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A member registered Jun 09, 2022 · View creator page →

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This game is really interesting. I love the aesthetic, the concept, and the story. I've done game design and lore writing, & I've worked on games such as Kanpeki & The Forest I.

The game is pretty obtuse, and very little is explained to the player. Combat is very slow and passive, similar to the souls games. The graphics are pretty well set up, but the frame rate suffers and the assets used feel a bit wonky. The levels are very well designed and fun to navigate, with plenty of cover and stealth options. The ammo system feels unnecessary, considering the games focus on quickly firing, running, and reloading. The game has some serious bug issues, and at one point I was warped into an empty room with a single, invincible enemy inside. The 2D art is stunning, and I wish the game had more in that style.

I would remove the ammo system, add in some frame rate optimizations (namely culling, LoD, baked-in lighting, & chunking), and get a 3D modeler to help with the models. I'd use Unity's built-in raytracing bake-in system to give the game AAA looking graphics without performance costs, and then put a simple shadow-casting system on top of that for dynamic lighting. I'd also move character dialogue from text bubbles (where it's hard to read) to the bottom of the screen, as well as an indicator (either "Name:," colour-coding, a graphical indicator, or voice acting to make clear who's speaking)

Beyond more surface-level changes like that, I'd really try to lean in on either fast-paced aggressive combat, or slow, stealthy systems. I'd completely do away with ammunition, and focus on a more seamless gameplay experience. I'd probably make the game a 3D Metroidvania-Lite (such as the Dark Souls Game) with the story missions accessible through a menu of some sort that would place a beacon their in-game. I would, however, discourage the addition of features such as mini-maps, quest lines, or the like–-as they could detract from the immersive experience the game is trying to provide.

I think this game, idea, story, world, & style all have great potential. You're clearly a pretty skilled developer to be able to put something like this together in just two weeks. I shudder to imagine what a developer like you could achieve in a few months.

I would get a game designer, and a 3D modeler or two together (maybe something like RevShare to avoid overhead costs) and add in voice acting with something like voicelabs or descript (which are pretty cheap & easy to use). Then, I'd follow a few tutorials (you can find them online) to bring the graphics to the next level and optimize for a better frame rate.

Best of luck with future projects! I'll follow this game in case you decide you want to keep developing it further!

I loue this game! Great gameplay & mechanics, absurd amounts of content, and a massiue uniuerse. It could use some people on art & music, but the gameplay, programming, and optimisation are incredible. I wish there were more players and maybe a public server, because I can't find other people who play this. I don't use discord, but I've been told that most of the players congregate there.

I tried scratch out, and I have mixed feelings. On one hand, the interface & UX are amazing, and the way scripts work is very inuitive (though I'd have preferred to have a simple way to write them, since searching for blocks is kind of annoying), but on the other hand, sprites don't have folders, animation is a pain, and good luck hacking together 3D with that framerate. Also, you have to use external programmes to compile to anything usable.

I'm using a 2017 MacBook running MacOS Monterey 12.1 with 1.2 GHz Dual-Core Intel Core (M3) and Intel HD Graphics.

I love this game! It's clearly smartly made, and it's pretty stable for an alpha game. I love the mechanics, and I'm excited to see it being updated. The Mac version (which I play on) is really badly optimized, but it's impressive one exists. The car mechanics are a bit floaty and strange, but it's otherwise without any design level flaws. I'm aware that there is a way to get and use healing items, but I still haven't figured it out yet. I've been playing for like a month now, and I'm trying to recommend it to people searching for an awesome indie game. I hope to see this fleshed out more as time goes on!

I'm a Mac user, and I'm interested in the game. Is a Mac client planned?

Thank you so much for giving this a Mac release. A lot of devs neglect us fifthly Mac gamers, but y'all are different.

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First of all, I love this game. I have a bad habit of sounding like I despise things I love, so I'll say right now that this is one of the best games I've played in a long time.

Leveling: The leveling system in this game is great. The player levels up at the perfect pace, and each level up matters the right amount. Vitality & Strength are very important early game, Speed matters a lot once you've beaten the armoury section, and Dexterity never really becomes important. However, there aren't many enemies which is great on first playthough (very Amnesia TDD feeling), but is pretty bad for grinding. Importantly, it means that you're vastly underleveled when you first fight the boss.

Mood: I like the darkness, as it creates a great mood and allows for terrifying moments where you get jumped by an eyeball who summons a bunch of turrets and destroys your 80 souls. However, it's used so constantly that you get desensitized about half way through the tutorial. Perhaps put the items in little dedicated rooms with light? Or safe, bright rooms with sparks that the player can chill in? These pretty much already exist (though enemies sometimes do sneak in sometimes), but it would make the darkness that much more effective.

