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Guard13007

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Version 0.9.2

This is the first release I've done aimed at fixing bugs and adding minor features, without adding any new content. I decided I needed to take a day to improve the basics rather than keep piling new stuff on. Changes:

  • The researched disc count on SCP-092 previously didn't update until you clicked it, now it shows the correct number.
  • SCPs with multiple instances are now counted properly and shown as a single icon with a number on it instead of duplicates.
  • Autosave feature!
  • Fixed a bug with losing.
  • Fixed a bug with how the pause menu was handled (and any UI click events in general).
  • Fixed a bug allowing negative resources (like firing more agents than you have).
  • New games start with some cash flow and cash to make the early game a little easier. This isn't a very significant change, but people often have trouble with the early game.

Additionally, in this release, the licensing information included in the download has been updated and corrected to explain what is in the game under what licensing. Oh, and I have a new build system making it easier to focus on making changes and pushing new builds. :D

Version 0.9.2

This is the first release I've done aimed at fixing bugs and adding minor features, without adding any new content. I decided I needed to take a day to improve the basics rather than keep piling new stuff on. Changes:

  • The researched disc count on SCP-092 previously didn't update until you clicked it, now it shows the correct number.
  • SCPs with multiple instances are now counted properly and shown as a single icon with a number on it instead of duplicates.
  • Autosave feature!
  • Fixed a bug with losing.
  • Fixed a bug with how the pause menu was handled (and any UI click events in general).
  • Fixed a bug allowing negative resources (like firing more agents than you have).
  • New games start with some cash flow and cash to make the early game a little easier. This isn't a very significant change, but people often have trouble with the early game.

Additionally, in this release, the licensing information included in the download has been updated and corrected to explain what is in the game under what licensing. Oh, and I have a new build system making it easier to focus on making changes and pushing new builds. :D

From now on, updates will be posted to the devlog.


SCP Clicker is a game based on the mythos of the SCP Foundation. You must balance the need to keep the world safe and your need to get cash to keep the Foundation running. Additionally, you'd like to get as much research done as you can, but this can be dangerous.

The game is currently on version 0.9.2, and I'm working on adding a large amount of content for version 0.10.0.

Features as of right now:

  • 16 SCPs (including 4 that have multiple instances)
  • 2 random events (agent deaths and a special event based on a particular SCP)
  • 6 resources (cash, agents, savings accounts, banks, Class D personnel, research)
  • 5 actions (getting cash, getting SCPs, researching SCPs, emergency procedures to reduce danger)
  • options/settings and cheats
  • version checking, autosaving
  • SCP descriptions based on the actual wiki content
  • tooltips and a little area for persistent tips
  • save data is plaintext! :D so you can hack around with it :P
  • Title screen (yes, this is a feature)

You can get early access to experimental builds by purchasing the game for $1 or more. Also, most of the game is under a Creative Commons license of one form or another, and source code is available on GitHub.

This post is a summary of update before I started this devlog. Rather than break it down into updates, I'll just list what was added here:

  • 16 SCPs (including 4 that have multiple instances)
  • 2 random events (agent deaths and a special event based on a particular SCP)
  • 6 resources (cash, agents, savings accounts, banks, Class D personnel, research)
  • 5 actions (getting cash, getting SCPs, researching SCPs, emergency procedures to reduce danger)
  • options/settings and cheats
  • version checking
  • SCP descriptions based on the actual wiki content
  • tooltips and a little area for persistent tips
  • save data is plaintext! :D so you can hack around with it :P
  • Title screen (yes, this is a feature)

Just want to add on to what XXTornadoJoey is having a problem with by saying I think the overhead for Reservoirs is a bit too much. That said, I had no problem figuring out how to get money. (Also to be clear in case you did change the overhead, I am using the jam version, though I definitely will be upgrading. (and paying you cause this is awesome!))

https://guard13007.itch.io/scp-clicker

Balance the need to keep the Foundation running and research goals with keeping the world safe from anomalous objects.

This is a strategy "clicker"-type game. Early on, you need to carefully balance the rising danger with your need to make cash. Be careful to keep things under control as you do more and more, a careless click could lead to your downfall.

Currently containing 13 SCPs, a couple random events, numerous research opportunities, and a few automated methods for gaining money or dealing with increasing danger.

This is impossible! D:

Same version but 64 bit and on Ubuntu. ...Although, I think I was on a different computer at the time, so that may not be valid after all.

Aww, no Linux love?

No, I mean, what is the thing you mentioned as your inspiration for it?

(Although, that does sound pretty cool. Let the sky flood with birds! xD)

First off, you can see the current status of the game from its page. Second, if you don't know about the SCP Foundation..well, just check it out.


SCP Clicker is a game based on the mythos of the SCP Foundation. You must balance the need to keep the world safe and your need to get cash to keep the Foundation running. Additionally, you'd like to get as much research done as you can, but this can be dangerous.


If you're willing to share source code, I can help you figure that out. I'm fairly experienced with developing with the Love engine. :P

Looks fun. What's the neural network snake thing you mentioned??

The particles are getting stuck before being deleted and it only allows two clicks at a time before freezing for a bit. I'm using Firefox on Windows. Please make a native version. o.o

Looks like a pretty neat idea. My only concern would be how much content can you make within the game jam's time frame?

Take a look online for free assets. I'm a fellow artistically-challenged programmer, but I got things going nicely using game-icons.net

If you're still offering, my project has no sound design so far: https://guard13007.itch.io/scp-clicker

Want to point out there's also Game-icons.net with a huge selection of single-color icons and shameless self-promote my very tiny pixel font called MiniPixel.

