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TolbiNox

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A member registered May 26, 2021 · View creator page →

Creator of

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It got to a point that getting the idea across was my only hope for having something to submit. Jam periods are always like that for me, I plan to spend every bit of free time and then my free time evaporates lol

Thanks for playing/rating!

Thanks! A submission being a submission is the only reason this one is up lol 

I appreciate it! Yeah time was not really on my side for this one

Honestly, I basically said the same thing about this one

The game art is great, and the level of polish is really impressive for a jam game. This is just overall a really well done and put together game

As others have said, the visuals and audio could be improved, but I think they at least fit each other. The controls are hard to get the hang of though

The game is fun, every so often I was getting two sharks that sandwiched me because they spawned at the exact same time

The visuals are great, and the audio fits the game really well

Proto Space community » General · Created a new topic FAQ
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FAQ:

Q: "Is is not a bit presumptuous to add this before you've even released the devlog" 

A: "Probably, but gotta plan life with some optimism lol"

Q: "This FAQ seems kinda bear, care to explain"

A: "I'll add any commonly asked questions here assuming I ever get any... "

Q: "Got a roadmap or planned release date?"

A: "I'll get a roadmap put together soon, and as for a release date, I'll attempt to give a release window, but that's hard and I suck at sticking to my schedules"

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I just wanted to post a quick tutorial for writing custom events and where to place them. I want to start out by saying, always check what you're downloading and who you are downloading them from, don't trust it? Better safe than sorry

Events in the demo version are more limited than I plan for them to be in the main release, but I wanted to add the ability to create custom events to the demo version.

To start, in the directory with the game executable create a folder named "Custom Events" 

All custom events need to be placed in this folder

Example of Event:

 



The file type for the event files has to be JSON. 

Below is an example of the actual file:



"type" refers to the type of planet the event can be fired on

A list of applicable planet types:

  • 0 - Desert Planet
  • 1 - Earth like Planet
  • 2 - Ocean Planet
  • 4 - All Planet Types

So in the case of this screenshot, this event only fires on Earth like planets


"text" refers to the outlined portion in the following screenshot.  It's the introduction to the event


"Button Text" is pretty self explanatory, it refers to the text referring to buttons at bottom of the above image

"Story" refers to the text that fills the red outlined section after a choice has been made, it's the outcome story for whatever you wanted to happen after a button is pressed

There *should* be no limit on the amount of outcomes per choice, I kept it to a maximum of 2 for the ones I have included so far, but if you wanted more possible outcomes that should not be a problem, and if it is, let me know. That is something I would gladly patch in the demo

"Effect" is the effect code to let the game know what you want to change. Below is a list of effect codes and their corresponding stat

  • mHL - Reduce Hull
  • mH - Reduce Habitability
  • pS - Increase Science
  • mS - Decrease Science
  • pH - Increase Habitability

You can include multiple codes, but due to an oversight on my part, you cannot adjust them by different amounts. So if you wanted to reduce hull and increase habitability, you have to do so by the same amount.

"effectNum" is how much you want to change the stat specified by the effect code. There is only one effectNum per outcome, as stated above


That should be everything, I'm more than happy to update this post to make it clearer or answer any questions about custom events

Thanks! Sorry for the late response, got a lot going on.  The arrow keys and the  W,A keys work, there are supposed to be arrows on screen for mobile use on the HTML5 version, but I think I messed up exporting that version. That being said I should be days away from the next major demo update, and I'll triple check to make sure I fix it then. I can't believe I didn't notice lol

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I've come back and played this a few times over the last week or so and I've had a ton of fun, and really being able to play until the entire map is conquered is my only suggestion

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I appreciate the feedback!

