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Noskire

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A member registered Apr 25, 2022 · View creator page →

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It's also been a while since I participated in GWJ because of time, I understand :/

Technically, you are kind making the “line”, but segment by segment. hahaha But if you can make it work (I don't doubt it c:), it would be cool. A fade-out/fade-in would also be nice, like a little teleportation. :D

I like dictionaries too, but not so much it seems hahahaha

Being able to do a gigantic map can be a nice thing for a free/creative mode for the more casual players (or moods). :)

In the video, when you went from the edge to the center of the map, with the game being unable to render all the decorations in the process, for me it was pretty decent as it gave that blurry feeling that came at high speed. I couldn't see the decorations clearly, but I could see some flashes here and there. hahaha Maybe, at far distances, trying to load just a few random tiles might do the trick.

Good luck in the GMTK jam! :D

Also... A HUNDRED THOUSAND LINES?! :surprised_pikachu:

The eyes! *-* hahahahaha


And once again I'm surprised to see so much progress in such a short time! Switching to isometric really gave a nice improvement in perspective. The new tile system seems easier to control in the conversion aspect, which is good. And the variations... *mind-blowing*

The new art is so pretty! (I'll miss the bright eyes, though *-*) The portrait on the HUD is lit!

The audio is cleaner indeed, and this video seemed more dynamic than the others, nice.

I played EmPop during jam time, nice game too. :D

About the 'human' tile, since you said to be thinking of a different name, maybe 'life' or 'soul'? I'm not good with names, but maybe this will spark some ideas, at least.

In each devlog you add more and more! I'm really excited to see what this will become! :D

I was surprised to see that a playable demo is planned for october! :o HYPEHYPEHYPE

Your progress continues to impress, also, I have a feeling that you'll be able to work even faster now with some help! :D Don't forget to rest, though!

Until next fortnight. o/

Hello! :)

In the jam version, it took me some time to get the movement/attack system. I believe it took some minutes to understand that the attack pattern was based on the movement direction of the unit. But after some time I got the hang of it and it was fun. :)

However, since you are making a more complex version now, it seems that a simpler move/attack system is a good choice. Also, you comparison to chest pieces makes it almost instantly understandable.

Being able to change runes every day and, later, even changing between two on the same day also seems cool, giving more possibilities, maybe even using one 'set' during the day and another at night.

In short, great changes! Congrats! :D

Hello! :)

Great video, congrats! Also, you did SO much in so little time! :o

Regarding the video, I think it would be best to turn down the music volume a little, to make it easier to hear your voice.

Maybe the core stacks should be highlighted somehow. In general, I understand what you explain, but while playing it may be difficult to remember which are core and which aren't.

One idea would be instead of always putting the stacks in the same position (grass in the top-left corner, water top-right...), you could put the core above and the foreigner below. I don't know if that would be a huge code/design change, but I hope not. hahaha

The tiles colors and design looks neat for me, but it may be a good thing to think about color blindness early on, since your game focuses on colors.

About tile design, you can take a look at Loop Hero (in case you don't know already) and how it designs tile combinations. It could help in the fjord problem that you talked about in the video.

The HYPE is still going on, see you in two weeks! :D

HYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPE

From what I played in gamejam, I think the only thing I missed was the ability to move the camera to see the state of the world, especially during fights. Being able to speed up the enemy turn can also be a good thing, as there are a lot of them after a while. Sorry for adding even more things for you to do. :(

Beyond that, I loved your game and I'm really excited about how many things you want to add to it. Being able to adjust the pattern with the runes will likely give the player a LOT of agency, as well as allowing for different strategies.

I'll be waiting for the next update. 👀

PS: I also find them lovely. Just look at those eyes:

* - *

I also placed 4 ais once and saw which one won hahaha

Yes, I didn't have time to optimize. In general, I tested with smaller grids, when I went to test with the larger one it was already delivery day. :/ At least for me, even the 8x8 works ok, the 9x9 takes about 2~3 seconds to calculate, but I thought it was an acceptable time and kept it.

But anyway, the AI first looks to see if there is someone in front of it due to some difference (I had put 3 at first, but it was too easy, so I lowered it to 1). If so, it tries to erase an adjacent tile between that piece and its objective. If it is in front or it is not possible to erase a tile, it looks for the shortest path to its objective and moves.

I managed to win with all the upgrades and almost 1500 enemies defeated! :D

The game was super fun, I loved the art and effects, especially the enemies being erased with damage and the visualization of the next level when using the grenade.

