Working on a early version of the destructible enviroment.
Each "enviroment" would have a type and armor.
If the gun / damage dont deal more damage then the armor, it wont break.
Though still debating if the armor should be able to be shoot off and then things can still be destroyed.
TheCrudeForge
Creator of
Recent community posts
inspired by Starship Troopers, Helldivers 2 and Roman legions.
This will primary be used as a weekly recap of changes.
TheCrudeForge:
Relative new to gamedevelopment and have only been playing around with it around 6 months from today. (13-01-26). Planning on investing 2026 into primary making 1 game and see where there takes me. But taking some breaks in between to be in gamejams and praticing making arts. I would say most of my games then to be a bit more on the weird side of things, and i like to use physics for ... everything.
About me:
Born 1982 Got no experience in the game making industry at all, i work as a technical designer and make machines in 3D and 2D. And use gamedev. as a way to train my creative things, outside my work enviroment.
Note: The below is a starting point for the game, things will most likely change over time.
Game engine: Construct 3
Graphics: ArtRage 5 / Assets
Days spend on the project: 1
https://thecrudeforge.itch.io/legio-ii
Version: 0.0.0.1 (Short description, read the full devlog for more info)
Basic destruction system created.
LEGIO II
You begin your journey as a rookie recruit in the elite Legio II, deployed to a dangerous alien planet with the mission to conquer and secure it for humanity.
Starting with only basic equipment and minimal training, you must first prove yourself in a rigorous training camp before facing the brutal alien frontlines. The core progression system revolves around earning Valor points by defeating enemies, saving fellow legionaries, and completing objectives. Valor points increase your rank and unlock access to better equipment, more powerful weaponry, and, eventually, leadership over your own squad and customizable combat mechs. However, reckless actions such as friendly fire or failing key objectives will reduce your Valor points and could see you demoted.
Gameplay emphasizes realism: weapons have weight and recoil, every bullet interacts physically with the environment and characters, and reloading and resupplying are vital for survival. The battlefield is fully destructible, with both the environment and structures reacting to the chaos of war. Alien enemies are relentless and intelligent, utilizing group tactics and regularly forcing you and your squad to adapt. As you climb the legion’s ranks, you move from rookie to commander, shaping the tide of battle through disciplined tactics, valor, and command decisions.
LEGIO II delivers a unique blend of historical discipline and science fiction warfare, focusing on slow, strategic play, physical realism, and squad-based survival in a hostile alien world.
Socials:
Twitch: https://www.twitch.tv/thecrudeforge
Discord: https://discord.gg/eJAF76ZPmA
Youtube: https://www.youtube.com/@TheCrudeForge
Thanks for playing.
Value your insight, some would prob make more sense if people went into the stage page and actually read it :) though it seems like 0 players have done so, which i find funny. hehe Dunno about the features and gameplay, to me it seems like a tamagotchi.
Take care of a infant that is able to do much, make sure it is fed or otherwise taken care off.
Take care of a teenager or similar, prepare them to the life ahead of them with training
- let them battle life mostly on their own.
But there is a "virus" in the game soooo yeah kinda the whole point of it, that things are suppose to be offsetting or otherwise difficult.
All the blood is there intentionally :)
dont personally understand why player would not check the screws in the end of the game, when they are explicit being taught they can be used in the beginning.
All that said, i do agree with some of the your points, and would consider a more cohesive game if i ever were to make a tagagotchi game again.
Thank for playing.
And the very detailed comments i appriciate the effort.
Will take note on content warning, guess im just assumming gamejammers are all old enough to handle things like that. Did not think too much of it.
Glad to hear and read that you seemed to figure out most of the mechanics the game have to offer, were made so it could be completed without dealing with the buff+debuff there also are in the game. (listed in the stats page) and you did not let that Xlander virus corrupt them.
Slicing oranges grants more more damage.
They gain less training for each orange they throw.
Using consumables gives less damage.
Getting stuck makes them slower.
Weapons rotate faster the more they workout.
Thanks for playing.
The stats menu explaines things:
First stage when they throw a orange and you cut it, they will deal more damage. If you fail to cut the orange they deal less damage. Also stats for how many times they get stuck, how often you un-stuck them and if you use any of the consumables. (but all that wasent required for completing the game) i just made it for the curious souls that explored the game enough.
Training, if they did not get stuck too often, will make them rotate their guns faster.
Orange/blood splatter is intentional made to obscure the screen - it is suppose to be obnoxious to the player.
No waves progression other then they spawn more and more each second. After 45 seconds it will spawn big mushrooms that 100% will kill you if you do not remove the virus.
Concept was that when the virus was gone, you would go back and play the entire game, including the missing stages as a actual cute game. Just never got around to putting that much into it.
Appriciate the suggestions
Definitely feels like a little device someone find in a attic or something, all dusted etc. but surprisingly still functional.
Got plenty of good mini games, that fits with the tamagotchi theme.
: Some felt difficult, like the sheep jump. could not really make out what was dangerous and what was not. Did not feel like i could jump over the "fences" but could be a skill issue from me.
Sam voice :D yay!
You done good with the limited time you had.
Did not understand the dying part, the stats does not seem to carry over to the next character or maybe i missed something.
Never got past the spider.
I like you went with a little device you play on, though both buttons scroll down insted of one of them going up, felt a little odd.
But i did like the concept.
Hey.
Played the game at 2x in the beginning then 60x none of the stats changed at all, had to restart the game before all the alarms when off, dunno - hope its only me it happens to :D
Really struggled figuring out what does what and why i should be doing it, but the little robot evolutions are quite cute, and the music suit the theme overall.
Would prob. have made a 1 time tutorial that explains what you should be doing when it feels something for the first time, but guessing this is the tamagotchi part where you just gotta figure things out.

Used most of your sprites for a gamejam project:
https://thecrudeforge.itch.io/tinytotchi
Used the for a gamejam project:
https://thecrudeforge.itch.io/tinytotchi
Used your mushroom for a gamejam game:
https://thecrudeforge.itch.io/tinytotchi
Used your sprite in a gamejam project.
https://thecrudeforge.itch.io/tinytotchi
Using your nice sprite in a gamejam project:
https://thecrudeforge.itch.io/tinytotchi
Hello:
Kindly note, this game is not finished yet and have no ending yet.
https://thecrudeforge.itch.io/tinytotchi
Feedback that i am requesting is the following:
Was the game fun to play?
Was there a clear path of progression?
How good was the audio and sounds FX?
How well implemented was the UI?
Did the game include the core mechanics from the original?
Meet your three adorable little rascals: "Owl," "Pink," and "Boy"! These charming characters are full of personality and need your help to keep their spirits high with food, fun, and a little energy boost. Don't forget to tuck them in at night, or you might find yourself facing their cranky side!










