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Ian Douglass - Trashwizz

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A member registered Jun 09, 2020 · View creator page →

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I agree, jump isn't really utilized yet as a game mechanic in v0.011. Since I haven't designed many modular parts for the procedural level generation system yet, I should have time to create some rooms that feature some platforming challenges for the next update.

Thanks for the feedback! Combat is definitely an area that needs a lot of improvement, and while my next update won't add much in terms of combat, its a high priority in future patches.

I do have a question about your answer to #4. By platform levels, do you mean areas of the game where jumping and movement are part of the challenge?

I'm asking because I'm currently working on a procedural level generation feature, and I could slip some platforming type rooms into the mix (where you might need to make some precise jumps to reach a randomized reward, or to avoid falling into spikes).

I released a rough/early prototype version of my dungeon crawler today! There isn't a ton to do in it just yet, but I'm aiming for monthly updates until I'm ready to move over to steam. Here's where to find it: https://trashwizz.itch.io/gryptic-public-prototype

Hey! This pack was exactly what I was looking for to add some eerie ambience to the rogue-like dungeon crawler prototype I'm working on right now. I like it so much (and the first pack too) that I may even use it in the release version of the game. The "Long Drone" track was a slam-dunk for a low-health warning music loop. Here's a little clip of how I have it wired up along with one of the tracks from the first pack. (the visuals are  placeholders, but I plan to stick with a PSX inspired look either way)

The other tracks in the two packs really get the creative juices flowing. Can't wait to show more!

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Yes, pressing enter making you automatically win is "normal" because I just didn't have time to make a different transition that looked for the sleeping state, and relied on a transtion that just flipped between all scenes. You aren't missing much sleeping-wise, it's just a thought bubble for now. To get her to sleep, you bring her a mouth-full of hay and wait for her to finish chewing. When she's done chewing, the "..." animation bubble will switch back to a hay bubble or an exclamation mark if you are in-front of her with more hay.

Once she's had 3 good mouth-fulls, she will fall asleep after chewing. 

Deff going to overhaul this later, there are so many things I wanted to add and implement