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snarge

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A member registered Sep 07, 2015 · View creator page →

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Wow, thanks for this. This is very helpful, as watching people play the game helps me identify issues with it. I saw / heard some issues with performing the finishers. It should just be B button (optional + Up, Down, Left, or Right) near an opponent that is stunned. The opponent is stunned when their stun bar (the yellow bar) reaches max and they go into a looped animation. 
Though it's not out of the realm of possibility that a bug occurred! Thanks again for playing, I got a lot of info from this. 

Nope, no gamepad support. That would be one of the 1st things I'd work on if I got some type of funding

Fixed this issue, thanks for pointing it out

It's timing based, not distance based. So the lifetime is a float value that gets cut in half per splitter it passes through. There could certainly be an error, yes, I'm not sure

The lifetime of a ball gets "split" when it passes through a splitter, yes. If it's a truplicate, it may be as low as 1 square. There's a skill tree option to increase this tho

Great! Glad you found it. It is a really great track.

Whatever song you're looking for is still there, as I've only added new songs. Never removed any songs. Maybe switch levels?

Hey it's Friday, a great day to release something! 

https://snarge.itch.io/breakoutplaydate


We made this Brickbreaker prototype for the Playdate over a period of a week or so. It came together so nicely! We kept on coming up with more ideas for various modes: Crank moves paddle, crank moves TIME, crank controls the vacuum mechanic...there's so much fun to be had. But alas, I think a solid prototype featuring the variety of mechanics (time manipulation, aimer, vacuuming) is enough for now. Featuring music made with the wonderful tool 1Bitdragon!

Thanks for reading! I had the guilt feeling to, but after hopping around, I was picking up good coding practices and tricks from each project. 

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https://snarge.itch.io/these-are-not-heroes

This is a game a started a little over 2 years ago, but shelved after being overwhelmed by it. After revisiting it recently, I focused on cutting and completing, and well, here it is! I think it came out great, a strange and fun hybrid of shmups and deckbuilders. I'm very proud of it, it really does play well already. I constantly find myself getting lost in the "testing" of it, heh. I drew inspiration from great games like Slay the Spire and Dicey Dungeons, but I didn't follow the blueprint too closely. These are not Heroes is its own thing. Give it a download and any feedback given is greatly appreciated!


Thanks! I had so much fun making it. The worst thing is that I didn't get near enough content in. Oh well, that's a game jam for ya!

I have so many ideas for this base system. My total words list was:
Hurt, Heal, Burn, Shock, Freeze, Buff, Debuff, Steal, Cure, and ManaDrain. Also, I wanted Potions to be in (Under items menu), and you would find these on enemies (using the Steal spell). Along with ManaDrain, Potions would mitigate mana loss.
Thanks for playing! Keep an eye out, as I will probably add some refinement when the competition ends.

One thing that really worked with this one is that I actually am not doing any match checking through data structures, but instead, through distance checks. I did this because the circle structure was just confusing to work with as an array, of course. Which lead to a problem you described, unfortunately. No planning allowed, heh. I call it a "lack of collapsing" but there is no advanced strategy here, due to no way to know what is coming in. Couldn't figure it out either, without relying on an array to collapse or move remaining circles around. 

It's interesting to think about. This is a key element to match-3 or any puzzle game design, but I've never read anyone really talk about it. I have to admit, I've discarded entire prototypes because of a lack of this collapsing or planning ahead. I stuck with this one because of the distance based matching, I felt it was unique enough. And the movement. It needs something else though. I think if I collapsed circles toward the center, it might make it more interesting, but that's a lot of work to test something uncertain. 

I think I would need a powerup pieces as well, a bomb, or match all type. 

I like the idea of spawning based on the matched color too.

Thanks! Always great to read your feedback. This one just came together so quickly. It was weird, I did spend a few days confused by it. It didn't work at first! But once I got the center circle concept, it was basically a free ride from there. I agree with making the color VFX flow toward the center, that is something I wanted to do.

