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skeptile

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A member registered Jan 24, 2017 · View creator page →

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Thanks so much! Hopefully I'll find some time to update it over the next few weeks!

Pretty fun concept! I think if you were to expand on this, some more modifiers would really make this a good time. Maybe you could even have different dice to choose from when making your shot, with different modifiers on each, making it slightly more strategic. Overall good work!

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This is a super creative concept, and some of the best presentation I've seen in the jam! Definitely stands out from most of the other "roll the dice around" games.

Unfortunately the game took me way too long to get the hang of. I played through the first few stages thinking that the rock-paper-scissors matchup was using the *bottom* face of your die (which seems more intuitive to me personally, since those faces are physically in contact with one another) so I was really confused as to why it wasn't working the way I intended (the title screen doesn't specify that it's the *top* face used for matchup.) Additionally, the way the cross pattern is arranged, it makes it look like the "front" face is the face facing towards you, when in actuality it's the face to your right? The designer has the board tilted 90 degrees from what the cross displays.

Even once I did understand how to play, the level of spatial awareness necessary to properly plan out your dice is quite demanding. I wonder if there's a better way to visually represent the dice plan. I think having the cross mapped to a cube that you can turn around in real time while building your plan would help a ton. Also I feel the amount of hearts you get trivializes the game, as you can usually brute-force your way through a level even if, like me, you don't even fully understand how to play :P

I know that sounds like a lot of criticism, but I really do like this! My problems with it are purely in the way information is conveyed to the player. I think with a few tweaks in that regard, this could be a really solid puzzle game!

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I had no idea about opposite sides adding up to 7, or that you could arrange them however you want in the game. I just looked at the piled-up dice and replicated their arrangement. I think having a special achievement for the correct layouts is a great idea.

Excellent concept! I've played about a dozen "roll the dice around" games from this jam, but this one alone stands out for having a unique concept. The way the levels are designed provides some interesting and surprisingly intuitive puzzles. Only wish it was longer!

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Thanks for the comment!

I didn't notice any lag on my machine even 40-50 turns in, but there are definitely a lot of things that are coded very haphazardly due to the time constraints so hopefully I'll be able to iron out any performance issues later on. And the dragging is definitely my main problem too. It gets super tedious when you start producing a dozen or so new items every turn. I'm thinking of ways I could allow the player to automate the process, with some sort of stockpile mechanic.

Overall I appreciate the thorough feedback! I'm excited to start ironing some of this stuff out after the jam.

Thanks for the feedback! I agree with basically all of those points and will see what I can do to improve upon this prototype after the jam :)

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I agree, I plan on adding some color palette options after the jam. My eyes were burning after working on it all night, lol

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Excellent presentation and gameplay. The varied dice types and enemy designs really kept it interesting.

Adorable character designs!

I almost feel bad for adding the poison berries. Almost.

Wow! Really neat concept and presentation. I love how the combat is based on specific types of numbers, rather than just "big number = good." Really changes the way you have to think about your dice and items. (Should I be embarrassed that I had to google what "composite number" means?) 

My only minor complaint is that the text is quite hard to read, especially the numbers on the dice. I have to hover over every single roll just to see what the number is.

Overall I think this is my favorite game from this jam so far. I'll definitely be spending some more time with it and I hope you continue to update it after the jam!

Very unique concept and excellent presentation!

I don't know how you managed to create a better 20 Minutes Til Dawn in 48 hours, but bravo. Genuinely great experience all round.

Really creative idea and slick presentation! Even got a couple genuine laughs out of me.

Did get a bit tedious after a while though. The only real suggestion I have is to allow clicking to advance text and cards. Having to switch to the keyboard for one button in an otherwise mouse-controlled game is just a little bit annoying.

I ended up enjoying this way more than I thought I would, and made it all the way to the end (once I discovered a somewhat cheesy strat to progress).

My only complaint is that despite the tutorial popups, I was completely lost for what I was supposed to do for quite a while. Glad I stuck with it though! Great presentation, and a great concept.

