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A member registered Dec 12, 2015 · View creator page β†’

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It seems the All-Stars Update we just pushed fits specifically what you were looking for then! We have just pushed it, and one of the main additions we've made is the addition of 10 brand new game modes, each with different rules, weapon/item pools and even wackier modifiers! Some of them are more relaxed, while others are a bit more challenging. For example, one of the new modes, Berserk, is a axes-only game mode, where you play with half the health you normally have while enemies get to have the double.

If you get to try the new version and any of the new game modes, tell us which one you liked the most. πŸ˜‰

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There are many questions in the universe that, not even we, planet overseers, are able to answer. Mysteries that have blinded us over the years that are yet to be answered. Why the 38? We don't know. Maybe the decision that this game should exist was the 38th decision that the planet overseer of our very own planet picked? What about the other 37 decisions? What were they? Are the reasons we have videogames nowadays just another decision made by someone, high there in space? Ah... mysteries, mysteries.

On all seriousness, it's a reoccurring gag we have been making ever since Ludum Dare 36 (which was our first game jam), where we decided to add the number of the jam's edition (36) to the game's name (Colossorama) as a joke. When we submitted Colossorama in Ludum Dare 36 it too was originally named Colossorama 36. However, when we updated the game with almost double the content, we figured we would drop the number in order to distinguish it from the original game jam version of the game - therefor just calling it Colossorama. We did the same with Hyper Holomayhem 37

Basically, the number just identifies that the game was made during Ludum Dare 38, and whenever we update the game, we will drop the number. Hope that satisfies your curiosity!

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Sorry for the late response! First off, thanks a lot for making a video on the game! We're glad you enjoyed playing the game and Planet Zargoth is definitely sporting some nice dental-planned teeth and Colossorama by the end of it! Congratulations on reaching the 100 Happiness goal you've set as well!

We've been commenting this on pretty much every video that been made on the game so far, but yes, we certainly need to tweak the number of times that fires and ice ages happen during the game. But hey, just as you mentioned, maybe they could use your planet as an inspiration for Ice Age 6 (yes, they're making a sixth movie already).

We do wonder which of the endings you would have obtained if you kept going with your planet though! The 'Poverty Line' option that appeared by the end of the video was one of them, although it is one of the more bummer endings. If you do revisit the game, let us know! Also for a tip, don't be afraid to pick 'One More Choice!'. It definitely helps speed up the game! ;)

Thank you once more for playing and for the entertaining video!

But have you gotten the Moon Ending yet? That has to be the best ending possible to a Moon Enthusiast like you! We're glad you liked the game (and the moons too)!

Your reaction to "Make Anime Real" has to possibly be our new favorite reaction to one of the in-game actions yet. It's even more amusing that the ones we've seen so far. Every new video it seems the more we realize we should have been a bit more laid-back when it came to setting the fire events probability. We'll make sure to actually nerf the fire the next time we update the game. Our bad. :P

Thanks a lot for making a video on the game! It was really entertaining to watch and we're glad you got the GameDev Ending! That ending was honestly a last minute addition, but it's still our favorite ending so far. It was really surprising, especially since how close you were to getting the Zombie Apocalypse ending. Glad to see you are that proud of your small ideal planet!

As for the resemblance to Sort the Court, yes, it was indeed (and still is) our main inspiration for the game! We wanted something that people could play and try to find all the actions/consequences/endings as they played along, as well as develop something that we could easily iterate upon (which we still haven't had a change to do, but we hope to at some point). Thank you again for playing, and we're glad you enjoyed the game!

Thanks a lot for making a video on the game and sorry for the late comment (these past few weeks have been crazy)! We're glad you enjoyed in the game overall, especially the different options and cosmetics. It's also nice to see someone going as far as covering three different endings on a single video, pretty sure it's the first time we see someone actually get the Zombie Apocalypse ending on video. Poor second planet which got stuck with endless misery on that asteroid belt though. 

Thanks a lot for playing, and we thank you for looking forward for more (we gave you a Twitter follow as well)! We have some more plans regarding new choices and features we would like to add to the game, but we don't have an ETA on when it will be ready. We hope you look forward to it! :D 

I assume you are speaking about the web version. Depending on the browser, OS and other factors, there might be some difficulties when trying to play the game. If the web version doesn't actually load, then we suggest the best option is really either playing the desktop or the mobile version.

We can try and look at what the issue could possibly be, but we would need some more details about how you're trying to run the game (assuming you're playing the Desktop version) or what browser/OS you are currently using.

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Turning anime real is a very kawaii choice indeed. Thanks for the video, and we hope you've had a whale of a time with your not so-easy job of being a planetary god! 🐳

We've also liked your video it in the Coverage Appreciation post we wrote showcasing all the videos people have made so far!

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Thanks a lot for making a video of the game! It was really entertaining, especially seeing you react to the ridiculous number of times that the Ice Age event occurred. We hope we didn't give the wrong idea with the game's progress though since you've asked your subscribers to help you decide what to do next with your planet, when current planet progress doesn't really save at the time. Hopefully that's not a problem in case you decide to continue the series. Really, thanks a lot for your video!

In regards of you comparing it to Sort the Court - it was actually one of the main inspirations for this game! We hope that when we expand upon the concept we can add as much as variety to our game as it!

We've also featured your video it in the Coverage Appreciation post we wrote compiling all the videos that have been made so far!

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During this past weekend we were at Lisboa Games Week here in Portugal where we had the opportunity to showcase Colossorama to the general public for a handful of hours. It was really cool and nice to see Colossorama getting some newfound fans right in front of our eyes! Since it was a major event, we decided to update and fix some last-longing issues that the game has had since the last patch.

