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A member registered Aug 13, 2014 · View creator page →

Creator of

Recent community posts

Cool game, great art style.

(1 edit)

Straight up PTSD inducing.
Nice job.

felt like a mario game but with a belt.  well done. 

feedback:
i wanted to be able to attack to the left as well.  
a background image of some kind would have been better than full white.

(1 edit)

Good memory game implementation.
Some sound volume controls would be nice.

Cool game with a lot of features. A little tedious feeling taking shots in the dark but still a good implementation of the theme.   I think I got stuck cuz I pushed a block against a wall but couldn't move it anymore, and couldn't activate the switch with it?  or maybe i just couldn't figure out the puzzle.

Thanks for the feedback!

It's not made clear, but you can swap to and from your clone freely.  

So on level 3 you are supposed to use the belt on the mirror, then make a clone of yourself and lure the guards away from the portal by running in to the far corner once they start chasing you.

Once you make it to the far corner with the clone, you press R to swap back to your real self while the guards are still wailing on your clone, and you can make it in the portal easily.

Thank you!  Your game has nice graphics as well.

You can lure the guards away with the clone illusion and then run in with your real self.

It's still buggy :(

Yep it worked.  Nice game.

It takes awhile to load but it does work.  Fun mechanic that tells a cool story in an interesting way.

i just lose any time a bottle gets to the end, even if its approved.

(1 edit)

Not loading in browser.
It takes awhile.

If you're having trouble with the first level, here's the answer:

SPOILERS:

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There's a dirt path near where you first start.  Follow that, dont walk toward the tower and guards.

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I still dont understand.  How do you break from the path? 

Such an awesome implementation, great gameplay.

Fun game

The map isn't working for the wizard location so i have no idea where i am ever.  if i go through one door and then right back through it i just get random rooms.  i cant seem to navigate or affect where i end up?

even if i spam random rooms i never seem to get to one with any bombs or keys or anything at all.

If you're having trouble with the first level, here's the answer:

SPOILERS:
########################################################################
There's a dirt path near where you first start.  Follow that, dont walk toward the tower and guards.
########################################################################

(3 edits)

Updated to have different tiles for bottom edges and top edges to give a slight perspective like many tilesets are made to be.

Though it requires 3 more tiles of course.  Here is what each layer looks like (4x2, with the two left most being two variations of fill patterns)

(2 edits)

here's another screenshot with the LPC assets

(2 edits)

Each layer is only a max of 4 images:


There is one image per transparent corner.  0.png has no transparent corners, 1.png has 1 transparent corner, etc.  

it's really hard for me to think in terms of narratives.  i always seem to see things objectively.  i guess i tend to avoid creating narrations so the player can hopefully come up with their own?  

I think you're right though.  A story would help me answer a lot of questions related to the design.  I just have problems sticking with one because... well I dont know maybe Im just afraid of commitment 😂 . 

(2 edits)

Yea i think I need story as well.  I've been writing a story generator for the past 2 days.  It's actually kinda neat now.  

You can move around a grid, and it will give you up to 3 tile types to choose from when you move in to an undiscovered area.  Whatever you choose gets place down. (Sorta loosely like wave function collapse, except with some player agency)

It has rules and weights on surrounding tiles to make sure its a valid choice before presenting it to you.

Then I have a bunch of generic story elements attached to those tile types.  You find a random [Feature] or [Character] in the [TileType] that is related to that tile type.

It also has a quest with requirements.  When you find the [Hermit] in a [Mountain] tiles, he gives you [an ancient map] that hints for you to find a [Hidden Chamber] in a [Ruins] tile.  

I kinda want to tie this in to my other game as like an overworld thing where you explore/discover areas, but actually have to go in to them and do stuff to fully uncover the tile and move on to the next one.

(3 edits)

I cant help it.  My vision for the game changes every single day.  I'm trying to just lay the groundwork for what I know will be in the game.

I have terrain.  I have a player character that is animated.  I have damage, health, attack speed.  I can level up.  I have a bunch of monsters.  I have workers who can harvest resources.  Both workers and enemies can move around the map with pathfinding, taking tile movement costs in to consideration.  The player can harvest resources.  I have a working inventory.  Items can drop from enemies when you kill them.  I can consume potions to heal myself.  I have a tech tree and resource costs to build things.  There are factions.  There are towns.  There are roads between towns.  

I have no idea what my final game is going to look like.

Its an rts game.  No its an MMO.  No its an attack/defense/rpg game.  No its a wild west oregon trail exploration game.  No its a space game.  Actually I could...AGGHHHHHHHHHHHH