Combat: Combat feels great. Backstepping isn't important enough in normal combat though, which makes it a shock when you need it for the final boss. Dodging is only really useful in open areas, such as the miniboss (not really a miniboss, but I don't know what else to call these things) next to the second bonfire (I think they're called "sparks?"). Heavy attacks are perfect, and I cannot imagine them being better. The biggest change I'd make would be to turn backstepping into a dark souls like dodge, with more i-frames and slower movement.

Progression (Not Leveling) (Spoils Secret Area): I love the choices. The relics (if you risk braving the armoury), sword / great sword, and artifacts are important decisions that actually affect gameplay. Most games just say "pick what you're good at and combat will be that," but this game forces you to use the right equipment for the right situation––which I like. I especially like the great sword, and getting items feels great (maybe add a special SFX thing, and the light room I suggested earlier?)

Secrets (Spoiler alert!): I love the breakable walls. They're actually better than Dark Souls', since you get that satisfying break animation. I especially like how they're hinted at by having enemies attack you right next to the wall, meaning you're likely to hit it while fighting. Putting it on the best grinding route all but ensures players will discover they exist.

Plot (Spoilers first 5min): Great visual storytelling! I like how the player has to watch poor "other triangle" get slaughtered at the start. Maybe pull a dark souls, and have them help you out with something before getting bopped? I'd like it if after the prison, they could get a little bit of story context for who they are, why they're here, and where they're going.

Level Design (Spoils a ton of areas): I love how you put useful items behind optional, super difficult areas (like the armoury). Nothing's gotten crazy yet (it's just the tutorial after all), but I can see this going to good places and I'd keep doing this. I hope we get a semi open-world thing, like we got a taste of with the choice of the miniboss route, the armoury root, or the warden route right from the start.

Overall Review: The leveling is 9/10, the mood starts of 10/10 but gets exhausting (so 7/10), the combat is 9/10 (just some odd dodging), the progression is 8/10 (solid), the secrets are 10/10, I can't get a read on the plot yet (which makes sense, it is the tutorial after all), and the level design is 10/10. Overall a 53 / 60, or 88%. Great potential, could use a bit of polishing.

I'm really exited for this game, and I think that it has the opportunity to be a really good indie soulslike, and I'm going to keep following development!

Edit: Also, the boss music is sort of forgettable. Maybe add in some soulsy vocals and intense strings?

Hi! Since this is unity, could you please export to mac? I don't own a windows.

I need a voice actor. Here's the contract. Please provide a portfolio and email.

"

Project codename fight.room will be a simple action RPG with two AI creatures (Zombie/Adventurer) to fight/trade with. Combat will be simple slashes-and-stabs hack-and-slash with three weapons (sword, pickaxe, axe). The in-game world will be procedurally generated with few features (huts, trees, rocks, grass).
Each of these features will be destructible and give the player items (Seeds, Rice, Wood, Stone, Sticks, Swords, Pickaxes, Axes, Plows, Fences, Barricades, Tents, Rice Cakes, Bones, Fertilizer).
The most interesting features of the game are the destructible environment, crafting, combat, and AI chat. The "Adventurer" is a creature that looks like the player and can be encountered randomly across the world. You can throw items at it, and it will return a random item of equal value. This creature will use an external AI chat protocol to give the illusion of multiplayer.
The game will be developed with code-based (actual) multiplayer support.
The above includes every feature, item, weapon, and creature planned for the final game. Each list is exhaustive and nothing has been forgotten. This is the plan for the 1.0 release of the game. Each member's responsibilities and RevShare* will be listed below:
Voxel Artist [EDIT: Austin Alacantara, user austinagraphics@gmail.com]: Player skin with animations x5, Creature with animations x2, Inventory items x15, Hut Varieties x4 (Facing Backward, Facing Forward, Facing Left, Facing Right), Tree varieties x6, Rock varieties x3, Grass/Flower varieties x12, Rice growing stages x3 (New, Half, Ripe), Dropped Items x15, Tool with animations x4, Fence varieties x6 (Top Left Corner, Top Right Corner, Bottom Left Corner, Bottom Right Corner, Backward to Forward, Left to Right), Barricade varieties x6 (Same as fences), Tent varieties x4 (same as Hut) and will recieve 15%
SFX Designer [EDIT: Sean Thornly, user sthornley1981@gmail.com] (Note: This list is not exhaustive), Tool SFX x4, Item Placing SFX x4 (Seeds, Fences, Barricades, Tents), Trading SFX x1, Chatting SFX, Menu SFX and will recieve 10%
Programmer: (Note: This list is not exhaustive), SFX Implementation, Voxel Art Implementation, Rice mechanics (planting, growing, harvesting), External AI protocol Chatbots, Combat, Tools, Monster AIs, Trading, Inventory, Crafting, Bugfixes, Player Movement, Code-Based Multiplayer mechanics, and will recieve 35%
Manager [EDIT: Pseudo Angus McMillan, user renegadescots@gmail.com]: (Note: This list is not exhaustive), Song x6, Game Design, Crafting Book, Stats, Creative Direction, Management, Recruitment, 2D Art, Pixel Art, Version Descriptions, Assistant Programming (C++), Assistant Voxel Art, Assitant SFX, and I will recieve 20%
The remaining 20% is reserved for voice actors, subs, team expansions, and the like.
The team will communicate here on Chanty (madfun.chanty.com). Each member is expected to check in at least one day of the week besides Friday and to check in on Friday. Moreover, each week on Friday all of the week's work is to be posted in the Chanty.
Leaking, cheating, scamming, trolling, spamming, and selling are all not allowed in the Chanty or anywhere else.
Members may quit or be fired. If this happens, they will lose all rights to their RevShare. However, to combat abuse of this, all materials they generated for the project are to be speedily disposed of upon their request.
The project is owned and operated by (me,) the Manager. I reserve all rights to fire anyone, at any time, for any reason.
[Added 22 Oct 22]: Members may quit. In this case, they must continue to work on the project under this contract until they are either released by the manager or an adequate replacement in the eyes of the manager is found. The longest a quit employee can be bound to the project is thirty-one days.
Please respond to this to sign the document.
*RevShare is the percentage of all leftover money from server costs, program costs, advertising costs and other miscellaneous costs given to each individual member who did not quit the project or was fired from the project.
The above message is a LEGALLY BINDING CONTRACT that is accepted by all members who sign up to the project. Responding to this thread is considered signing the contract.

