Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Pauloondra

25
Posts
1
Topics
36
Followers
24
Following
A member registered May 15, 2018 · View creator page →

Creator of

Recent community posts

Yes, I will also make an android version soon after the PC one. iOs is more difficult for me, but I guess i'll sort it out after that

It's hard to tell anything right now. But it says "Vertex shader not compatible with this device." 
Can you tell me your GPU? (or both of them if you have two)

Hi! Sorry for the delay. Can you screenshot those error messages? I don't see errors on my side, so I need your help there.

Thanks for so much detailed feedback! 

1. I'll make an encyclopedia, most likely on a separate screen (so you don't have to point at running mobs to see something)

2. I have an idea for that, will do

6. I wish it too, but need to be sure it won't hurt CPU performance. So I'll try, no promises

7. No, it's a zero stress game, no planning, especially careful :D Btw I already made a game about careful planning (Zero Orders Tactics), and nobody plays it :D

Thanks a lot, and yes, sure you can :)

In 1.5 days before I plan to release a DLC with your characters in it, a shiny new black dragon appears! Now I'm replacing a red one with it :D

Thanks! c:

Thanks a lot! It worked!

Good advice, thanks!

Spasibki :)

(1 edit)

Without writing  " if live_call() return live_result; "  my object's Step event is performing normally with room speed=60. But with this line of code, it's something like 20 steps per second.

Is it ok? You also should know that there're about 100 instances of that object slmultaneously in the room.

Thanks for feedback! :) That's the real problem with unpredictable results of hits, I can't solve it :/

Fog got thicker if last level has fog too and all you can see is fire on the bomb and smoke trace - sorry, that is the feature :D Probably I'll make option to change game speed later, but now I really want to release it (I've wanted it for too long :) ) Grab it now, because I should turn off the free download option soon.

Version 1.0 added.

Thanks!

My original idea was to make no interface outside of in-game elements, like they do in Dead Space or so. That's why enemy HP is towers and your HP is guys. But looks like I should try harder to make game info more readable, especially when bullet-hell with bunker blocks come to play. :)

As for changing weapons - it changes cross-hairs (little blue, big red and laser line) and little lamps on robot's back. And crosshairs hides when you have no Attack Points enough.

And yes, 30th level was the last, but now the game is endless. :) BTW, I've just uploaded the last version, which will go to Steam soon. And when it finally be released in steam, I must set the same price on itch.io too. So grab it until 19th, if you want :)

Thanks a lot for your feedback!

Now I'm trying to finish and polish the game in this state (because I'm going to release it in steam next Monday). But later I'll probably try to add splitscreen PvP mode with controllers support.

Uploaded 0.94!

Uploaded 0.94 -the last version made in FFSJam time scale.

Made a lot, but still got a lot of polish to do. Hopefully, I'll finish it all till Feb 18th, because that's my release date in Steam :)

Update 0.93 is here!


Updated to 0.93:

  • When player picks up the bonus, there're no more boring numbers. Now bonus points are flying out and chasing the player :)
  • More sound design (added voices, finally)
  • Better-looking fullscreen mode
  • Experimenting with steam API

Updated to 0.92 - Made tutorial, powershield, pause menu, some sound design and lots of lesser stuff.

Update 0.92 is online!

Update 0.91 uploaded

Thanks for feedback! Yes, I want to make something like tutorial. Also, more level design and sound design work. As for mouse control, I don't know how to fix it, except that mouse is released in pause menu (in this version press Space bar, any key in next updates).

Update 0.9 uploaded

Uploaded the v0.9 update for my CastleBreak. Hoping to finish it with FFSJam. Lots of work made, but still a lot of polish to do :)