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leafyxr

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A member registered Jan 13, 2018 · View creator page →

Creator of

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Some of the enemies, namely the ground ones, have a bit too much health in that build.

In the second build on here I added health bars to the enemies to give a better indication of how much health they have.

On the next build i'm currently working on I have rebalanced a lot of the enemies and spells, I am also looking at changing up the gameplay a little.

Thanks for Playing!

The pieces would be found in levels, the pieces collected can then be assembled into different spells.

The cost of the spell would be linked to the components attached, with modifiers such as damage, range and number of projectiles getting exponentially more expensive. 

The best example for this I know of that has been done before is the spell crafting system in Tyranny. 

The player would be able to equip one spell of each element at a time, using num keys or a quick select menu to swap spells.

Hi thanks for the review!

In response to your point about the random spell changing, I am looking into possible alternatives to make the game more interesting, currently im torn between two possibilities.

One option is to implement spell crafting, repurposing the editor tools i made this project into an ingame UI.

The second option is to simply make spells a collectable that can be found in levels / bought in shops, in regards to this option I would also consider changing the game to be a roguelike with different spells that can be collected each run.

I would love to hear your thoughts on this.

Great little game, could see this eventually becoming a compendium of different mini games similar to Warioware if development is continued.

P.s - Great job on the sound effects

I see we went for similar ideas! all in all its a fun execution of your concept, movement can feel a little rough at times but with a bit more polish this could be something great!

(2 edits)

So in an effort to upload an update to the game I accidentally overwrote the original file, the Original has been re-added but because of this I will understand if no more votes are received.

The changes made to the Post Jam update file are as follows:

  • Fixes to AI.
  • Balance Changes to Spells and Mana.
  • Fixed Jump and an added double Jump.
  • New Main Menu and Pause / Endgame Menu.
  • Zoomed out camera.
  • Enemy Health Bars.

Enjoy and feel free to post any feedback.

Here's mine, its very much a work in progress still.

https://itch.io/jam/yogscast-game-jam-2020/rate/845590

Glad you enjoyed!

Thanks for playing!

As I've mentioned to a previous commenter we will be releasing an updated Version at some point in the future, the issues with the enemies have now been fixed, although I'm still trying to pinpoint the exact reason behind the infinite jump (It was working as intended until a little before the deadline).

If your interested please check out the updated version in the future.

First of all thanks for Playing and your Feedback! This is my first time trying out this style of art in a game, and after this Jam I think it will become my Go-To for future projects. 

The Intention for the mana meter was to limit the spamming of spells too much, although this may be better achieved by adding a fire rate variable to the spell (I spent way too much time designing a custom editor for spell creation).

In regards to the camera would you prefer a  crouch action that lowers the camera to see a little lower?

The spells do different amounts of damage, and the enemies have different amounts of health. I will admit that this could be balanced better but this takes time. 

In regards to the Mana Bar, I agree! In fact I have already increased the max amount by a factor of 2, and increased the regen speed slightly. I have also balanced the spell costs a little better.

If your Interested in trying again with the new balances there will be an update some time in the future (Probably after Judging ends).

Thanks for Trying it out!

Very Impressive! and an amazing aesthetic.

Simple and easy to understand.

Good Fun, but the theme seems somewhat lost here.

Very Relatable

Like others have said, the difficulty here is high, although for a solo developer you did a great job considering the time.

Good Vibes to you! Great Job!

Is there a way to tell which is fake, seems to random. 

Other than that, great job!

I'll be honest I can only get one of the endings.

It's an interesting premise and with more time I can see something great.

https://leafyxr.itch.io/quintessence
We may have been overambitious with this one.

Thank's for the feedback! Currently I have stopped active development on this project, but I might revisit it when I have the time.

Update now live - https://leafyxr.itch.io/a-lost-light/devlog/115198/post-jam-update-now-live

Update now live - https://leafyxr.itch.io/a-lost-light/devlog/115198/post-jam-update-now-live

Update now live - https://leafyxr.itch.io/a-lost-light/devlog/115198/post-jam-update-now-live

Update now live - https://leafyxr.itch.io/a-lost-light/devlog/115198/post-jam-update-now-live

I've made some small changes based on others feedback. Actual update will be posted when the voting period ends. - https://leafyxr.itch.io/a-lost-light/devlog/115028/post-jam-update

Thanks, I've made some small changes based on others feedback. Actual update will be posted when the voting period ends so for now its just Images. Let me know what you think - https://leafyxr.itch.io/a-lost-light/devlog/115028/post-jam-update

Made some changes based on your feedback - https://leafyxr.itch.io/a-lost-light/devlog/115028/post-jam-update

Made some changes based on your feedback - https://leafyxr.itch.io/a-lost-light/devlog/115028/post-jam-update

https://itch.io/jam/yogscast-game-jam/rate/535231

https://itch.io/jam/yogscast-game-jam/rate/535231

I almost stopped completely because of the flu part way through, as a result I only spent around 10 hours on it overall

https://itch.io/jam/yogscast-game-jam/rate/535231

https://itch.io/jam/yogscast-game-jam/rate/535231

Oh right, I know what section you mean, I think I forgot to add a collision box to the model up there, oops.

Wall textures were one of the first things I did, before I'd decided on the look completely.

From all my testing runs I never fell through the floor so I'd be interested to know where that occurred.

As mentioned in a previous comment, lifts were one of the last additions, changing the speed is easy it's just a case of time limits preventing getting the right balance.

And as for sound effects, I didn't really think about it at all.

I'm happy with how it turned out overall but I think I might revisit it at some point in the new year.

Originally it was going to be completely 3d, but I decided to save time by using sprites for the Characters. I know what you mean about the levers, they were one of the last things I did in a mad rush.

https://itch.io/jam/yogscast-game-jam/rate/535231Sadly it's not as polished as I would like but I think it turned out well considering.

Didn't end up being completely finished but take a look https://itch.io/jam/yogscast-game-jam/rate/535231

The Levers needed more time for sure, I was in a rush to get all the levers, lifts and doors in for the last two hours of the Jam.