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Rad Codex

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A member registered Oct 29, 2015 · View creator page →

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Thank you! An undo button is definitely a good idea, wish we'd had time to include one.

Thanks! I was mostly inspired by Avianos from UFO50, even though that's a pretty different type of game. I just really like the board gamey-ness of it.

Yeah, the way to use items is a little hard to get, so I'm at least relieved that the tutorial level did its job. Thanks!
 

True, you can sometimes cheese that way, though it can still get you into trouble on the last few levels. If we made a bigger game out of this I'd probably add more types of obstacles/enemies so that grouping was less reliable. Thanks for playing!

Love it! The movement feels very good and well polished, which always a pleasant surprise for a turn based game. The crops having "windup" poses before attacking is really appreciated too.

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Very hard game, but when you get the flail circling quickly, it feels nice & satisfying!

Thanks! I'm clueless about 3D so I'm glad it turned out alright.

Heck yeah, I wanted to make sure the flamethrower was real good. Thank you!

Nice! The controls are a definitely a little unusual so it's a fair nit pick. Thanks for playing!

I agree! It would probably still look good at a higher angle. Unfortunately our Reticule code was a little finicky, and adjusting things could have broken it, so we got stuck with a low angle.

Thank you! Yep, there is a UI bug when resizing the game. And yeah, the pistol is really terrible, so you gotta get your first 4 Slickth ASAP.

Incredible presentation, feels great to play! I couldn't solve it even using the full hint sheet (I could never figure out the last paragraph), but I still had fun.

Hey, thanks! Me too, I love roguelike-style movement in grid-based games. (I have a severe case of grid-brain when it comes to game design)

Thank you! I love Into the Breach, so the comparison is very flattering.
Sorry about the keybind bug, I hope it at least works after rebinding it in the Options menu!

I like it! The art is very charming and there's a good amount of depth to the mechanics. I like that shields can block being able to click on the body.

Thanks! Mega Man X/Zero's flow of chaining dashes and blasting through weak enemies is exactly what I was going for. And you're right! I am a complete newbie to making music in general, so I didn't try to be NES-accurate with it. I used a handful of Genesis-style instruments to make it easier on myself.

Dang. Not sure what could be causing that. I'm using Godot 4, perhaps it has some issue with your computer?

Nah, it's not a rom. It only uses the NES aesthetic and controller restrictions (Dpad & 4 buttons).

Thank you! It felt good to take a break from tactics for a bit.

Sorry it crashed! That crash is an issue with the downloadable .exe version. I've since removed that version. Thanks for playing!

Thank you! Unfortunately there is no equipment screen. Glad you had the chance to beat it regardless! And don't worry, the ending wasn't bugged, it's just rather abrupt.

I'm definitely glad I put that checkpoint there, I think it could have been pretty frustrating without it. And thank you! This was my first crack at making a soundtrack, so I'm glad it turned out well.

Thank you! I'm glad the upgrades and difficulty felt good, I had to make some last-minute tweaks to get the difficulty right. I'm also not usually a fan of having to repeat areas, so I tried to keep the early stages easy to blaze through. If I had time I'd have added more shortcuts to early levels that you can blast through with later upgrades (like the bombable shrooms) to reduce tedium of having to start from the top.

Thank you! I really appreciate that coming from a composer- this was my first real foray into making music, so I'm happy it turned out alright.

Thank you! Yep, the level design is procgen RNG (just a bunch of setpieces arranged randomly attached to eachother). It would be cool if there were some indication which direction the way down is in though.

Thanks for recording your playthrough - that was very helpful to see how someone else played it. You've shown me a new bombs-only playstyle! : P I don't mind this 'cheese', as long as it wasn't wrist-pain-inducing! And no worries, the ending didn't glitch out, it is just a bit barebones due to time constraints.

Sorry, afraid not. That was a feature we didn't manage to add in time.

Awesome work! The puzzles are great and interesting. I love that the sounds of the track and devices make a little song! I definitely had a few really satisfying "ah-ha!" moments during my playthrough!

Thank you, that's high praise! I've always wanted to make a full game with MMX-style controls like this, so it is tempting. : )

I like it! The screenshots don't quite do it justice- it looks better in motion. Movement feels good, and hitboxes are nice and generous. Speeding up the attack animations, particularly the windup, might improve game feel. I like the music!

Really nice! It looks great, and the game feel is classic. I especially love the cool blood FX when you defeat an enemy.

Love a game with River City Ransom feel! The background graphics are great. Might be a bit too hard unless you run past the enemies, and it might be nice if the timer stopped for the boss fight (she liked to hang out in the part of the level where I wasn't allowed to walk). Still fun! And the boss' attacks are great.

Cool concept, and it feels authentic! It would be nice if everything animated faster, so I can give it another try sooner when I screw up. The difficulty spike on level 5 is a bit high, I couldn't figure my way around that one.

Great work! Good difficulty level, great tunes, and feels authentic. Love the twist at the end. And the respawn animation is a really cool touch.

Hey, thank you! Thanks for playing it!

I forgot to remove the Shift keybind. The intended keyboard layout is ZX and arrow keys. Either way I hope to get good enough at Godot that I can add keybind options to future jam games!

It took me a whopping 130 days, but I finally figured it out! As of v1.5.951, Horizon's Gate should (hopefully!) now work properly with the itch.io client.

Thanks! The game is about 15-20 hours long.

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Hi, sadly there is no planned support for any platforms besides Windows (and Steam Deck).

However, I did see one player post how they got it working on Linux, and this was their advice:

"In the end you just need to do what worked for Horizon's Gate: in terminal (do have protontricks installed and up to date): (just replaced HG's appid with Kingsvein's) protontricks 2276830 d3dcompiler_47 steam launch options: WINEDLLOVERRIDES="d3dcompiler_47=n" %command%"

I don't know what that means, but hopefully it helps!

Oh, looks like I never made a news post about it - but the itch.io version is already up to date with the Steam version's Double Tap fix (v1.5.945b). It's available as HorizonsGate_v15945bi.zip. Enjoy your annual replay! : ) And the 16th is so close!! Can't wait!