Super slick presentation, and the upgrades were really fun to experiment with.

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Nicely intuitive little game! My only suggestions would be to number the enemy rows (maybe I'm just dumb but I keep having to count the rows to figure out which die to use on the bow, especially when there's gaps) and maybe have the enemy row move forward as far as possible instead of always moving forward by one? (The sword ends up being useless quite often if you manage to kill 2 or 3 enemies in front of you.)

Unexpectedly addictive, and the upgrade mechanic is fun to play around with. I had a great time building an army of weed clones so big that it lagged the game.

SHOOT 2022

After a long hiatus from game dev, I decided to spend a few days polishing up this little game I made a few years ago. It's an endless, high score-based arcade shooter centered around collecting powerups and combining them in unique ways to wipe out hundreds of enemy drones. I decided to call it Shoot 2022, as much of the gameplay is based on an old GameMaker game called Shoot 2008 that I played a lot back in the day. You can play for free, in-browser, with just a mouse. There's not a lot of content; if you can survive for about 12 minutes, you'll have seen basically everything the game has to offer.

I'm putting together a more full-featured fantasy shoot-em-up roguelite in my free time. Feel free to follow me if you'd like to see it when it's ready :)





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Hi! Just played through the demo (assuming it's over when you've collected all the fruit) and I'm absolutely loving the potential here! Here's some notes I jotted down while playing:

Compliments:
- The presentation is absolutely wonderful. The characters, the environments, the animations, and even the GUI are just downright charming. I honestly can't say enough good things about how adorable this game looks!
- Equipping skill cards is intuitive and a good way to keep exploration engaging. The skills themselves are quite fun to mess around with, too, and add some depth to what would otherwise be pretty typical platforming.

Critiques:
- The spin dash is REALLY hard to control. Most of my deaths were because I hit the spin button and hurled myself off the edge of a platform. It became a bit easier when I realized you could jump out of a spin, but I didn't realize that until I figured out you can Inspect the equipment. Having this info pop up when you initially collect the card would save a lot of frustration.
- Depth perception was a big issue for me. More often than not, I found myself missing jumps because I was slightly too far back or forward, with the low angle of the camera making it hard to judge where I needed to be on the depth axis. This is especially problematic when trying to land a jump with the spin dash.
- There seems to be a bit of an issue with misguiding the player. For example, there's a sign near the beginning that says something about turning into an airplane and gliding across, but if you come back later and try that, you just die (unless I missed something). Additionally, I tried for quite a while to get the green fruit on the island using the spin move with that jump pad (since it's located shortly after acquiring that move, and I had figured out that spinning into a jump pad makes you jump higher/further) only to give up after a while and realize later that the jump required an item acquired later. Funny enough, if the sign about turning to an airplane had been there instead, it would have solved both of these issues.

Overall, I'm very impressed with this prototype, and I can't wait to see what's next! It sounds like the way the skill cards factor into battles is going to make for a unique and varied battle system. Keep up the great work!

(Sorry for the long comment, but thank you for taking the time to read this far!)

Great concept, but I can't seem to get past a certain level because I can't hold all 3 keys at once. Is that a feature of the game, or is my keyboard just weird?

I'm sorry it's being weird. I'm honestly not sure where those problems could be coming from, as I've never heard of them happening to anyone else.

The only way to change the fullscreen option without using the in-game menu is to edit the game's .ini file. Go to C:\Users\*YourUsernameHere*\AppData\Local\Sword_and_Staff, open the file called "sas.ini" with a text editor, and change the "fullscreen" option from a 1 to a 0. That should put the game back in windowed mode next time you start it up.

Again, I don't know what's causing your problems, but I'll add an option to disable the scrolling text altogether in the next build, and look into the fullscreen issue.

