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ScopeRicrit

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A member registered Nov 21, 2021 · View creator page →

Creator of

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I love it! It's tense and it felt awesome jumping and killing turrets. The only issue is the wall jump which don't really work beyond two times especially in the long gap in level 4(Which I got pass using two rocket jumps).

Very nice. Polished, silly, simple.

I like it, simple, interesting, and to the point. And there's no gameplay bugs to speak of. Good job :D

Very nice, Vic is cute :>

I like it! The later challenges is tense but not frustating hard while the music and atmosphere felt soothing. The ice character who I'll call Ice with hair and cold emotions is great too. There are a lot of things I want to say:

1. The abilities could be executed at the start of the game for late-game players to have new experiences with the level while having no real impacts on unknowing early players. Or you could just... have it unlock overtime.

2. The gravity felt normal in a jump arc but it felt insanely heavy when falling of a ledge. Applying terminal velocity that limit the falling speed should help.

3. The ground pound could have the ice bounce to make the land felt more impactful. A camera shake would help too.

4. Breaking blocks felt more like opening gates than destroying blocks. The blocks could break apart like how the Ice shatters whenever he dies.

5. If the player ground pound just right and drop to a ledge, Ice will spins like a fidget spinner and bounces off walls like a ping pong ball. And sometimes he would slid at the floor at super fast speed until he hit a wall. It's kinda funny if you ask me.

6. If the player dashes and ground pound at the same time. Ice will not perform the pre-pound spinning and instead freeze frame (nice) with the dash hair before dropping like normal.

But again, great game.

I have so much fun playing this!

I would be lying if I said the game is average, the game looks like it was made by 5 people done in 2 or more weeks! This game is super polished, the art look so fitting and detailed, the story and the description of every upgrades is great too!

The only downside is that the ship have to move forward or backward to steer, with the steering felt too slow and sluggish, so I propose that the ship can steer or rotate regardless if you moving or not. This game is excellent!

Pretty great game! The mechanics are incredibly polished, the non-linear paths are a nice touch, and the upgrades felt very impactful to the progression.

Thank you very much for the comment! The third bug is caused by a literal typo in the code and it is fixed now, and I will add your suggestions to the game. But the update won't be published until next week because a game jam coming today. And again, thank you very much!

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Thank you for reporting Mozai! I did put a tutorial on throwing AND refilling rocks, X to throw and hold SHIFT to refill rocks. But if you missed it you can go to the pause menu settings to see the controls (unless the SHIFT control is locked behind an unused ability which gonna be a bummer). I'll create more control view in the future.

Thank you! It worked, I remember the html file being replaced by the new file so I didn't try adding upload since. Again, thank you so much!

Hello

So I was uploading a game that plays in browser but also with downloadable Windows and Linux files. But I don't know how do I configure the files, yes I know you use the Add External File button or at least I think you use it, but I don't know how to proceed further.

What link do I have to input to the file? Do I upload files separately or included with the html5 zip? Do I have to name the external files the same as the downloadable files? Does the downloadable files have to be zip too inside the whole zip? or folder?

I searched Google, YouTube, and looked at the community for similar issues, help, or tutorial but I got nothing on how to proceed further which made me question if this a common knowledge that don't require tutorials to figure out. Help will definitely be appreciated. 

Day 348

1. Game Intro, with MY logo in it! :D


2. Level Intro

3. Some nice decorations to really show how this cave were at least has people living in it

4. Movement dusts

Okay, If I'm want to be honest, I felt awful, because this devlog became a reminder every single time that I am a slow and lazy person with an already limited time from school. The sole reason I started and continue this devlog to this day is for at least SOMEONE to see my game, but overtime it looks like this devlog is getting more and more obscure, so much so that I might discontinue this devlog to focus more on Twitter, or at the very least put some images that I likely cringe on for few days after.

And look at my progress, it is almost a whole YEAR since April 5 2022, the day the fourth iteration of this is born, and I'm not joking, THE FOURTH, and I'm not even reach a finished prototype since probably 6 months ago! I am sorry for the rattle, I hope you don't mind. I feel bad for my self. Thank you for reading it, if you here in the first place.