But before we get to the patch notes, we want to give a massive thank you and shout-out to RobinhoodPT (Twitter over at @RobinhoodYT). Robin helped us by composing unique and original music pieces for Colossorama, which helped give the game a more unique touch we we're long aiming for. He's still in the beginning of his audio composing journey, but his tracks fit perfectly with the mood of the game!

To the rhythm of the new music, here's the change log for Version 1.1B3! (Released 20 Nov)

  • Added RobinhoodPT's brand new original sound tracks. One unique piece for the menu, and another unique piece for the actual gameplay.
  • Added RobinhoodPT to the Credits and Links, as well as a cameo gladiator.
  • Added new screen feedback when the player is hit.
  • Added new "Show Highscore during Gameplay" option. This allows the player to compare their current number of heads slain to their standing highscore right during gameplay. This was made as a toggable option since some players might not want to see their highscore at all times.
  • Added new enemy movement constraints. Enemies can no longer be pushed outside the arena by weapons' knockback. Instead they will hit an invisible wall.
  • Added several back-end code for future versions of the game and analytics. This will allow us to better measure the interest in the game.
  • Updated various minor UI elements to reflect new changes and accommodate new content.
  • The player will now start with a Pike as the secondary weapon. This indirectly explains the player they can pick two weapons in the upgrades screen.
  • Fixed enemy gladiators still playing the walking animation after a Game Over.
  • Fixed Game Over Retry button not highlighting while using the controller, despite being selected.
  • Fixed the size of the Nord Drink's explosion sprite to be the same size as the Horus' Grenade explosion.
  • Fixed the player sometimes jumping all the way up to the sky.
  • Fixed spelling typo on Horus' Grenade. Moski cried of joy when he finally saw this fixed.
  • Removed Mipmaps on various sprites that caused them to become non-pixel-perfect.

Play it!

We were pretty happy to see a reemerge of interest in Colossorama especially since we have been busy with several new projects and university assignments that have made us unable to focus as much on the project as we wanted to. We're currently trying to measure the community's interest to see if further development is worth it, so keep in touch!

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We've made a small Hotfix for Version 1.1B2 that we published yesterday. This hotfix fixes the Tech Cards regression and also fixes some typos we found while showcasing the game to yesterday, and since it was a really small fix, it doesn't justify increasing the version number.

Here's the change log for Version 1.1B2 Hotix! (Relased 01 Oct)

  • Fixed small regression in Tech Cards where they would, sometimes, display both controller and item instructions when they should only display one at a time depending on the tech type.
  • Fixed some typos in some of the Tech Cards descriptions. One such example is "Poison" being written as "Posion" in the Garden Scythe card.

Play it!

At this point in time we don't have the next patch for the game planned. We're currently waiting for for an answer regrading showing the game at a public event, and depending on the answer, a further version of the game will be developed. If you would like to see more of Colossorama, don't forget to make a post over at the Feedback Thread!

Created a new topic Feedback Thread
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Thanks a lot for playing Colossorama! We would love some of your feedback on what you though about the game and what you believe we can improve on the game. If you also got ideas for new features or content, we are also eager to listen to what you got in mind!

Thanks a lot!

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Thank you for playing Colossorama! As of Version 1.1B2 we wanted to be able to better communicate when a new version of Colossorama becomes available and what changes were done on that version. We decided to make a change-log thread where one could easily check from the game's menu if there are any new updates. It's probably the best option given our current limitations (such as no auto-updater and the lack of methods to build one at the moment).

That being said, here's the change log for Version 1.1B2! (Released 30 Sept)

  • Fixed high scores for Colossorama Mode, which were not being saved properly.
  • Improved Game Mode selection screen. It now displays the current high scores for each of the modes in a much more readable and understandable way. Also fixed a typo where Colossorama Mode would show as Colossoram.
  • Added the current high score to the Game Over screen so you can always know how many heads you were behind from your previous run. Put in this way, it really makes you wonder just how many heads have you stacked in total, eh?
  • Made balance changes to the Pantheon Tech Drop Tables in Classic Mode to be closer to the original version of the game while keeping it's fairness.
  • Nerfed the Lute. It's audio medicine was so effective that it was making gladiators piratically invincible. The Colosseum 36's public doesn't like seeing people staying alive for too long so we had to change that.
  • Fixed a certain rare gladiator not spawning at all.
  • Fixed rare issue of enemies being home-run-ed out of the arena, allowing them to escape and never come back.
  • Added some new constraints to enemy movement to avoid them sometimes getting stuck on the player.
  • [Web Version] Links properly work on the web version now and will open in a new tab, instead of getting stuck inside the embedded and never loading at all.
  • Added a new "Updates" button to the menu that quickly links to this change log thread.
  • Removed Twitter links from the Menu Screen and instead stashed them under a new Links menu which now has the Twitter links as well as links for the relevant itch.io pages.
  • Improved the Controller Flow in various menus. One such example is when picking a new tech. Maniacally pushing controller buttons after ending a wave will no longer accidentally pick a new tech without your consent.
  • Added a new window which asks the player for feedback after some rounds.
  • Several miscellaneous optimizations.
  • Made a Shoutout to Simpleflips.

Known Regressions (a small hot-hot-fix should be up later):

  • Tech Cards will sometimes display both controller and item instructions when they should only display one at a time depending on the tech type.

Play it!

We're currently working on some balance changes to make it more fair. :P

Thanks for your comment!