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JustusPan

63
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A member registered Dec 03, 2017 · View creator page →

Creator of

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Thanks for the reply! In fact, the basic idea is that No. 98-102 is a normal dragon, and then I hope that there is a "Great Dragon" that is stronger than them and has the same body size of 16px, and the strongest "Dragon Lord" is also 16px. This allows them to move around using the same rules of the game (because in classic roguelikes the passage is usually only one grid wide, larger monsters behave weaker). These "stronger dragons" don't have to be miniaturized versions of 111-117 (as you say they're too complicated), they just need to look more powerful than 98-102 (while maintaining a 16px size). I know I'm asking a little too much, and it would be great to think about it. Even if you can just keep it as it is, this pack is good enough!   

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A new request: Could we get a "mini version" of monsters 111-117, which is a 16x16 version like a normal monster?

In the bottom right corner of the collection images I find three types of stone stairs going down, and a half-wooden ladder. Seems to be missing a "typical up stairs"?

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request: Is it possible to add a normal "dragon lord" monster to this pack, which is the equivalent of Tiamat in terms of boss level, or let it be some kind of variation of tiamat without the 5-color faucet itself. The purpose is to avoid the concept of "tiamat with a five-color dragon head", so as not to be bothered by WotC copyright issues.

Thank you very much for your quick response! To support your outstanding work, I also purchased all the character packs.

Thank you so much for taking this suggestion! I'm working on a "traditional roguelike" that is a bit like the dnd style, so it feels great to be able to include this character!    

Excellent collection of monsters! Do you have a "list of their original names"? Such as "Goblin," "Cyclops," "Minotaur," and the like. If you could provide such a list of names, that would be amazing!

Great! Could I request for adding a human Ranger to this pack? A class which using bow as main weapon.

I submitted this project at the last second before the deadline! Please forgive me for marking "unfinished" in Creative Vision.
Overall, the theme image reminded me of "God giving life to Adam." The duration of this competition was also perfect for creating a genre I had never attempted in a GameJam: a classic roguelike. The 14-day timeframe is generally more suitable for developing a roguelike compared to 48 hours, so "creating a soul-manipulating profession" became the initial idea. However, it’s a pity that this project can hardly be considered "complete."
I went through a crazy 14 days, learning from scratch what a "classic roguelike" is and the series of concepts that come with it. With the help of various online resources, I barely managed to complete it to its current state. It was an incredibly fun 14 days, and I hope everyone enjoys this jam too.

When used together with other numbered dice from the d20 series, a six-sided die engraved with Arabic numerals seems more harmonious. Is there such a version?

Thank you very much for playing and commenting! The camera issue is indeed something that cannot be ignored, and I will find a way to improve it!

In the current version, the enemy AI's defensive intent is indeed too strong, and sometimes there are phases where they do nothing(likely a bug). Originally, their logic was assigned to different enemy units, but I eventually merged them into one. To ensure that players can utilize their unique special skill (shield-breaking attack), the enemy's defensive intent is also very strong. This definitely needs improvement. Thank you for playing and for your suggestions!

I'm sorry about the operation; I feel the main issue lies in the "heavy strike" settings. Thank you for your suggestion, and I will optimize it later.

 Regarding the theme, the basic idea is to "use every action in the battle process to address the theme." To achieve this, a system called "Battle Mark Cycle" was designed, where each cycle corresponds to a powerful combat skill, such as shield breaking, consecutive slashes, parry counterattacks, etc. During battles, players need to continuously cycle through operations to fulfill different "Battle Mark Cycles" several times to trigger powerful skills. In the final version, the process of cycle accumulation was simplified, allowing each round of operation to have a direct skill effect.

fantastic asset! is it possible to make some NPC asset which is compatible with this asset?

could we add/remove custom part assets to generate more customized character? Is it possible to support such feature?

Is there any compatible character assets for this?

I think current status of level 1-3 is interesting and challenge. This is a typical arcade-mode game, which need well design of each level and CSE did well in level design. It remind me of those classic arcade shooting game.

The shooting mechanism is very interesting and creative. But the control mode of flash shield may need much more polished. It brings too much risk and usually made me feeling frustrated.

I can't wait to see the finished version of this game. Goodjob!

Surprising collect & farming game. I spent "11 day" to reach end. It's very impressive to see the forest and town becoming more and more lively. Five stars!

@radmatt could you please help to look into this issue?

Thanks!

Good Job! What's the license of this project and the included assets? Could I use it in my commercial game directly? or Could I use it as the base of my new inventory database demo(it may be compatible with this inventory interface)?

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Thanks for you advice! the gold bug has been fixed. And please use mouse click instead of space key to skip.(yes, space will trigger next selection, it's a bug)

Do you think it's a good idea or not to make more contents like other kinds monster/quest/dungeon/different equipments and make it as an complete game?

I'm glad to hear your feedback, thanks!

I agree with this proposal.

I'm not sure what's the root cause of this issue. Just add following code temporarily, I'll come back when I finish my game jam.

if v-1 >= text_node.clean_text.length(): 
     continue
var letter = text_node.clean_text[v-1]

[Bug Report] Export Message Texts
Hi radmatt,

I'm using the steam version and I find the "Export Message Texts" could only export partial texts, lots of contents are missing in the exported txt.

If you need any project file to produce it, please let me know!

Thanks

Sometimes following error will be reported (the index is random):

Invalid get index '124' (on base: 'String').


--------- In Message.gd ----------------------

func _start_showing_characters():
var n = 0
for x in text_node.clean_text.length():
if ! is_message_completed:
text_node.visible_characters += 1
var v = text_node.visible_characters

var letter = text_node.clean_text[v-1]    #<---------------------error position

Need free  scroller zooming for scale percentage. 

Is there any way to assign different portrait pictures for different character?

It will better if DialogueDesigner could support this. 

Or creating a mechanism that allow DialogureDesigner give each character a specials  variable, and then supply the picture res path in godot.

hi radmatt, could you please fix it by uploading a new version? I can fix it by myself but I hope the ready-to-use version also includes this fix.

I love this asset. Can I resize and remix this asset to change the height of each character to 40px tall to fit my commercial project? Does this allowed under your license?

very cool assets pack. What's the license of it? Could it be used in a commercial project?

74. Firstly I didn't know how to play it but then i got it. the behavior of enemies force you to escape from them. Good game.

Good gameplay. And this game has appropriate level design. Good job!

Yes! I also think it's too easy to present the differences bewteen enemies. The gameplay could be refined. Thanks your advices!

falling from no.4 board. it's very...very sad feeling.. Impressive story telling give this game good motivation at the very beginning. But this game is really hard for me LOL.

I mean this action.

https://www.youtube.com/watch?v=FMtUqoxfR50

concise gameplay with appropriate music and art style make this game interesting. 

Firstly, I thought it's a simple jump demo. But I find it's a challenging game soon. I don't know how many times I should beat it, while the level 3 is too hard for me to continue LOL. I recommend everyone to play this game.  Good job.

I like smooth motion of the volleyball. The spike part seems not work in the way as I expected. A vs CPU mode could also make this game better.