Could you show me a screenshot of what you mean? Unless you're holding ALT to display the backlog, there shouldn't be text in the center of the screen. The text fades very quickly from the bottom and never shows more than 7 lines at once. I can't imagine this would ever be a problem, unless possibly you're on the smallest available resolution? Either way, I'll add an option to disable it in the next build. I've also never had any problems with fullscreen mode, but I'll look into it.

The out of memory crash is something I'm working on fixing for the next major build. Sorry, I know how frustrating frequent crashes are.

Yes, once the game enters beta, you'll still be able to play the most recent Alpha build for free :)

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Builds for Linux and Mac OS will be coming soon :)

Sword and Staff community · Created a new topic BUG TRACKER
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This will be an informal bug tracker for Sword and Staff. I have listed below all of the currently known bugs in the game, and I'll update this list when I fix bugs. It may look like a lot, but most of these are very minor things that you won't even notice on a normal playthrough. You can also submit any bugs you find by tweeting me @_skeptile_, and I'll add it to the list. BUT please check the list before commenting, to make sure it's not already on the list. Also include screenshots if possible, and instructions on how to replicate the bug.

Key:
- Normal text = minor bug which is currently unfixed
- Bold text = major/game-breaking bug (these are looked into first)
- Strikethrough = bug has been fixed on my end and will be gone in the next build of the game
- Italic text = bug is unconfirmed/I can't replicate it

So without further ado, here is the list. (These are listed in no particular order.)

- after throwing or shooting, for a single frame, the equipped item is drawn as if held normally
- there also may be an issue with certain projectiles being so fast they can pass over an enemy without actually coming into contact with it
- the CRT effect can lead to minor graphical glitches, such as certain HUD elements becoming partially transparent
- farmland doesn't always tile correctly until reloading the world
- the effects of enchantments (on the left-hand item) can affect attacks performed by the right-hand item
- some bait items don't show their strength in their tooltip
- enemies that "blink" act as a solid object even when invisible
- dropped items can glitch through walls if they spawn near one
- honey dropped from a beehive can have quite glitchy behavior
- some left-click actions trigger an attack
- mages' attack animation only lasts one frame
- heavy armor and magic armor can't be enchanted because of their intrinsic enchantments
- tooltip for fedora doesn't display enchantment info
- enemies can walk into a fire's radius, but still won't attack the player if he's within the light
- dropped items can repeatedly pop toward the player when the inventory is full and there is another item of their type in the inventory
- improvement scroll works on items without Quality
- slimeballs sometimes bounce off of mobs (probably because they bounce before the enemy's collision event is triggered)
- enemies can spawn in black spaces in dungeon
- sales don't always actually affect an item's price
- enemies that "blink" draw their lifebars even when invisible
- dungeon generation can place objects in unreachable areas, rendering the level un-beatable without a teleportation item
- some weapons like the goblin bow and spiderfang bow don't show their Condition in their tooltip
- barrels can sometimes turn white when struck (their damage effect doesn't fade)
- glowshrooms don't produce light
- damage range displayed is different than tooltip damage range for all thrown weapons
- looted spike balls (and some other items such as armor) start with 0 condition
- crash when taming animals (rare)
- When riding a minecart over a jump, the player’s sprite draws at ground level
- Minecarts stutter when moving at high speed
- powershot motion trail doesn't draw for many items
- scroll of repair doesn't work as intended
- big chest can spawn off the map
- very rare crash when an enemy steals an item (may be due to the enemy being unable to find a valid location to flee to)
- the player can sometimes respawn in solid objects in the dungeon
- staves are not affected by Incompetency, and can't lose durability
- rarely, a "fetch" quest can fail to spawn items correctly, resulting in an un-finishable quest
- music can fail to play, both on the overworld and in dungeons, at various times
- the "waterlogged crate" can fail to spawn near the player at the beginning of the game (possibly only on worlds of size Normal and above)
- when generating a "rescue" quest, one of the keys may be placed twice, leading to you picking up a quest key that then can't be dropped
- placing new rooms in the Bastion can cause a crash (occurred when I placed a bedroom in the lower-right corner)