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Spectris Games

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A member registered Aug 03, 2019 · View creator page →

Creator of

Recent community posts

https://spectris-games.itch.io/gibsplosion

I just released my retro FPS Gibsplosion and I'm looking for feedback. Specifically:

  • Does it feel retro?
  • How does the movement feel?
  • What do you think about the actual combat?
  • Do you like the music/menus?
  • Are there any bugs/glitches that need to be fixed?

If you have any feedback please feel free to let me know in the community section of the page. Thanks!

https://spectris-games.itch.io/gibsplosion

Gibsplosion is a blast to the past of the PS1 era of FPS games, taking inspiration from games like Quake, Doom, and Unreal. It features a hard rock soundtrack to get your blood pumping and bullets flying!

The demo releases today and contains the first chapter of the game, which includes 7 levels, 1 boss fight, 9 guns and a lot of carnage!

Be sure to pick it up now for free and check back frequently for the full release


https://spectris-games.itch.io/gibsplosion

Gibsplosion is a blast to the past of the PS1 era of FPS games, taking inspiration from games like Quake, Doom, and Unreal. It features a hard rock soundtrack to get your blood pumping and bullets flying!

The demo releases today and contains the first chapter of the game, which includes 7 levels, 1 boss fight, 9 guns and a lot of carnage!

Be sure to pick it up now for free and check back frequently for the full release


Just submitted the game with a decent amount of time left. I was thinking about adding a few more weapons and levels, but didn't think I could re-do a chunk of the game in time. You can check it out here

You are Gerfast, the defender of your kingdom's graveyard. As long as you have served, the graveyard has never been disturbed. Tonight, however, things are different. Something has gone wrong causing ghosts and skeletons to rise from their grave and overrun the graveyard. If they are left alone until sunrise, they could take over the entire kingdom. It is up to you to stop the undead and find what caused them to become restless.

https://spectris-games.itch.io/grave-danger

First day: I have the basic player mechanics, (I might add more, I'm not sure) enemy movement, and the first level finished. 

Still to-do:

Add a few more enemies

Add music

Add death animations

Add a main menu

Optional extras:

Particle effects for movement/attacking

Additional weapons

Additional movement abilities

The only problem with the numpad is that many computers don't actually have a numpad, however afaik all computers have arrow keys

No problem. I'm sure it would be fine within the jam rules to re-upload a point-filtered version, and it would certainly improve the game.

Fun game but I recommend enabling point filter in Unity to prevent the game from getting blurry.

(1 edit)

Singularity Chapter 2 is a sequel to the original text-based horror game. Singularity uses audio cues and terrifying imagery to create a scary, atmospheric horror experience. Singularity Chapter 2 features more music, more imagery, and more endings than the original game, making it a must play for all fans of horror and text-based games.

https://spectris-games.itch.io/singularity2

I think the draw distance (or lack thereof) adds to the tense atmosphere, as it makes it difficult to see enemies around you

Awesome video!

I just released a new horror game here. Would you mind checking it out?

Wicked Woods is a retro, fixed-camera horror game that follows a government black op in the heart of an American Midwest forest. You must travel through the forest and defeat an evil witch who has taken over a government mining facility.  https://spectris-games.itch.io/wicked-woods


Firstly, the pirate ending is the best in my opinion, so I'm glad that you got it. Secondly, I didn't make the soundtrack. Most of it was from Joel Steudler's free music sampler.

Sorry about the confusion. If you smash through the opening wall, get the treasure from the alcove, walk down the corridor and jump over the pit you should be at a forked path. From here you take the left path and solve the puzzle to receive the scuba gear.

Tomb of Anubis is a text-based game where you choose the adventure. The game features hidden passageways, traps, and lots of treasure. No action is the wrong action as you get closer to the treasure of Anubis' tomb. Tomb of Anubis features 15 different endings, and multiple methods of escaping the tomb.

https://spectris-games.itch.io/ttoa

Thanks for the kind words! I'm glad that someone found out that enemies could shoot each other!

I'm so glad you enjoyed the game! I had to have power-ups block shots due to an issue that occurred with items overlapping power-ups, and I'm not exactly sure why enemies shoot projectiles from behind. (bent gun barrels, perhaps?)

Ok, sounds good.

Do credits for the assets used need to be included in the game or can the credits be listed on the Itch.io game page?

Thanks for the directions! I'll start working on a pong-clone over the next few days to get the hang of C.

Do "data.asm" is a bank of sorts that holds the assets, and "template.c " pulls/references those assets?

Thanks for all the answers. I've got a few youtube videos about learning C bookmarked, and I've got a few apps for learning C downloaded. As far as programming goes, do I need to worry about messing with the other files (data.asm, hdr.asm, Makefile) or not?

This is what my blank "template.c" document looks like, I just finished setting up pvsneslib, but I have a few more questions: Where should I start writing code in the document, what files does the program accept for audio, and how do I make sure I don't trip the restrictions of the SNES, such as color restrictions and background ?

Thanks for the tips! I'll mess around with C and I'll get back to you if it doesn't work.

I do not often use text-based programming languages, nor do I often use libraries. Could you point me in the direction of a tool for writing C and how to set up the PVSNES library?

Sounds good!

Thanks for the answer! 6MB should definitely be enough for my project.

Thanks for the clarification. One last question: Is there a size limit for ROMs that the SNES can run? I'm sure there is a limit for cartridges but if you are running the game with an emulator, is there a limit to how big the game can be?

Thanks so much for the advice! Are there any special restrictions that need to be followed when developing for SNES?

After you go through the first key door, there is a wall on the left. follow that wall until it ends, then  turn left and there will be a small area where the key is located.

I have 2 questions:

1. Is it possible to use this ROM on a modded SNES classic?

2. Do you have any tips for developing SNES games? I have been interested in doing so but can't figure out where to start.

I'm sorry about the key. Did you ever end up finding it?

No worries!

Thanks! I've had multiple people tell me about the second key, and I'll work on improving that section of the game. :)

Just a quick note, the download doesn't work on Mac so you might want to change that.

Awesome video! I really loved when you hopped on the generator to avoid the robot, I never thought about doing that!