Thank you! The third level required you to put 6 bombs at the center of the level in under a time limit, the objective isn't spelled out since I don't have time to put text on the objective. Still, thank so much

Thank you for playing :) 

The concept is unexpected but well-made, having another form to finish the same level you just finished in a different limitations and controls are clever. Great job!

The idea of getting abilities by dying from certain objects is interesting and well thought out. It also led me to some unexpected surprises of dying from the sword trap, lava, and falling at the start. Good job

The idea has been executed well, the roles and their cost and payoff are balanced, the 3d graphic look pixely from a far creating an 8-bit more nostalgia feel, the goal feel meaningful and challenging leading to a satisfying completion.

The only complain I have is the objects the characters interacted with did not snapped, highlighted enough, and skewed by the camera, like the rangers who may miss or walk to the bears, and the burning camp may lead players to click the fire instead of the camp.

Still, great game!

Thank you, I tried to capture the feel of typical RPGs while creating a variety of objectives and gameplay for each level. Also the 1st level music is called Dark Ambience Loop by Iwan Gabovitch on OpenGameArt

Thank you! I make it so the player can obliterate the guards or just do sneak 100 for variety 

Thank you so much! I planned to put some texts at the start of the levels to tell the player the situation and goal like in the one in the end, but I have little time to do it so I left the story a bit vague

Thank you

Day 321

1. Reimplemented Lanterns, now wooden chained, and they can be detached and explode(no knights were hurt in the footage)

2. Light Animation

3. Roofspikes, the same as the predecassor

Day 301 - Sorry for waiting out 2 weeks, I'm just damn slow

- Final progress menu

- - Inventory + Player Bio (Picture 1) (And yes, the name of Tyro is Tyro Knight :>)

- - Map (Picture 2)


- Gathering items animation of Tyro, look at him :D

Day 301 - Sorry for waiting out 2 weeks, I'm just damn slow

- Final progress menu

- - Inventory + Player Bio (Picture 1) (And yes, the name of Tyro is Tyro Knight :>)

- - Map (Picture 2)


- Gathering items animation of Tyro, look at him :D

 

Day 286 

1. Water tiles, swims in water obviously

2. Sand tiles, you can suffocate in it after few seconds


3. Animation of collecting new interesting things, even a broken knight can celebrate

4. First look of the Progress Menu

- Orange box(top left) is for the abilities and permanent items

- Yellow box(top right) is for temporary items and others

- Blue box(bottom left) is the descriptions

- Small red box(bottom right) is the chest icons as the inventory view and map icons as explored area view

I want tbh, I feel good making a lot of stuff recently!

Day 273 - A lot of things I want to talk about

1. New looks of the gem

2. Holding Shift while pressing Right-Click causes Tyro, the player to throw purple rocks. Those purple rock can rotate the blue gems, instead of using special purple tiles

3. New GUI, yay :D

4. Now the player have four health instead of three

5. Clicking the potion to:

 - Fill it up by storing 4 stones in it (if its empty)

- Cause the player to heal by consuming it (if its filled up)

6. New font, no choosing sadly :(

7. Weapon Scrollbar, used so the abilities can be activated using Left-Click

8. Refill stone ammo by holding L-Shift, Tyro can't move when refill. 5 stones max, no 6 

9. Doing something that make Mojang proud, weaponizing fishing rods and turning it into an ability

- Hold F (or Left-Click if it's equipped in the GUI weaponbar) will make Tyro charge the rod

- Charging for 1 second will make the rod ready to be launched

- Release F or Left-Click when the rod is ready will launched the rod to the mouse position

- Release when the rod is not ready or waiting for too long will cancel the charge

- Any enemy that are hooked will be damaged while some mechanisms will be activated

10. New pause menu, yay :D

- Music and SFX settings

- Colorblind accessibility by color the gems into 10 colors

- Control settings

- Load save file and Quit game option (no saving files becus you must saved by checkpoints)

 Finally a productive time!

Merry Christmas and Happy New Year! 

Day 259 - I will not upload progress this week because I have a surgery two days ago(day 257) 

I have a great pain in the abdomen once a month starting from July or even earlier. The symptoms are of course abdomen pain, vomiting, a little bit of shaking, and diarrhea as far as I remember. 

