Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Stopsignal

236
Posts
4
Topics
1,079
Followers
131
Following
A member registered Feb 01, 2015 · View creator page →

Creator of

Recent community posts

Hahahahah, please don't play it if it brings stress and unhappiness! The idea is to have fun after all, hahahah


I'd recommend checking which combos work best for you, trying to not roll too much or spy too much to not waste excess money! Also get as many level three things as you can!

Hopefully when I get enough free time (and inspiration, I'm kinda burnt out this days, specially on this project) to continue!! I got some stuff done, but it still needs quite a bunch of work!


It will be done, however, I got plans for this game, I want it on steam and phones as a full experience!

Working as intended!!!  Magic counts as an item!

If you check out the screenshots and video, the game has some details that sadly don't show in the browser version! Blood, explosions, dug dirt, cool stuff like that!

What would you suggest to do?

It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)

I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?

It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.

Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course

I've been meaning to change that for a while, actually, but in a simple way, if it's not frozen, it should be replaced for a new one!

I can't recall why i didn't do it at the time, but I haven't checked that code in a while. Shouldn't be hard, but who knows!

It's got an android apk if you want to try it,up there in the downloads!! No appstore build for now, i don't have one to make an export!

interesting! i think i know what it is. Fixing it next patch!!

Awh,thanks! You gave a lot of feedback, thank you! (:

ohhhhhh this bug is a stinker

need to fix this asap! (shhh don't tell the rest!)

Thanks a lot for the detailed reply! This is really really helpful! I'll check it out with more time at home, can't see much here!

It might be complicated to do, but if the browser has a developer console, could you show me the errors it throws? Seems Pale Moon is based on the same kind of code as Mozilla, (Goanna?)  so i hope it's not broken there as well. I might download it later to try though, if i'm not dead from work!

Interesting! I'll check this out when i get home! I hope i can fix it somehow, though it might be a Gamemaker thing i'm afraid. I'll give it a try, though!

I might need to give a max limit to these a bit, hahahahah

it's so aesthetically pleasing! B)

holy shit HAHAHAHHHAH

you are a god

...i know this sounds completely antifun but looking at this i think i might need to buff the king progression after 10 turns hahahaha that sounds too effective

thanks for the feedback!!!

I really need to rewrite the text for the nurse, probably next patch!

And i might consider a rebalance for the pigman. He is QUITE strong in later levels, but maybe too weak starting out?

And i'll see about the spying! Editing UI always sucks but i'll keep it noted as something that should be touched up!


As for the other things, they are mostly intended behaviour and/or unchangeable.

Excalibur is intended to work that way, he does require a lot of setup, but i quite like that! It's a whole event with a huge payoff. 

Wizards are divisive, but they are working as intended! I really really like how they work. 

They do need setup to work, too, as you are supposed to be going for a mostly magic build (and therefore have weaker/fewer units). The fact that they make you use your magic in turns, and strategize, goes perfectly with them, imo: you kind of feel smart in a way. A "brains triumph over strenght" vibe. I could maybe make them stronger in early levels to make up for that, but they do tons of damage already!

Extra items would throw off the balance of the randomness, but there will be new items when new decks of units come around! Some day! But it's in development <<

The forcing of gold is intended! I want people to roll instead of saving, and see different choices and freeze some units to buy. That would be discouraged otherwise, which in turn would also make the game truly random, as you would only use the three units the market gives you and that's it!

Thanks a lot for the feedback!! I'll get those other things checked for next patch!

https://soundcloud.com/bauti777/auto-necrochess-battle-theme

https://soundcloud.com/bauti777/unnamed

here you go! except the menu loop, which is just a part of the firt one repeating over and over!

Thanks for reporting!!! I introduced a behaviour so that, when there is an active archer or a cursed unit, the "jumping to the end" was deactivated. I can simply make it ask if there are any enemies and if not, to ignore that, and that should be it! Next patch!! 

again, thanks for reporting!!!

(1 edit)

weird to comment in my own game, but just to show the new fullscreen features (and a really good run)! (;

Can't seem to replicate it! What's your browser?

(1 edit)

Important: there is a bug with the lvl 3 succubus that makes her instakill the king or princes with the lil projectile she has (hi this is me the dev)

thank you so much!!! <3

oh damn that is actually perfect o:

Hah, one day! First let's get the game on phones <<

Great!! <3

This is invaluable, thank you so much! I'll check it out!

(1 edit)

Interesting! How many enemies were there? That is quite strange D:

I edited the randomness the other day, it should work! dang, hahahaha

(1 edit)

I've been told it's kinda hard! With some tutorial levels and tightening the screw with the easy difficulty I think it will get better! Hopefully in next update! Thanks for the feedback, shadree!!

Furniture can be moved with water or destroyed, and foam can't be refilled normally, only with fire extinguishers!

Hah, but it kinda was! Instead of making a list and choosing a random unit from there, I just looped through every unit and gave them an small chance to be the victim. This loop didn't end when choosing someone, so last units to appear had more chance to be chosen!

This made bowies shoot knights and made archers snipe succubuses, oops

Hah! That's a cool idea, but it's a toooon of work hahahah

One day? ( I don't think so, but I love to dream)

You have on and lost! Maybe next time you can win without dying? Hahahahah, still, good job! it's a hard game!

hah! at least it was a good surprise!! Thanks for the feedback! (:

Hah, thank you so much! I hope one day i get the willpower to add more to it, i have so much stuff thought up but damn, the effort needed is quite a lot too!

okkkkkkk alright you got me :(

in my defense it was out of lazyness, not out of malice (?

I'll update it soon!

awhhh, thanks!!!

that's not bad, ill consider it!

Hah, thanks! I want to do something akin to that one day, probably kind of based in Furi's gameplay, i love parry heavy stuff!

Also, yes! a sequel to Trail Of Pigs! you can follow some of the progress on my twitter, if you want!

Damn! 

Were you rescuing people?

In any case, you can flip the fire bar to easy in  the main menu, that could help! I know it's a hard game, so don't take it wrong, hahahah

I think I might be tuning the levels too tightly so someone who would know the game too well would have fun (i.e. me), but this isn't good for someone starting out

I will find a way to lower the difficulty a bit to have a "normal" difficulty later though this will probably come in later on, when all levels are done! (hard to do otherwise)

I need to find a more intuitive way to show this, noting it for later!