"

I'm sorry but I already have a Sound Designer. I'm sorry. Good luck finding another project! (I saw a few interesting ones on LFS)

Hi! I'm offering 5% RevShare (and credits, which is generally assumed but IDK how it works for translators) for help translating from English to Portugese & Simplified Mandarin. The project is at madfun.chanty.com and all we need to get you registered is a portfolio, an email, and a response on a Chanty thread for the contract.

Okay. Go to madfun.chanty.com and respond to the thread "Expectations & Compensation" with anything.

That's fine. Just send your email and I'll send you the contract (it's like two pages). Once you agree, we can get started! I've got everybody else in, so we'll be able to get going once you send your email (junk email works).

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Hi! I'm working on an ARPG (more information here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...) and I'd be willing to hire you for 5% RevShare. We don't have much community yet, but we want to build one. We'll need your email and portfolio to register you at madfun.chanty.com

I do request that you provide your portfolio before we finalize your membership.

Sure! Just send me your email and I'll invite you to madfun.chanty.com. BTW, the game is quasi-isometric.

I'm offering 15% RevShare to a voxel (3D pixel) artist, if you think you're able to do that. The project is an ARPG. I've got more info here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-... though I do need am email for you to join. You can use a junk if you so desire. We'll communicate at madfun.chanty.com, though you'll need an invite by email to access it.

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You can contact me here, but the team is going to faciliate communication via chanty, which requires an email (you may make use of a junk email for privacy).

I'm offering 5% RevShare. If you're interested, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

Thank you for joining! I've invited you to the Chanty. If you know anybody else who'd be interested, please tell me.

I've got an ARPG project and I'm offering 35% RevShare to the programmer. If you want more information, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

I can give you 5% for concept art. If you're interested, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

I've got an ARPG project and I'm offering 35% RevShare to the programmer. If you want more information, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

I've got an ARPG project and I'm offering 35% RevShare to the programmer. If you want more information, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

Are you still available? If so I'm offering 5% RevShare on an ARPG project. If you want more info, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

Hi! I'm working on an ARPG and I'm offering RevShare. If you want to voice a few characters, I'll offer 5% RevShare (there's not a lot of voicing that needs to be done). If you want more information, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

Hi! I'm working on an ARPG and I'm offering 35% RevShare. If you want more info on that, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

Hi! I'm working on an ARPG and offering 10% for SFX. No music is needed, but it'd help. If you want more information, it's here: https://itch.io/t/2431341/voxel-artist-sfx-programmer-voxel-based-arpg-revshare-...

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I'm working on an ARPG and currently we're planning Voxel art but the stages are early enough we can switch to anime-style. I can't use discord, but I'm offering 10% RevShare.

This should be tagged "LFS"

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I need a team for a voxel-based action RPG. The development cycle is indefinite, as we plan to continue updating the game for as long as it's viable.

The game will be a simple action RPG with two AI creatures (Zombie/Adventurer) to fight/trade with. Combat will be simple slashes-and-stabs hack-and-slash with three weapons (sword, pickaxe, axe). The in-game world will be procedurally generated with few features (huts, trees, rocks, grass).