Actually your comment got me thinking, I came up with an idea to balance the game by putting caps on individual colony populations

Edit: Already updated balance to prevent accruing infinite population and science, science at least not that quickly

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Thanks for the feedback! I do have couple ideas for balancing, but I'm going to rewrite the tech tree system first. Planet variety is also planned, as well as some non-planet encounters

There isn't a game over, I'm a bit torn on how I wanted to handle the scoring/game over and figured that leaving it open ended was the best choice until I make a decision

I appreciate you playing, I have a lot of plans that I think will improve upon the concept, just gotta find the time to implement them 

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Thanks for the response, to be fair I figured it out after I uploaded it, and since it was already up the decision to leave it up was much easier than deciding whether or not to upload a broken game lol

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Thanks for playing, eventually I'll fix it, I see a lot of promise in the idea

I will for sure, I have another project I'm focusing on right now but as soon as I get the prototype of that one out I'm gonna come back to this one, I already looked at the code to see what immediately needed to be fixed lol

I'll keep an eye out for your non-jam version 

Thanks for playing! I do plan on updating this game sometime, there's quite a bit I wanted to add, so I'll definitely keep those suggestions in mind

I can relate, UI is the worst lol

Really fun game! Being able to change the keybindings is nice, I did notice that occasionally when I killed the final enemy of a room, the camera would jump to the left a bit. But it didn't consistently happen so I didn't notice if something particular was causing it 

Game was fun, I enjoyed the enemy spawning effect. The UI feels clunky, but the game still managed to be intuitive

I enjoyed it, sadly the ending didn't get me, that being said the whispers in my ear were definitely unnerving

The creature standing there in the doorway startled me, at first I wished it wasn't so dark behind the trailer, but honestly I now feel like it adds to the game. I found myself wanting to get back into the trailer quickly when I had to go outside

The game was fun, I mean it had some texture issues and stuff, but none of it got in the way of my enjoyment

I had a ton of fun playing this game, the controls fit, the movement was satisfying, Though most of the time, the AI pal would push you through falling platforms after you kill the enemies. I mean it does catch you, so not a big deal, just slows the game down

I think the game could be a lot of fun with someone to play with, sadly I had to test it by myself, even so the biggest issue was finding the players which I did by blinding running to the corners.  Overall solid entry

A lot of fun, really biggest issue I found was the controls felt a bit too floaty for me, but I understand that could be a design choice

Thanks for the comment! :) I did have some I was gonna re-use from another game, but I forgot about it until I was out of time to work

Thanks for the response!  I agree, sadly I mismanaged my time a bit towards the end

The game looked great, it was really hard, I do wish I could have also used WASD to control the game. Really creative and a lot of fun

Camera mechanic was really creative, but personally felt a bit clunky, but that could just be me. My other complaint was the speed of the robot, but I just saw that you could speed it up XD

Overall fun game

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I do get where you were coming from theme wise. I do think it could have been a bit better justified, if that makes sense. Like instead of humans just spawning, maybe every 5 zombies you kill, then a human shows up and then contributes something like a damage buff, health regen, etc. Fun, simple game, does get a bit repetitive after awhile

I don’t have much to say about this one, I had a lot of fun playing it, but I do wish I could pick up and move objects. Resetting helps, but it did get a bit tedious having to restart over a simple mistake

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Took me a bit to figure out it was wordplay. It's a nice, creative take on the theme, but being a bit nit picky and not really affecting my rating, as far as I know grammatically since eye starts with a vowel it’s “An Eye” XD

The gun is a bit bugged, it doesn't flip with the character so when you're looking left you have to aim by moving your cursor behind the player. Overall though I had fun

Thanks for the response! :)
Yeah, it turned out way harder than I intended, my spawning mechanism is broken and spawns way too many enemies, but I ran out of time to fix it

Thanks for the feedback!

I did want upgrade paths, enemy variety, better difficulty progression, etc. Time constraints forced me to tone the game down, I didn't have as much time as I would have liked to work XD

Yeah, specifically at the start sometimes all I  had to do was wait for the enemy to come into the starter room so I could go around it