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Noted, and added to the list. Thanks! I saw this in a video too. It's a bit more complex to fix than it appears, but shouldn't be too bad to fix.

**Edit: I did re-evaluate this and found a decent fix for it. Uploaded it this morning. Hope it helps!

Uh oh! I'm seeing some bugs, I appreciate the video. What kind of specs do you have?

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It's a beat 'em up with just the German Suplex. It turned out better than its high concept. It's unique, a little weird, and certainly buggy and rough around the edges. But it's fun...I think. You'll have to let me know!

https://snarge.itch.io/suplex-and-the-city

I absolutely loved working on this game, frustrating as it was at times. This was my first time taking on paired animations, though I wanted to forever. So instead of just tackling paired animations, I made it way more complex by adding multi stage, branching versions! Similar to DoA, but much easier. It was work, but fun. If you have any thoughts, or questions on how to set this up in Unity, don't be afraid to DM through itch, comments, or my twitter: 

https://twitter.com/snarge/status/1373612870559264769?s=20

In addition to all the work on the game, I made a decent trailer. Indie dev is "fun" because you get to (have to) do everything yourself. I put a little time into this, and am proud of it, even if its not 100% professional. I actually coded some unique camera angles and scenes to be more cinematic!

So that's that. Let me know what you think!




Update it how? Is there something wrong with it?

Yeah, we can definitely do that. I think I would just add a toggle checkbox that says "Sandbox Mode" somewhere on the main menu. Because I would do this by creating a custom Balance Settings, and just setting the money high and the prices low. Then, you could select any level, toggle the sandbox mode on, and play.

Thanks! Anything in particular with the UI? Resizing issues or just bad functionality? It's one of the areas I need the most help with!

Hello All!

I've been hard at work refining a rough idea that got more attention than I thought it would. That idea was "Brick Breaker + Automation", blending factory building games with brick breakers. It was a great prototype, but now I'm trying to make it into a complete game. My release today is the biggest addition to the game since launch, though I've been pretty steady in updates along the way. My goal is to build and polish the game with the community's input. If you're interested in playing and giving feedback, check out the latest build here:

https://snarge.itch.io/breaktory

and stop by the discord: https://discord.gg/yXd7Q3F

Thanks! Glad you like it!

Definitely jump in the Discord: https://discord.gg/8h5W3Q2
Feedback, bugs, and feature requests are being taken very seriously at this early stage of development.

Not currently planned, sorry!

Thanks so much for the kind words and feedback. I like your level idea. It is a goal for me to have a level editor included in the final release of the game, so players can make their own. But that's a ways off!

Wow, yeah, like Aspark says, this is a great comment. I have some good notes:
First, I'm really happy that you pointed out that refund bug. I wasn't aware of that, and it was quite an easy fix. So that will be in the next build. Thanks!

Second, I've also fixed the shooting through walls bug. I too had some hesitance on fixing it, as it was kinda fun. But it feels unnatural and that type of thing causes confusion in players. So I'm going to go with removing it for now. I'll be testing that while working on the next build.

I have a lot more to reply, but I want to say that your comment + Aspark's request have encouraged me in getting an official Discord going. I'd like to have this kind of discussion early and be as back-and-forth as possible. I will probably be doing that this weekend. I have so many exciting ideas (I think) and I'd like to have them in a centralized place that the community can view and input. So look for that soon and I hope to see you there.

The Piercer - One of the changes I'm contemplating is changing this to be The FOG Piercer. It will pierce Fog, but only Fog. 

Amplifier - Looking at turning this into The Void Destroyer, and having it only gain a damage boost vs. the Voids.

Global Node Design Change - I'm looking at nerfing the overall flow of the nodes. I mean simply only allowing 1 effect to pass from node to node. This means that Piercing would overwrite Amplifier and Amplifiers wouldn't Amplify each other, etc. I also have other types of nodes planned that I think will be fun.

