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Luca Ballarati

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A member registered Mar 11, 2018 · View creator page →

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The 0+ version is the most recent (hence the +). The 0.85.26 version is pretty much deprecated, but I keep it around because it contains deleted content and I felt some people wouldn't like me "taking away" stuff I published, even if I decided it doesn't work.

Hey, thanks for the feedback!

1, 2) I'll be addressing these in another update soon.

3)

*I agree n the Catalytic spear, and that's why I took out the Line 3 pattern; but it was useless either: melee attacks are, RAW, single-target only; patterns don't work for them.

*I can't remember if I had already written it in this update or corrected it later, but the Tarantula's Cora Active only works on enemies inside soft cover that *it* made. Still strong, no doubt, but it requires more deliberate setup.

*The IR laser was never meant to be a substitute for the Oracle LMG.
It had a bit of a journey as a matter of fact. It started as a synergetic weapon with Hemorrhage Scope (which allowed you to ignore Inviible if the target was in the Danger Zone) and it did just 1d3E+1H on a Hit, but it was pointed out to me that if a target is invisible then it's difficult to hit with the weapon, so I cnanged it to force a Save on Attack as a way of sort-of giving Reliable Heat.
Later I decided to get rid of the Hemorrhage Scope because it only really synergized with the IR laser, and I also wanted to give the Lacewing a CQB instead of a rifle to go with the Assault Kit.
I realized that it forcing a save paired well with the Tarantula's high Save Target, and that's why it's there.
incidentally I realize I need to give the Tarantula a Flex instead of a Main.

*fixed that in the last patch

*fixed that in the last patch

*I agree and that's why in the last patch the Jamming wears off if the target goes outside SENSORS or LoS

I'm glad the various mechs seem distinct and uniquely appealing now that was a major concern for me in this rework,
especialy for the Tarantula whose license I always knew was a mess. I went to some lengths to try and make sure each frame and piece of equipment evoked a specific fantasy.

About the copyright thing, it would be more correct to call it patenting or licensing.
IRL, companies can buy licenses to manufacture another company's product: you see it often with cars and military hardware.
To my mind, Printing Licenses operate in a similar way, which means that you can easily buy a license to print a company's products,
but you can't distribute that printing license yourself.
That's the licensing issues that HRA has to contend with: all the SecCom-era military surplus on Hercynia is licensed under GMS, so while they can salvage and reuse it, they can't sell printcodes for it, because it's basically stealing GMS's patents.
They can only get away with doing so for derivations of the Enkidu because nobody wants to risk being associated with it by claiming licensing rights over it.

And finally, the Krait Krew will return, and Mothman with them.

1) You'll be happy to know I was already reworking the Robberfly: the new passive will be the SHANK E.R.A. Plating and the active is an Efficient one that makes it stronger for 1 turn.

3) Thanks for the compliment and thanks for the correction.

4) That's because it doesn't increase the Blast radius of weapons: it gives a Blast 1 pattern to weapons that don't have it.

6) It's supposed to be Efficient. I must have forgotten to write it in.

8) I use British English, not USA English, unless I'm using specific game terminology: I write Armor because that's how the rules spell it, but as an adjective I would write Armoured.

9) I felt the mech needed a way to always be able to use its traits, athough I might need to shrink the area of Soft Cover it can make. As for Lingering Munitions, I feel the Limited tag is enough to balance it, though perhaps It could stand to be Limited 1 as a default.

11) Already reworking it.

12) True, but I felt the need to let the Hihue have an answer to Death's Head's Mark for Death. THere is also a difference that Antlion's Decapitating Strike is a single attack once per Scene, Activate K-Comps is an ognoing bonus for a single scene.

I liked the prototype, but it could use some clearer indications at times. For example, Judth says she'll meet you at the "old quay" once she's done, but actually goes to a bench on the seaside street.

Also, the fact tools are confiscated from your inventory when you're arrested and there are only a finite amount in the world, so getting arrested too many times can soft-lock you out of certain tasks (eg finding the weed bags)

Good luck then. Actually could you point me to a good resource for learnign to code games in Unreal 5 using c++ and not Blueprints?

This project looks really intresting and I'm eager to see the finished version.

As it happens I might be able to help: I work as the lead programmer in MadPigeon Studios, and since we're just finishing our last project, if you're working with Unity I'd be happy to assist.

As this is a playtest, I'm always looking to know more about the player's experience so this supplement can be balanced and improved. I'm all ears.

As this is a playtest, I'm always looking to know more about the player's experience so this supplement can be balanced and improved. I'm all ears.

Build on this game, you've got a winning formula here

I programmed the enemies in this!

The core loop is good, and the unpredictable ways the green soldiers moved made the game tense, though at the cost of feeling unfair sometimes. The game has one big problem however: at least in the browser version, the UI isn't scaled properly, which not only looks ugly, but results in the crosshair being off-center, so that I had to put tape on my screen to progress beyond the second room.

I din't really think about that. In my mind I only imagined the theme mechanically.

I tried to participate, but personal business got in the way. The build I had made was functional but ugly and only 4 levels long, so I didn't submit it

The base design in just ok, but many, MANY thanks for letting the player wall-jump, even if you have to find out for yourself. The adherence could have been more subversive tho

It's not even tangentially related to the theme, but it's fun and thrilling.

Neat! You mangaed to use all three themes and make a game that looks like it belongs in an actual app store

Thanks for featuring me, and for the feedback. I keep getting surprised by the fact that some people notice my first attempt at game developement.