Still, perhaps there should be a limit on how much the enemy can be erased before dying, because as there are many enemies, sometimes those with low health are almost imperceptible among the others.


Great game, congrats!

I missed ambient music during the levels, maybe even the menu music. By the way, when returning to the menu after completing a level, the music glitches.

In the first phase, I didn't understand that I needed to grinder before painting, and I just painted the coins without understanding why it wasn't being accepted. ^^'

Other than that, the game was really well done, congrats!

I had -3 life and the game didn't erase itself! ;-;

The game was cool, although sometimes it flickers a little. Congrats!

Says it's missing the .pck file²

I was only able to move the red line with ad keys. I also use Windows.

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I had to try twice, but I did it! :D

I didn't find iron beyond the initial vein, which made the game a little difficult, I got almost 2k wood on the other hand.

The game lags a little, perhaps because the map is very large and there are many enemies. If so, look into ways to optimize so that enemies only execute when they are on screen.

Other than that, the game was super interesting. I ended up using the wagon as a scout, looking for paths with fewer enemies before sending my warriors! hahaha

Congratulations on having done so much in such a short time, it couldn't have been easy!

PS: About the exports... Next time, put the export of each system in a different zip and select the correct option in itch (.exe and .pck as win, .sh as mac and .x86_64 as linux only). You put all the files as being from all systems, which is a bit confusing.

Maybe you'd better put the warning on a separate screen, before the game starts.

The moving game mouse was a nice touch. hahaha

The atmosphere of the game was very well done. Congrats! :D

The atmosphere of the game was very tense, despite the simple minigames in the files. Congrats! :D

No problem, it happens :) And in the end I was able to download and play, so it worked.

It would be interesting to see the money I have without having to open the briefcase.

Two pairs were supposed to be 10, not 7! ;-;

I bought the black chip, the cards ran out and that was it! hahaha

I couldn't win once ;-; But I found it super interesting. Pretty cool, really. Maybe there could be an extra tip for each guess. Maybe inform if the trick card has a higher or lower value, or if it is of the same suit or not. But even though it was difficult, I enjoyed playing it. I think I played about 20 games (and lost them all) hahaha;-;haha

I liked the progress, I just missed some background music and some sfxs. I arrived at the purple floor area and picked up, I believe, the last ball. It turned out really cool, congrats!

I'm sorry, but there was a cacophony of sounds that made it difficult to play. :(

The game looks interesting, apparently it has a whole process to follow and places to explore. Using the ability to hide to get past the bank's lasers was also interesting. But I believe an adjustment to the sound is necessary.

In any case, congrats on the project. :)

The button hover animation was really good!

There was no background music during the game, it could even be the same as the menu.

I believe the collision system has a bug, sometimes I pass through rocks.

My character is gone! @_@

The game was really cool, I loved the art. I believe that some adjustments to the code will improve it a lot. Congrats! :)

Very creative interpretation of the theme!

I just felt like it lacked a little more challenge, nothing stops me from throwing everything in the trash to continue. Perhaps the virus could take control of the mouse for a few seconds or hide the option to empty the trash somewhere else?

Still, it turned out really cool, congratulations!

It would be interesting to have some visual indication of the enemy's HP, not to mention that it would be more interesting with some sfxs and background music. But other than that it was cool, congrats! :)

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I couldn't play on Chrome, has anyone had this problem? :/ It gets stuck in this scene and the button doesn't work

I downloaded it and it worked normally. I thought it was very creative, congrats! Some sfxs and background music would have made it even better. :)

PS: It would be nice to have some visual representation of the 'touch' of the rubber on the enemy.

I played until I had a score of 6724 :D

Sometimes it is not possible to select the first char in a line to delete, I also couldn't find a way to cancel the operation.

The font is not ideal for reading a lot of text.

Other than that, great game! The vibe is very similar to Papers, Please!, especially the music! Congrats!

I got fired, but I won! :D

The text is very blurry when selecting the document. Since it doesn't rotate much, perhaps it would be possible to rotate just the paper and not the text?

I think on the third level the music stopped after a while, but came back on the next level. In fact, the 'evolution' of the music was very good.

The game was super interesting and super well done! Congrats!

