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PTrefall

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A member registered Mar 17, 2014 · View creator page →

Creator of

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That's awesome to hear Phodis! Is there anything in particular you'd like to see improved or advanced upon? And what aspects of it do you find "epic"?

Haha, thank you Classicwook! That's amazing feedback, so glad you had an inspiring experience!

Thank you!

Thank you so much for playing, and thank you for putting out this thorough a playthrough of the 7drls, it's a treat for us developers to get a 15 to 30 minute video by an expert player like this. Absolutely amazing!

Oh thanks a lot! Great to know it works on the Deck!

no worries man, you did it justice, and I'm thankful that you tried it out! There's so many roguelikes to get through, so i think it's rather on the game to keep your attention than you giving it more attention than feels natural 😅 thanks again man!

Oh I just watched you play the game on YouTube, thanks a lot man!

You got unlucky and got one of the bad proc gen dungeons. It messes things up real bad some times 😅

Thank you! Great jamming with you too 😎

Thank you!

Thank you for playing and your honest feedback! Right now the game can spawn with a lot of different combinations of rooms, and sometimes it spawns a room with a trapped Troll. I simply havent had the time to tweak it. 

A lot of the foundation is here to do a lot more advanced collaboration between kobolds, and special behavior in each room, but again I ran out of time before I could realize it fully in the game. So this is why that first bridge rooms feels better than the rest, and I think it is left up to random chance whether you get a good experience out of the dungeon oe not right now due to bad balancing.

 I'll spend some more time on balance and tweaks to hopefully increase the chance of a better experience. Aiming for Tucker's Kobolds and Jeff's Smart Kobold sets a high bar!

Thank you! Lively imagination on the player's part help I'm sure!

Haha, mission accomplished! So happy to hear you had that experience!

Thank you! The aim was definitely to try to bring the ascii to life with sound, so I'm super happy to hear it enhanced your experience!

Thank you!

Thank you!

Plays very polished, nice take on a usable 3d view, and cool to have a 2d option as well! I will have to play this some more!

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In the end I had to submit the game as incomplete. I lost 2 days and barely managed to scrape 2 hours of work in on the best days. Hard to complete a project of this ambitious level within the allotted time then. I had a lot of fun though! Good luck to everyone else doing the challenge!

https://ptrefall.itch.io/ark-remnants

Day 4 pretty much went without any time at all.

Day 5

  • Got started on some enemies

Day 3 done

All in all I think the weapon handling is pretty much done now and I can move on to enemies and dungeon gen.

  • Lot's of little gun handling and effect details.


Day 2 done

  • Linked sword animations to sword items
  • Added guns with aim rotation



Always a treat to  play your entries! 

Thanks NorthStateGames! Now let's see if I can find enough time to execute on the premise!

First day is in the books. Weekends are particularly busy these days, so didn't get much done. 

  • Aria character is in
  • Idle animations are set up
  • Sword front and back with sprite order sorting based on direction is in
  • Eye blinking (the bare essentials!)

will it have a balatro style trailer? 😆 cool idea!

awesome fluid sim!

In the shadowed expanse of space, the remnants of humanity's last hope drift silently—the Arks, colossal vessels once brimming with life and promise, now lie in ruin, shattered by an unforgiving alien onslaught. Among the stars wanders Aria, a young scavenger burdened by her family's colossal debt to the ruthless Forces of the Motherworld. Her fate, tethered to the debris of the past, guides her to the ghostly husks of these once-majestic Arks. But can she find the heart of the Ark, the artifact that would surely fulfill her debt and set her free?

Unity. I've just got too much framework and knowledge invested to jump engine right now.

Just released v1.8!

I spoke with the composer btw, and he said to dispute the claim with YT, that way the composer can clear it on his end. A bit cumbersome for sure, but it sounds like it's our only option with this music.

Oh really? That's super interesting! I will have to join your hunt for this unknown gem of a game. I was surprised this worked so well turn-based!

Awesome!

This should now be fixed.

This should now be fixed.

I managed to reproduce. I'll get a fix out asap.

This is a unity bug, but it seems to have appeared more frequently after the last release. I will have to analyze the changes and see whether anything pops up. Thank you for the report.

Thanks again for all your feedback. I agree that dragon fire stopping you from fleeing away from the dragon in a straight line is a great idea, and I also agree that the bosses tend to draw out a bit much right now. More than anything I think there is a lack of content problem in the game right now, it needs more abilities and items, but this has to grow over time as the game slowly matures.

I'm on vacation this week, so no new game update this week, but I'll be back at it soon!

hm, is it the webgl version? If so, would you have a chance to hit F12 in the browser and see of the Console section holds any red error messages?

Thank you! Awesome to get these videos to get some insight into how players play the game and what information doesn't come across perfectly!

oh that was an amazing run, that artifact makes the sparks so powerful! I see on the summary that the artifacts probably spawn a bit early. There's really not many items of significance after that. 

I watch all the videos carefully, it's a great opportunity to get some insight into how others play the game. I get quite blind to that in my own runs since I read the game with complete knowledge of its inner workings.

I'm glad the new boss procs added some epicness! Rest assured this was only the first pass on this concept, and more variety and harder procs should come in the future! As always, please share if you have any ideas.

I'll buff the archer back up a bit. Next version will hopefully see a fairly big rewrite of the spawn phase system I've planned for a little while now.

Good catch on the super healing potion vs normal potions. That's a bug! So thanks for bringing it to my attention!

There is a pretty huge difficulty curve from when the dragons spawn until the black dragon appears. I'll have to think a bit about how I can add in more spikes like that which tests that you're on top of the powercurve a bit earlier in the game. I think the new spawn phase system will help with that.

Thanks again man for your continuous support! Invaluable feedback!

1.7 released today. Enough new features that I wanted to get it out there rather than keep adding new stuff. Rest assured some of the suggestions you've supplied is on my todo list ;-) As always, let me know what you think of the latest changes!

I know it all too well, it's surprisingly hard to get the core of a cool concept in in 7 days, because of all these other things that take up so much time in the project. I still think the game had some cool bits. The little animations, and the power curve felt pretty good, even in its basic form!