were you stuck in menu currently only arcade mode is implemented all else is placeholder, i would check for modifier key realiser like alt, control and shift as they prevent left and right clicks. were you able to get in game with full screen as the corner buttons wont work because the the buttons on itch page. once you click on a button like move did you click on a tile with purple highlights to move you characters? you cannot attack in first turn as there are no enemies in range. if the move button did not work (ie not tiles were highlighted) did you try the restart button on top left?

i am trying to iron out all the combat kinks as well as making the AI of my game as smart as possible. i just recently implemented an Astar pathfinding implementation that seems to be working almost flawlessly after spending 2 weeks trying to make my own pathfinding system that i ultimately realised was a less efficient Astar system(instead of finding the shortest path it found "a" path). while the AI in my game is pretty smart right now. and will give anyone a hard time until they understand all the small details around the pathfinding. this is because while the AI is pretty smart there is no element of randomness to their decision making which makes them predictable also the fact they don't coordinate with each other and don't plan to counter-play the player means that you can effectively kite them while doing a little bit of AI manipulation like you could in pac man.


https://itch.io/jam/post-jam-jam-7/rate/2064840

the character felt like he was walking on ice . but i liked the music and the quirky artstyle.

this was pretty fun. i really like how AI manipulation is something you need to learn. that is something that is present in my game as well.

yeah. i kinda imagine players forming their own stories by doing certain immoral decisions which lead to characters becoming different people entirely and changing the story. i kinda implemented the dialog tree system in an improper manner though, i'll have to rework it to be much better. i also put 2 characters together so that a new player could accidently kill one of their party members.

Nice, it seems that most people can get 2 characters alive in this situation. that being said it is possible to get all 3 characters to survive using a lot of different tactics. i get that enemy health problem. i might update the game after the jam ends to show a better UI.

The game was very difficult because of un intuitive controls but i really like the idea and with some new ideas and game mechanics this could become a very interesting puzzle or platforming game, may be even both.

really like the rhythm component of the game since i play OSU. the puzzles were too basic though.

did you press E to pickup? lol i made the same mistake

possibly one of the best games that i played today. you get to play an almost 2 player stealth game with this one and the static implications from having 2 different characters is huge imo

that was awesome. especially the graphics. this was one of the better games with multiple endings that i played. the replies were surprisingly cohesive.

i did read that tip in the description of the game but could not figure out what that meant exactly. that being said i did find a slew of different mechanics that make controlling the hand a technique with very high skill ceiling. like how fingers can causes the hand to move significantly even when they don't interact with the ground directly. it's not that i could not get past the stairs it's just that i kept falling (back to an previous spot) over and over again.

Yeah i get that its difficult to understand what the enemies are doing since they enemies make their decision as fast as the AI finds a satisfiable condition, i was trying to implement a coroutine to make the AI wait a few seconds before the next turn by that caused big lag spikes in the browser so i ended up not submitting

i quite puzzled about how would one go about designing such a game because of all the complexities involved. but i had fun regardless because of all the awkward ways i was responded to.

the game was very relaxing. i also find some humor in the level design like teaching players to drop down then using the same ability to troll them into a seperate ending. then further using this info to subvert players expectiotion again. i love the level design.

sweet story but i feel like it should have been a longer story with multiple branches the game ends on the same note

you should have a stamina bar in this game bro.

the game is pretty fun but i could not get past the stairs. it was too hard for me