A cozy horror game? Hahaha

Lots to interact with and very interesting story. Congratulations on your creativity in how you connected everything to the theme! :D

The aim seems inaccurate, but I don't know exactly why I felt that. Maybe it's the bullet falling with the distance, or maybe it's the collision, I don't know. Or maybe I'm just bad at it! :p

Other than that, the game was very interesting, congrats! :D

I think I died in the fifth wave. ;-;

There is a small bug where, if I am too close to the wall, the mouse attacks with the dash and disappears, but remains there inside the wall attacking me.

Other than that, the game was very interesting, congrats!

Super polished! Wow!

The font is not that good to read.

I don't know if it was a bug or not, but the colors of the password challenge changed between one attempt and another.

Maybe I'm bad at it, but I found it very complicated. I almost don't get past the tutorial :( Between having to read the instructions with the time decreasing, the colors changing between attempts and me having to remember what the results of the previous attempts were (with my terrible memory), I needed to try six times to complete the tutorial and I couldn't complete the next level. Even setting the time to infinite, the password kept resetting without me being able to guess the correct one.

The game is SUPER polished, very beautiful and the SFXs are great (I would just make the clock tick a little quieter than the other sounds), but I believe an adjustment in difficulty would help a lot. Maybe a history of the last attempts, maybe instead of having a limit on attempts, after a certain amount, each error decreases a few seconds off the time.

Anyway, congrats on getting so much done in just nine days! :D

I loved the music in the minigame.

Greg is gone! T_T

I wish there was a button to speed up the falling of letters and it was when trying to use Space for this that I discovered a bug ^^' You can select a file on the PC while in the minigame, which mixes everything up and gets everything confusing.

Congratulations on your creativity and for making a story like this in the short time of the game jam. :)

I played until level 25! :D

If I understand correctly, the enemy tries to predict my direction to attack. If I'm moving left, it fires further to my left instead of directly at my current position, correct? I had the impression that the shot is going too far to the side, perhaps the adjustment should be smaller or take into account the average movement of the last few seconds instead of just the current movement (although I know that doing this is a little more complicated). I say this because sometimes I would adjust my character to the side and the enemy would shoot towards the wall, and the greater the distance between us, the more visible this difference was.


Another thing is that enemies absorb bullets from other enemies, I think it would be more interesting if this wasn't the case, as it would make the level a little more chaotic and difficult.

Other than that, super creative and fun. I loved the art and the sfx. Congrats!

What stops me from just erasing everything? Oh...

Super creative and well planned, I also loved the art and the way the jump works. Congrats!

Oh yes. I think it's the attacks that target the most vulnerable that confused me. Other than that, it was easy to understand the attacks of the group's characters and the enemies' attacks were understandable after a while.

I focused my group on healing between turns and fighting undead. Towards the end I healed half of my characters' health between turns (and revived anyone who had died) and took more than half of the undead's health. XD

Then the spiders came T_T

I understand (because I already made the mistake of making a background that was too flashy) hahaha

But look at the background of this game, for example. It's something very subtle, perhaps at first glance it seems like it's a static image, but it still gives a little movement and makes the game, overall, more dynamic. I believe your game would benefit from something like this. :)

https://habidakus.itch.io/the-fall-of-the-chronotyrant

First of all, wow! Congratulations on being able to do this in nine days! If you add sounds and animations in the future, this game will be amazing.

I managed to get to halfway through the third map, I died to a group of spiders and a strange robot(?). Sacrificing your allies ended up making each level even more difficult. The only thing I didn't understand was why sometimes an attack targets the first position and sometimes the second.

I was also unsure if there was a way to defeat Chronotyrant or if I had to go until there were none of the 5 left. ;-;

Gasoline is consumed even when I'm stopped, which is logical, but ends up making the game more difficult. I think that if the gas ran out more slowly or the player didn't spend it while stopped/rotating, it would make the game more enjoyable.

Other than that, the game was interesting, with good art and music. Congrats! :)

The background image having some animation would make the game more dynamic. Especially in level 4, with all the blue blocks, I missed an option to speed up the ball.

Other than that, the game was very interesting and I managed to play until Ciao. :)

I survived until 2031-05-14.

The game is interesting and the visuals, despite being simple, are very well done. The sound matches well and adds to the atmosphere.

But I missed some indication of what my choices would affect. Maybe it doesn't even need to be precise, it could be something like:

Economic Recession++

Social Unrest+

These two were the ones that rose the fastest and led the world to collapse, and I didn't know how to control them, since everything I chose seemed to increase both of them.