This is where the Discord discussion should probably start!

Lastly, I'm so happy you took advantage of the custom settings. I rolled that out for fun, hoping for this exact situation, that players show me their custom settings, and I can learn from them. I tried your settings! They are hardcore, and I might even upload them as part of the next build, labeling them as such. It's a unique and challenging way to play the game. 

It won't be soon, but one goal is to have these shareable between players, along with custom maps.  

Anyways, thanks again for the comments and bugs. I'll be getting back to it this weekend. Look out for the Discord soon.

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Thanks for the feedback and bug report. I am aware of that bug...but not quite sure how to fix it...yet. I'm on it though!

On the feedback, I am definitely doing some work to get those issues addressed. I'm not sure how well it will link, but here is some footage of some new changes coming soon:

https://twitter.com/snarge/status/1302602094038470657?s=20

https://twitter.com/snarge/status/1302217858869538816?s=20

And the new "Chaos Container" node will have other bad things happen, not just the gold thief. Of course, I'll also be adding a "good container", eventually.

Also, my goal is to eventually have a skill tree type system. The goal is to put more advanced nodes like Amplifier and Piercing far into a specific tree so that you can't get both without sacrificing some other cool options.

I don't have a discord server yet, but it has been on my mind. I'm not sure if we are big enough to necessitate it yet, but my idea with building this game is to engage with the community. Community feedback will be crucial for balancing, features, and QA. I'm actually going to start looking into this immediately, though I might not fire up a discord server until I have a more stable release. Keep a look out for "Major release" updates here, as I will release a devlog with an announcement when the time comes.  

These are both great suggestions! I will try to incorporate them as best I can. I might have to do something different for the deselect, as Escape is currently the Pause Menu. But we will certainly do something to make deselect more intuitive. 

But was the game cool?

Thanks for all the great feedback, it really is helpful. I've got a lot of things coming, some of which will provide more use out of walls. I've got a "container" node coming out soon. Nodes that are randomly spawned in the fog that contain...something. Sometimes good, sometimes bad. The "bad" ones will be obvious, and you will want to wall them off, to prevent balls from accidentally opening them. It's a start!
I think the amplifier just needs to be more clear too. It multiplies how much the ball takes (from a Void OR a Gold brick!). So pass through an amplifier and bounce into a gold brick, and watch how much extra you gain. Still...the point is, I need to be way clearer on that. Again, thanks for the feedback, it's helping me in this early stage of development!

That will have to wait to the aforementioned major milestones as well. It's just too much time away from my personal focus & goals for this game right now.

Thank you for the detailed response. It's very informative. Unfortunately, I do not currently have any plans to support Linux. My focus is 100% on new features, balance, bugs, and shaping the actual gameplay right now. We are still very early in development, so there is a lot to do. 

I will evaluate cross platform development as I reach each major milestone (Alpha, Beta, Final), but I wouldn't expect anything before Final, which is quite a ways off. Sorry I don't have better news!  

Thanks for noting this. I have since fixed it, but am putting a few more features into the next build. I'm going to miss this little exploit, though :P

This won't be in anytime soon, but yes, I think it would be great to have user generated content & sharing. I currently use hacks to build the levels myself, so it's kinda ugly. But it is user friendly enough (through Unity at least) and the files are JSON, so once I get the editor actually working, it will be easy to share. It's on my to-do list!

Hmm, I will check that out. I do have an intentional system to "snap" rotations to 45 degree increments...but that is only if you use the keyboard controls E & R to rotate.

This is very helpful though, and I really agree that the node should be rotating to the mouse once it is placed. I will try to get that in soon!

Really cool game, I like the limited twist on the incremental genre. Beautiful too. I mean, Kenney's stuff always is, but I like how you used it and arranged it. Very striking!

Today's build should have a fullscreen toggle as well as a resizeable window. Also, you can use Alt + Enter to fullscreen

Check out today's build, the window should be resizeable now.