I added a bunch of more features and finally hit the 50 event limit of the free version of Construct 3! :) Check out the devlog for details: https://fodi.itch.io/free-version-survivors/devlog
Fodi
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Interesting, thanks for the info! The artist who made the non-Kenney assets for the game uses Brave as a daily driver, played the game quite a few times in it and haven’t reported any issues, although he used it on Windows 10. There’s a good chance you got some weird edge case (either specific to your device, or just the Ubuntu + Brave combination); I’ll keep this in mind.
Hey, thanks for playing & the feedback too! An “auto aiming” weapon has been on my todo list for a while, so good shout on that one :) I’ll try to add it soon.
Look for brown chests spawning around you: 3 of them spawn when the “Need some healin’?” wave starts, then 5 more at the “Incoming healing crates…” wave, after that they sometimes spawn along with enemies. You have to destroy the crate to get the health drop.
I couldn’t reproduce the health upgrade / healing glitch, but I’ll keep a lookout for it (although maybe it’s possible you picked up a health drop right before or after the upgrade and that caused the healing?)
Keyboard movement (with WASD or the arrow keys) should work, can you tell me what device / OS / browser you used? Maybe there’s a platform specific issue I can go after.
Thanks again for taking the time to play & comment! :)
Intriguing project, thanks for making & sharing it! Can you elaborate a bit on what are the advantages of using this instead of the default Windows / macOS exporters in Construct 3? Because Scirra recently moved away from NW.JS and the current exporters all use “slim” runtimes (WebView2 on Windows and WKWebView on macOS).
Cheers! :) we just pushed an update (build 63): https://fodi.itch.io/free-version-survivors/devlog/1097107/build-63-armor-variable-enemy-density
Egyszerű mechanika, de emiatt teljesen intuitív is a játék; tök jó a fokozatos nehezedés. Alighanem sikerült ráfutnom valami easter egg-re, de nem tudnám megmondani, hogy hogyan :D
A UI is tök jó, egyedül talán a nyíl képernyőgombok elhelyezésén módosítanék picit, hogy iránytű-szerű legyen. Vagy lehetne touch-drag irányítás is persze ;)
Főleg mikor a tegnapi talin kipróbáltuk egy nem túl combos projektoron, akkor tűnt fel igazán, hogy elég alacsony a háttérszín és a falak kontrasztja, kicsit nehéz kivenni - ezen érdemes lehet még módosítani.
Köszi, hogy részt vettél a jam-en, reméljük jó élmény volt! 🎉
As a huge fan of Dragonsweeper I absolutely love this. Thank you for making it and sharing it for free (with the added bonus of no data collection / network requirement for the Android version, noice!).
The only thing that could improve this game for me is if you added support for auto saving & resuming the current run. Roguelike purists might disagree, but I think it would be a great UX improvement especially on mobile if there’s no pressure to finish a level in one sitting.
No third party stuff, just some window.addEventListener(“message”) based light JavaScript inlined in the event sheets. I uploaded the c3p if you want to take a look, but beware, it’s not in the best state :)
Also, running the project in a preview seems to break it, so at the moment the only option is to make a modification, export the HTML5 version and run it on a local server (I use “npx http-server”) or deploy it online.
I’m pretty sure that grabbing only the audio stream from a YouTube video (especially without a subscription) is a bit of a grey area at least (or it might break ToS, not sure). YT-DLP does it, NewPipe on Android does it (it allows video/audio downloads, playing with locked screen, etc), but I’m not aware of a solution that does it in a browser with purely client side JS. Then again, if you’re making an Android app, there’s probably a way to hack together a Cordova plugin that grabs the audio stream and passes the URL to the JS runtime. NewPipe is open source, so you can probably check out how it does it.
Took me a couple tries, but I managed to beat the current version (here’s my end screen).
I like the uncomplicated fighting mechanics and that there’s no RNG involved (if I’m not mistaken), so the player is in total control and the game is deterministic. Maybe an online leaderboard or a “maximum score” on the end screen (like in Dragonsweeper) would be a good fit for this sort of mechanic, so players have an extra incentive to replay and optimize their runs.
One additional suggestion: it’d be great to see the player’s max HP, so it’s clear that they can’t go above 10.
Congrats Captain Onosa, this was fun!
Very cool, thanks for making this and sharing it! As someone who grew up with a Commodore 64 and ended up as a Construct hobby dev, I love this.
That said, I’d like to remind everyone that the underlying TTS synth is not open source. More info: https://github.com/discordier/sam?tab=readme-ov-file#license
I enjoyed this a lot! Lovely writing, subtly educational (I learned about Chermoula), and it also made me write a shopping list - my spice rack needs an update. I gotta say my favourite playthrough was beef stew ;)
Congrats, Catherine! Can’t wait to play your next game (hopefully my mouse will be up for the task :).
This is so cool, M! I can’t believe how many systems you already implemented, this must be a quite complex project.
Also: freaking multiplayer? Holy crap! :)
One note I have so far (if you’re looking for it) that using projectile weapons (eg. the rifle) would be a lot easier/intuitive if you could aim using the mouse instead of your movement. So the projectile weapon could just aim towards the mouse cursor all the time.
I just played the updated version - it’s crazy! :) Full of juice, everything is flying (well, technically swimming) in my face, BOOMs and particles going off everywhere everywhere - excellent game feel across the board.
Purely a personal preference, but I would’ve appreciated if gold could be obtained by simply moving closer to the chest (with some “grab distance”), because I found myself struggling to get to chests while trying to fend off enemies and maintaining health while also trying to keep the cost of upgrades in mind - it’s a bit much to juggle for me.
I very much appreciated the difficulty selection though, the easy mode has Fodi written all over it - in hard mode I usually barely managed to complete the first wave :D (filthy casual here)
That’s great! I downloaded the new version, the restart/quit functions are a welcome addition. However I’m afraid I managed to somehow get stuck on that level after restarting it once:

The ball doesn’t move anywhere (dragging the level still works for camera panning), no matter how many times I tried restarting with the button. The quit button still worked.
I’ll give the Android version a go soon too :)
Also I noticed that there’s a barely readable message on the game over screen that says “space to restart” or something, but seemingly Space does not restart the game. I guess this could be just removed because the restart button works fine on the game over screen.
















