My family thought it's just some stomach acid issues or me eating too long so they heating my belly with hot water, make me sleep and gave me some stomach medicine, that is until three days ago(day 256) 

At first I had my usual pain delivered to my stomach, until suddenly my bottom right part of the abdomen felt one of if not the most painful pain in my whole life. I end up shaking it almost felt like having a seizure. I end up going to the hospital to get checked. 

They said that either it's from genetics or some food get stuck inside my appendix that cause some inflammation. I did a surgery on cutting the appendix two days ago(day 257). They said that my appendix is a little bit leaked so they had to clean up the area so no infection will occur. 

Now I'm still in recovery, thank you for listening

Day 251 - New profile pic and banner for Twitter


Day 246 - Minimaps (wow everything is getting reworked)

1. Open the minimap by pressing the M key or the 'Stats' view

2. Move it around in 8 directions

3. Planned to include markers

- Question Marks for important unexplored events

- Player Mark for the player's current location

- Skull Player Marks for all player's corpse locations

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Day 238 - Checkpoints 

1. Checkpoints is that heart in the right side. It is black and hollow if its off. It is white and glowing if its on. 

2. It will save all your progress in your drive if it activated. And yes, it includes gem placement in the level(which is a miracle since no exploits will happen from that damn damn checkpoint >:( ) 

3. Loading it from the pause menu or just kill the player will reload the player position, health, all things that been saved

4. If a new one is on, the old will become off(which is important since there might be backtracking) 

5. It will save if you press the interact button(E), not just by the player's touch(so no unwanted checking) 

Alright then, another feature of the week that reflects how slow progress are, see you next time! ;) 


Day 230, another redesign for the player

Tbh I'm surprised I did this for 200 days, that make me realize how slow progress are


Thank you :) Been and will working this with a passion. And yes, the pattern tiles is a placeholder art, making finalized level design later on.

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Day 203 - Three enemies in Stone Dump are planned, two already been made, one have the footage.

1. Shooter, a replacement of the Splitguard(shoots both left and right when it detects Tyro/player at the same height), now it will shoots either left or right and sometimes present in walls. This is the gif.

2. Slime Drone, just a refined and polished version of the original. It flies to Tyro when detect him; shoots down when above Tyro; and if it s two ammo ran out, it will fall down to Tyro.


3. Loop Ranger, a turret that move in a loop, targeting and shooting Tyro.

Minlie is almost finished, she can be finished tomorrow at least, without disturbance.

Day 196 - Have some issues with the recording gamebar, have to delete and reinstall Xbox just to gain the record ability

This is the new camera now

 

Long ago I created one room and two room camera, but now I replace them with the camera that follow you, basic 2d platformer camera. But it not just that, I took all of the camera features from The Platformer Toolkit, from GMTK(Game Maker's Toolkit). Lookahead(makes the camera look a head of Tyro, with the white square as a indicator of where the camera suppose to be) and Ignore Jumps(only moves the camera when Tyro is on the floor, excluding dashing and ground abilites involving movement), with looking up and down included.

Yes yes, Minlie is not finished yet, I just gave you the look of the battlefield

Day 188, I have done nothing except for finishing Minlie's fight and few small things... great. I have made a new profile picture for twitter, and a banner for itch io and twitter. They will focus on Tyro(the knight). Here's the sketch of the profile pic. 

And besides that I have done few minor things:

• Scrapping the metroid cameras and the scrolling cameras for a camera that follows the player. The new camera can look ahead of Tyro and you can look up and down. 

• Giving juice to the gems by making them shake when activated

Also, now I now call the knight, the protagonist of the game Tyro :) 

Day 182, Wow I'm progressing at a slow rate, anyways this is what I got besides Minlie, there is a new Font Style option in the pause menu, now you can choose between basic, bold, blocky, bold and blocky.

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Day 174 - The dead bodies of the player has worked successfully, and the new title logo has been made. 

First, the dead bodies, now every time you died, a body will summon, three more deaths after spawn and it will be a skeleton, one more and the skeleton will go poof. 


The second one is the new title logo for the Tyro Knight. 

Anyways the gif features a knight's helmet with the plume being blown by the wind, the words 'Tyro Knight' is right beside it. 

(1 edit)

Day 167 - Still working on Minlie, this is the only interesting thing I have


The plan is whenever the player died the body will be summoned. And no, there will be no corpse run. After three more deaths, the body will be a skeleton. One more and the body will gone.