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Robin Field

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A member registered Aug 29, 2016 · View creator page →

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Any thoughts that can be shared help me know if a project is worth updating or expanding into a full game.

Thanks for letting me know, looks like a html5 build issue, I'll get a fix out asap.
Apprciate you checking out a few of my games.

Thanks very much!


Yeah, the barricades are pretty unfortunate as they are now; they were part of the original idea, which was moreso about picking and choosing what lanes are open in order to get the materials you need, while minimizing threat. It ended up straying away from that and the barricades just don't really fit in with how it currently works.

And that does sound like a bug to me. Added to the list for whenever we have the time.

Thanks for the feedback, very glad you enjoyed it! 

The final wave thing almost didn't make it in, so I'm glad it was worthwhile. 😉

I agree about the walk speed, it does start to get tedious to walk around building towers as the level expands, and I think it also ends up encouraging you to consolidate your towers around a single area, which is not quite what I'd like. (Although I think there are other choices at play there, too.)

Appreciate the thoughts, I'm glad the jumping zombies weren't just confusing and annoying; I really wanted to fit in some more out-of-the-box enemy behaviour, for better or worse. 

I never even thought about people barricading the last wave, which is pretty funny once you know what it spawns, the barricade feature itself needs a lot of work.

Thank you very much, you're my best friend.

Thanks for the report! I'll get it fixed asap.

Thanks, this game was actually made in GameMaker. 😉

Most of my games are in GameMaker & some of them have their source files available; if you're interested in snooping around the code.
I've used Godot a little bit, but I haven't released anything with it yet.

Alright buster, you want an update? Watch this space.

Appreciate the thoughts, if I eventually find the time to work on this some more, I'll make sure you get a special thanks credit. 😊

This is crazy helpful, thanks very much!

Your statement at the end about expanding it is pretty much how I feel about it too, I think there are some big issues with how the material gathering works right now & most of the ways I can think about improving it pushes it closer to just being a worse version of noita. I think it definitely needs some ways to make what spells you get / how useful they are vary per run, at least.

I hadn't heard of Magicmaker or Mages of Mystralia, I'd like to check those out sometime.

( the rune halves the cost of the materials at either side of it btw )

damn, LJN - that's ice cold 👀😅

Looks, sounds, plays good, and feels pretty authentic; something I've come to expect from your games!

a few nitpicks:

i found myself often spamming O as a fruitless way to speed up the intermission screens and, during game over, it caused me to instantly start a new game and lose my progress twice.

I wish the game would do that pacman style position shifting when you're turning corners without being fully in the middle of a tile, I got snagged a good amount while trying to get around fast.

It's possible that I just didn't pay enough attention, but I thought the enemy movement was quite difficult to predict, which became a little annoying for me in the later levels when trying to time my actions to where they are.

Thanks!

Yea, the turret issue is something that cropped up right before submitting to the jam, I've got an update ready to go, but I won't be able to upload it until the rating period is over. 😔

Thanks for playing, appreciate the feedback.

Can't believe this topic is so old already 😓

I wish I'd gotten further than I have, but it's still crawling forward whenever I get the time for it; the scope has now been clamped hard and I'm mostly filling in holes now, so the progress rate has been slowly getting faster.

Appreciate the continued interest, another speed boost for me. 😌



unless you're playing the original LD54 version, you should be able to change them to whatever your heart desires in the 'Controls' menu

If we end up doing any post-jam stuff for it, I reckon we can put the jam version's source up for download

If you managed to get to floor 10 and defeated the wizard, it'd be very helpful to hear how your experience was and what spells you ended up using.

thanks! it needs an update and i'd like to work on it, but it's a little difficult to find the time at the moment

I'd like to keep it bundled for free with the original version like I had first intended, I guess it really IS Plagued Station 2:2 👀

I have been daydreaming about what I'd like to do with it on steam; but i've gotta get this sucker done before I can seriously think about that kind of stuff

thanks for your support!

Hey, appreciate that you're still thinking about it!

This is probably my largest personal project so far; it's hard to avoid dragging your feet once you get far enough into a project, as you may know. I've convinced myself that it'll be done, hell or high water, though.

The explorable map is about 95% laid out (regarding there are no massive changes from this point), and about 9x the size of the map in part 1 - I've got some things in the game that i'm pretty stoked to share once it's done, so here's hoping. ;)


Thanks! - VM is just one of the desktop build options for GameMaker Studio 2; it's not too reliant on GameMaker's features, so the code should hopefully be pretty translatable.

appreciate it - yeah it bothers me that it's a little busted right now, i'll try to find some time to push an update

thanks, this means a lot to me! - I've been working on part 2 of Plagued Station 2 for a little while now and this gives me a real motivation boost

sup grassy, thanks for playing - you just gotta right click and it should deselect whatever you're trying to build :)

thanks! - it's nothing custom, i believe it's just because i exported it using the education edition site.

hopefully haha ;p - and more fun too i hope!

thanks, i can't say i've used sdl a whole lot but i like using it.

i've used opengl a bit, but not for any games i've released yet.

sure was!

it's written in C++ using SDL2 and OpenAL for audio.

Sorry for the late response!

You'll want to build towers within range of where they are attacking from, they should automatically fire at the ships.


Thanks for playing! :)

thanks for letting me know, is this pre loop or while the world is looping?

If you've got any thoughts to share about your experience, toss them my way! :)

thanks so much for the kind words, it really helps keep me motivated!

losing palfly happens during the biolabs boss fight, although i don't think i telegraphed it too well

i wasn't expecting any interest in the ost, but i'd happily put it up for download


i wish you luck with your own projects, your style is right up my alley!
:)

i'd love to hear back from anyone who manages to get through the game, i'd also love to hear how many people you did it with :)

that's pretty lame, thanks for letting me know though! I'll take a look at fixing it. :)

Thanks so much for playing! ;)

Environmental Station Alpha has been on my radar for a while but I haven't gotten around to playing it  yet.

Sadly there pretty much aren't any secrets. I had some extra items in the game to be used for secrets but I was in such a rush to get the rooms done in time before the deadline that I just didn't have time to add any.  (You can tell it's super rushed around the end as most of the rooms are just funnels that push you to the next location :S )

I have some plans for an extra location to visit, to wrap things up after the credits, that I'd love to add if I can find enough time for it.

Thanks for the feedback. :)

Thanks for playing, I'm glad you enjoyed it.

I think fading in some cool bladerunner synth while you're walking around the streets would be a sweet addition if I find time to do an update.

I believe the bounty hunter spawning was based on how high your bounty was, which increases when you kill bounty hunters.


Thanks for the feedback. ;)

Thanks for sticking with the game through to the end, I'm glad you enjoyed it

I have plans for some new gameplay and areas for after the gbjam credits that should wrap the ending up properly, if I have spare time for it.

I really appreciate the feedback. ;)

I'm glad you enjoyed it! Thanks so much for playing.

You actually get one more chance with a shorter time limit if you let the timer run out; if you fail again the game goes to a black screen saying 'You blew it' and then boots you back to the title screen, which is pretty cruel now that I think about it.