Thank you so much for the kind words! I'm always looking to create more impactful narrative experiences in the future.
Recent community posts
Hey! Thanks so much for playing. I totally get what you mean with the mechanical limits on combat, as it was meant to deter spamming but I can see that it'll get in the way sometimes. Thanks for your patience in retrying the game despite earlier difficulty!
The Flames that Follow Us (PC, Free)
The Flames that Follow Us is a brutal melee-combat game about overcoming impostor syndrome. Explore a distorted childhood home in a story-driven, surreal single-player experience about self-discovery. It features a single-player narrative which is around 45 minutes in length, a local multiplayer support for Deathmatch and King of the Hill.
The Flames that Follow Us is an upcoming brutal melee-combat game about overcoming impostor syndrome.
Explore a distorted childhood home in a story-driven, surreal single-player campaign about self-discovery. Also includes a local-multiplayer versus mode to pit your skills (and friendships) in Deathmatch and King of the Hill.
Head on over to ; https://vanandrew.itch.io/flames to grab it, fresh out of the oven.
The most I've done with stories in games is a wall of text explaining the backstory, so this time it's a bigger leap forwards :)
Again, thanks for playing! I'll make sure to incorporate your feedback during the next few steps of development until the final release!
I've reuploaded a new version if you are still interested in playing. I think there is a bug with framerates - the game plays past 60 fps on certain devices. The new version should lock it to 60 frames, although there is a debugging tool if you press 'F1' to check. :)
Thank you for your time and patience!
Does the game have an error msg that prevents you from opening it?
There is a known issue of Windows Defender blocking the app, however, but you can click 'Run Anyway' to bypass it.
I really appreciate you trying out my game.
- When you were referring to the prompts, did you mean the textbox scrolling speed was too fast, or the horizontal sliding text effect was too fast?
- As for the speed of the game, did you find the AI too quick to react?
Thank you for your feedback, it really helps me!
THE SIGIL is a story-driven melee combat game set within a child's imagination. Delve into his psyche and explore a past best left forgotten.
- A Story Mode to uncover the hidden monsters in his thoughts.
- A Versus Mode to support up to 4 players in a competitive free-for-all.
- Adaptive AI that reacts and morphs its playstyle.
If you've enjoyed this demo, feel free to check out my other works too!
Hi BLV, The Brooding Horde supports LAN multiplayer, but for a full online connection you might have to look into software such as hamachi or portforwarding (though I haven't tested it properly before).
Originally a student project for a messenger clone, The Brooding Horde is transformed for the annual festive month of October 2019!
The Brooding Horde is a tense survival shooter.
- LAN Multiplayer - up to four adventurers to face the depths.
- A barrage of guns and turrets to build an arsenal fit for battling the beasts.
- Survive the endless hordes of creatures and send them back to hell.
- An expansive director AI catering for every game.
You can get it here!
Hey! Thanks for your feedback. Unfortunately I can't make any changes as of the moment because Kadent is a competition entry and doing so would go against the rules. However, I would happily make the changes once the competition ends. Many players have mentioned the lack of feedback on the rhythm system and I can't adjust anything, yet. But thank you for your detailed feedback, it really helps me improve my games!
Really cool demo!
I got up to stage 5 before dying. The variety of guns is nice, and the hit-effects and trail of bodies is satisfying. The intensity of the game was well-paced.
Sometimes the enemies would spawn on top of the player and I would take damage, and perhaps the player speed is a tad slow.
Would love to see how this project turns out!
We wanted to announce the release of Kadent, a turn-based rhythm shooter.
Dodge and weave through cascading bullets with fluid controls with a wide cast of move-sets and abilities. Layers of progressive depth in simple movements give way for a fast paced combination of musical chess.
- Generated campaign with six decisive boss fights.
- Emergent battles with clashes between a playable roster of five.
- Make or break friendships with deathmatch and tournament mode.
You can get it on itch.io; https://ink-machine.itch.io/kadent
This game was made by three students for a competition entry. We would love to hear your thoughts on it.
For more updates on development, you can follow us on Twitter
State Licentia is a time-warping, side-scrolling adventure game exploring the aftermath of a war under a totalitarian rule.
Players are to uncover a mystery whilst on constant raids, exploring a decaying civilisation inside and outside of the city walls. Players can talk and negotiate with citizens of Licentia, as well as buying new equipment. Combat consists of side-scrolling shooting segments similar to Deadbolt.
Following the end of a war, the State of Licentia moves inside of its walls, leaving no man’s land rotting outside. The people produce the first biologically enhanced human - finding means to recover the lost land, where the forgotten gods lay in slumber.
I’ve never made a linear, narrative based game before, and want to challenge myself with creating a story as well as making a fun experience. This is my first major project, and I am on solo development using Game Maker Studio.
I plan to post every month where there has been enough progress to talk about.
This post highlights progress during the first few weeks of development.
The game first looked like this;
This was a mockup, and I ran with the colour palette. A few days later I had basic combat working;
Combat was very heavily timed with you taking cover and returning fire. The player could take cover and roll, and from that I decided to make the enemies do that as well.
So far enemies will take nearby cover when alerted, and can reload and return fire, just like the player. I’ve never done any complex AI trees so it would be a challenge for me to add smarter and seemingly organic enemies.
You can also use a melee attack on enemies, which is quite useful for enemies that keep sticking behind cover. I might implement some enemies that can only be defeated using melee hits.
I plan to finish the basic combat mechanics before moving on to building the story and game world.
Besides the combat segments I’ve worked on the bare bones ‘exploration’ segments;
I plan to divide the game up into separate segments were the player can talk to and explore the area. Various Npcs can act as merchants, or give clues. The text-boxes now are pretty standard, although I plan to add some text effects to make reading a bit less mind-numbing.
You can follow development on twitter, where I post everything as I work on them!
That's it for now, keep an eye on this thread for future updates. See you next month!