SCP Clicker By @Guard13007 Play > https://guard13007.itch.io/scp-clicker ( https://www.youtube.com/watch?v=LMBbULXab6s )

Any news on this? I didn't realize butler didn't alert users to updates, and I've just started using it for a new project.

I would really appreciate the ability for my butler uploads to notify users, as I have been making important bug fixes and adding new features.

It just varies where their focus is at. Some things get more attention than others. It's only a few people managing quite a lot, so I don't blame them for being a little slow.

Created a new topic Guide / Icons

This is a brief overview of some of the icons in the game, what they mean, in the order you are likely to encounter them. The main thing to watch out for is the rate that danger is increasing or decreasing, and secondarily, the rate at which you are gaining or losing cash. You can think of research as the score for now, but there is much to be done with further development!

Get cash. This is how you get started, but be careful spamming it, as it does increase danger.

Hire agents. This is currently the best way to reduce danger. It does cost a steady amount of money though, so make sure you're ready to handle it.

Open savings accounts. The simplest way to get more cash, takes a fair bit to open them, but steady income.

Go on expeditions to retrieve SCPs. Fairly dangerous, takes some time to complete, and you get something new. (Eventually, this will hopefully be one of the stronger aspects of the game. For now, there is only one SCP available.)

You'll probably run into the bank fairly quickly. Very useful to get some cash going, but be careful, you need cash to get more cash when using the bank(s).

After you've completed a few expeditions, you'll have a more dangerous research option available. ;)

By now, you've probably had some agents die. If you don't want to have to worry as much about replacing them, it's a good idea to set up management for that. Remember, you can turn it on and off any time.

If you see this, you might be in danger. It only shows up when danger is increasing too quickly to be controlled by agents. Use it sparingly to save yourself, as it has a severe downside the more you use it.

And the last thing I'll cover for now, you can use convicts to take on the dangerous aspects of things. Cheaper than agents, that's for sure. ;)

I made an issue for this a while back. It's been added but not released just yet last I knew. Just added a comment asking about the status.

If you want to try a simple puzzle game, I have a color-matching game called RGB.

If you want a super short choose your own adventure, you have 300 Words to Save Your Ship.

If you want to look at an interesting prototype for nerds from a Ludum Dare, I got a shuttle you control with binary codes.

Good luck with your channel, and if you're looking to join a group, I have my own channel and stuff. ;)

(Edited 1 time)

I'm using the PICO-8 to make a demake of No Man's Sky. I've posted a couple videos of my progress so far, several tweets with pictures about it (here's a bunch of them embedded on an otherwise empty page), and the source is actually available on GitHub (though it is currently unlicensed, so ask me if you want to use part of it).

I'm not great at art, even with just a few pixels. And I'm not good at music or experienced with PICO-8's music system. I'm looking for someone who can help me capture the feel of No Man's Sky in music and art within the limits of the PICO-8. I'd like to have several samples of music I can dynamically combine in various ways procedurally, and a few biomes I can use with art, and ships, characters, space stations, items, plants, animals. I'm not 100% sure what I need or want, but you can get an idea from my most recent video showing it:

Ah, thank you. And thanks for the reply on the other question as well. ^^

At the top of the page, it says "You are able to claim a purchase 7 days after it has been completed."

What does this mean? If someone bugs something and I don't notice for 7 days I lose it?

Or is this talking about when I make a purchase? In which case, why is it on the Payouts page?

When I go to payouts, I only have a PayPal option, however, from this issue, I am under the impression I am supposed to be able to get payouts through Stripe. How do I set this up?

As can be seen by my lack of entry, I didn't get the time to make something for this jam.

Anyone else up for the idea of having a repeat next year or something?

Created a new topic Game jam rule violation

One of the games currently submitted for this jam is violating your rule about not having paid games in this jam.

https://itch.io/jam/a-batch-of-batch/rate/56383

Any other ideas from anyone or progress updates? o.o

Posted in Hi

Looking AWESOME can't wait to see what you do!

I'm thinking of attempting something like a more modern approach to Begin.

I'll make sure I don't loop back to the title (I was about to ask why, but I think I understand how that might be abused).

And I was thinking pre-generated randomness (so the same repeating pieces for the two states, still not conveying extra info), or yes, complete randomness with only a single variation making the difference between the two states.

Thanks!

I would honestly say that I think you should be allowed to tell the player to read the manual before starting, and that's it, but in other discussions, I believe it was accepted that having something like a text box for input was okay, as long as it was not modified by the game (hence, input only).

In your case however, I can see where an interface for making a connection is definitely a good idea. That said, think about how to make an interface using only 1 bit of output. A long tone means connected, a short tone means type the IP address again, or type "host" to host. Something like that?

I got two questions:

  1. Can we please be allowed an intro screen to tell the player that the game is severely limited and to read the manual? I have a feeling I will encounter players who don't read before launching the game..
  2. Instead of a 1 bit display, since the concept is more about 1 bit of output, could I make the screen random static, or random static that flashes between two different kinds of static? This way it looks a bit more interesting while keeping with the idea behind the rules.
Replied to Dekartara in Resolution

If I remember correctly, Itch.io allows this by default. I do not know if it can be turned off, and the rules don't explicitly deny it (at least, I don't think they do, I'd have to double check to be sure), so I think yes.

That's exactly what I was gonna say as well..minus the Halo part. Maybe just a small (two pixels, one border, one the actual bar) horizontal bar on the bottom? It could shrink towards the middle as you lose health.

Replied to ploogle in Holy @!$%#

That you then can't use... Except in a manual or something. xD

Ah, so my second idea! xD (My first was morse code output, and you have to reply via typing.)

At first, I thought this whole idea was absurd...it still is, but it is do-able, which is insane.