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Maxim Loboda

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A member registered Jul 02, 2017 · View creator page →

Creator of

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This game is very interesting to play. But the most interesting part (correct me if i'm wrong) the only choice player has is the direction to go on an intersection. It feels really satisfying to pick a superior path given the current roll. I think if you plan to expand this game you should give the players more choices to make. Maybe give an option to pick one out of 2 random upgrades, or some way way to make a few next turns more predictable. This way player would actually feel like they did something that led to their success or failure.

A very interesting idea. I'm not actually sure if this game is online or not, if yes then that would be super impressive. But in that case you have a subtle problem of inflation, since dying players are a "tap" for new dice and the "sinks" dont exist. There must be a way to destroy dice, or to fight without any, effectively removing death.

A surprisingly deep game.
It would be nice to see the length of the currently selected path.
Also i think that dice can be thrown automatically on round start.

Sadly the game does not load, but I think you still should receive at least some feedback.
Hitting enemies is surprisingly satisfying as is.
There should be at least some fail state, because right now I'm not sure that it is possible to die.
The visibility should be improved, since sometimes its hard to see where the player is.
It is a shame that random terrain does not impact the game much.

Well done, an interesting story with an interesting puzzle. Also it was a great decision to allow to pick an outcome of a duel after the intro, otherwise getting the true ending would have been a hassle.

Also it's very interesting to see how picking an outcome of the other duel goes from an unneeded choice to an essential tool.

Great job. Also thanks for making it open source.
The idea is very interesting, but i think it can be developed further.
As is player is just going around randomly. Maybe door assignments should be generated at the beginning and rooms should be distinct, using numbers or something like that. This way player can move with a little bit more intent though this weird non euclidean building. And secondly, maybe the code should be broken down into parts, so the player has to explore more of the building.

There is an idea of a Dice Dave. Some kind of abstraction, but there is no uploaded Game. Only a page... a beautiful page. And though I can the see page... and feel the effort that went into the art... and maybe our experience of the jam is comparable, the game is simply not there.

Impressive idea. It would be nice to see what are the probabilities for non standard dice.

Try following this guide https://itch.io/t/1033075/the-super-simple-mac-gatekeeper-workaround

Also M1 is not supported right now.

Are you using windows?

Looks like some engine issue, because it doesn't even initialize. Try running with verbose flag "-v".
Btw what gpu do you have?

Can you try running the game using command line and send the output?

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As a temporary fix, delete recent_file.json from %appdata%/Godot/app_userdata/Textreme2

We will patch the game a bit later to fix this issue for good.

New update fixes the issue

If the game doesnt connect in the first couple if minutes, it means an some error has ocurred.
Try reloading the page or using a different browser. 

Networking was quite a challenge. A couple hours before the deadline we found out that https websites (like itch) forbid insecure connections (like our networking), so i had to speedrun any% SSL certificate registration in the middle of the night.

Issue will be fixed in the next update

Windows 10 has this feature called protected folders, it forbids thirdpary apps to write to the certain folders, by default its configured to the list i sent. Try disabling protection for the folder you want to save to or save to non protected folder.

Which directory  are you trying to save to?
Is that directory in this list?

Is this bug caused by having text effects on screen?

What window manager are you using?

This is definitely a bug

Thanks for reporting the issue.
Godot 3.2 indeed had some issues when loading fonts, it looks like they are fixed in 3.3.
I updated steam and itch downloads for OSX to work with Godot 3.3.

Main download is updated with a workaround

I've added a download for an old version of the osx build.
Once bug is fixed i'll update the main download.

I'll post here once fix is available.
BTW did the previous version of Textreme2 work for you?

Thanks for the feedback!
About the sway effect, it is by triggered by symbol |.

Corresponding key is located near the enter key.


Hello, i made slight adjustmets to Dave the Dev's dialog player to support richtextlabels, bbcode is added directly in the dialog editor, although godot's default richtexteffects look rather ugly, but custom effects are supported in godot.

Fork of Dave the Dev's repository with modified dialog player

Textreme 2 community · Created a new topic Issue reporting

Report any encountered bugs or problems here

Godot is a very intuitive engine to use, has a good documentaion and is very version control friendly.
Our game is a driving arcade with lots of hardbass and a bit of memes
https://le-von.itch.io/donkbass-drifter

Its really hard to play on keyboard, also its kinda a shame that it has no sound at all, other than that its a nice game

Awsome game with clearly defined mechanics and good puzzles.

What a shame its so short, btw theres a bug, music starts to play multiple times when you restart sometimes

Thanks for feedback!

P.S. Html version is post jam

Thanks for playing! Were you playing the jam or post jam version?

Its a bug but new build(post jam) has it fixed

Does it actually work? :D

I didn't expect this game to be so fun. I spent around half an hour playing thius non-stop! I'm sure if you polish it up and add better visuals it will be a great arcade game.

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I d like to see improved mouse sensitivity or perhaps a way to choose it. Also the 64 by 64 resolution dosnt seem to work out that well on pc screen that sits right there in your face and would better suit mobile games. Maybe 128 or even 256 would be a better choice of resolution that would still preserve the games's artstyle. 

By the way, will you be posting this games' raw files so that godot enthusiasts could take a look?

P.S. Would like o see this this game with antialiasing on just for fun.

I suggest changing your previev to at least a more high res one, as at the moment it is one of the most repulsive previevs I've seen during this Jam.