Each of these features will be destructible and give the player items (Seeds, Rice, Wood, Stone, Sticks, Swords, Pickaxes, Axes, Plows, Fences, Barricades, Tents, Rice Cakes, Bones, Fertilizer).

The most interesting features of the game are the destructible environment, crafting, combat, and AI chat. The "Adventurer" is a creature that looks like the player and can be encountered randomly across the world. You can throw items at it, and it will return a random item of equal value. This creature will use an external AI chat protocol to give the illusion of multiplayer.

The game will be developed with code-based (actual) multiplayer support.

The above includes every feature, item, weapon, and creature planned for the final game. Each list is exhaustive and nothing has been forgotten. This is the plan for the 1.0 release of the game. Each members responsibilities and RevShare will be listed below:

Voxel Artist: Player skin with animations x5, Creature with animations x2, Inventory items x15, Hut Varieties x4 (Facing Backward, Facing Forward, Facing Left, Facing Right), Tree varieties x6, Rock varieties x3, Grass/Flower varieties x12, Rice growing stages x3 (New, Half, Ripe), Dropped Items x15, Tool with animations x4, Fence varieties x6 (Top Left Corner, Top Right Corner, Bottom Left Corner, Bottom Right Corner, Backward to Forward, Left to Right), Barricade varieties x6 (Same as fences), Tent varieties x4 (same as Hut) and will recieve 15%

SFX Designer (Note: This list is not exhaustive), Tool SFX x4, Item Placing SFX x4 (Seeds, Fences, Barricades, Tents), Trading SFX x1, Chatting SFX, Menu SFX and will recieve 10%

Programmer: (Note: This list is not exhaustive), SFX Implementation, Voxel Art Implementation, Rice mechanics (planting, growing, harvesting), External AI protocol Chatbots, Combat, Tools, Monster AIs, Trading, Inventory, Crafting, Bugfixes, Player Movement, Code-Based Multiplayer mechanics, and will recieve 35%

Me: (Note: This list is not exhaustive), Song x6, Game Design, Crafting Book, Stats, Creative Direction, Management, Recruitment, 2D Art, Pixel Art, Version Descriptions, Assistant Programming (C++), Assistant Voxel Art, Assitant SFX, and I will recieve 20%

NOTE: 20% IS RESERVED FOR (AN)OTHER ROLE(S) - IF IT IS NOT USED, ALL REVSHARE WILL SCALE RESPECTIVELY

I'm okay with any level of experience as long as you're willing to do what needs to be done.

The team will communicate on Chanty (madfun.chanty.com), and email is required for signup. If you so desire, a junk email may be used. Each member is expected to check in at least one day of the week besides Friday and to check in on Friday. Moreover, each week on Friday all of the week's work is to be posted in the Chanty.

Leaking, cheating, scamming, trolling, spamming, and selling are all not allowed in the Chanty.

If you're interested, please comment below with this information: Desired Role(s), Portfolio, Email (Junk emails are allowed). Thank you for reading, and have a great day!

Hi! I'm a game developer working on an isometric ARPG. If you're interested, you can message me here or send me your email so we can talk on Chanty (madfun.chanty.com) (junk email is fine).

I'm looking for an animator for my project I·N·V·A·S·I·O·N, offering 40% of the revenue to all animators, split evenly. I need enough to get an episode done in a month (that's a lot, IK), so how many do you think that would be? Would you be interested? I can send you some of the songs (I'm the screenwriter/composer/story writer/promo artist/manager) and an overview of the Pilot (the script is done, but I'm not publishing it until we've slapped together an NDA). The episodes will be 17 pages (minutes), plus an intro & outro which will change every season (assuming it succeeds well enough we agree that another season would be profitable). I don't care about the poses and stuff as long as it looks decent. The art style is somewhere between Sword Art Online (call me basic) and Batman (the 1990s animated series). [Sorry if the formatting is weird, this message was composed using a different software]

I'm looking for an animator for my project I·N·V·A·S·I·O·N, offering 40% of the revenue to all animators, split evenly. I need enough to get an episode done in a month (that's a lot, IK), so how many do you think that would be? Would you be interested? I can send you some of the songs (I'm the screenwriter/composer/story writer/promo artist/manager) and an overview of the Pilot (the script is done, but I'm not publishing it until we've slapped together an NDA). The episodes will be 17 pages (minutes), plus an intro & outro which will change every season (assuming it succeeds well enough we agree that another season would be profitable). I don't care about the poses and stuff as long as it looks decent. The art style is somewhere between Sword Art Online (call me basic) and Batman (the 1990s animated series). [Sorry if the formatting is weird, this message was composed using a different software]