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A member registered Jul 27, 2018 · View creator page →

Creator of

Recent community posts

Hey, just updated the demo. Most of the background artwork is new. :) Let me know what you think.

Hey, fyi the Steam page just went live. You can wishlist it now to get notified when it comes out for Mac 🙂

Hey, fyi the Steam page just went live. You can wishlist it now to get notified when it releases 🙂

New version with screen shake settings is live! Give it a try and let me know what you think.

The update is here! You can turn off screen shake in the settings screen.

Okay, thanks for your help anyway. :)

I hope the itch.io admins will see this and realize that the UX of this feature isn't very obvious and will make some improvements.

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Thanks! I'm glad you love Nymble 2! 😊

At the moment, the game is planned for iOS, PC, and Mac. There are a few complications involved with releasing paid games on Android, so it isn't planned for the immediate future. But I really appreciate the interest and support.

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Thanks for your reply, but you haven’t answered my question…

Anyways I ended up jumping the gun and pressing the “mark resolved” button to see what happens. Seems like the report is indeed moved to the “resolved” tab. I still don’t know what this means. Looks like just an organization mechanism?

Sharing the result in case anyone else wondering the same.

No, I understand that. I just want to know what happens when you click Mark resolved? Does it just move it to the "Resolved" list so the itch.io admins see what the creator decided?

Hey, I do sound design for my own game. Can't really answer on the demand, since I'm basically hiring myself lol. I think sound design and music tend to be an afterthought in most games, since it's the least tangible art form. It's also the hardest to sell or communicate to your clients (who may not have an audio or musical background).

I got started because I needed sound and audio for my own game. To me, sound design amounts to curating the right sounds, and programming them to be played at the right moments to create a cohesive and satisfying player experience. Nothing fancy, I just use GML (GameMaker Language) since that's the language used to program my game.

I'm assuming your question is more for people who are hired as a vendor to do sound design on someone else's game though, so my answer might not be as relevant. But I saw your post and thought I'd reply anyway.

Thanks for playing and congrats for finishing it! Glad you had fun.

Couldn't find any documentation on this:

  1. What happens when you click "Mark resolved"?
  2. What happens when you click "Ignore"?

Wanna make sure the report is handled properly and not accidentally thrown out.

Please see my reply above.

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I think there really needs to be nuance in this topic. I’d say only 3-5% of this game was AI assisted.

I used AI to help form the basis for some very specific algorithms, like special case path-finding, or brainstorm coding approaches to a new problem. I then refined the output and made it my own.

The AI background art pieces are temporary to get the project going, and I have recently hired an artist to replace them. Good artists are expensive and I literally saved up money to afford his services. I hired him once I knew this game had a chance.

All of the music is original. I am a classical musician with over 25 years of training who taught himself game dev just so I could get a chance to achieve my dream of being a game composer.

Does that change your perception of my game?

Hey thanks so much for your detailed feedback.

Yeah I really tried to make this game stand out from your typical sokoban-style game, by having the enemies actually move based on how you move.

Thanks for your suggestion on the larger maps. As you've seen, the boss levels do give you a bigger map to traverse, but it's only every 20th level to give the player something to look forward to. But I'll think about that. Maybe every 5th level can be a medium-sized one. Who knows.

Glad you enjoyed the artwork. The backgrounds are currently placeholders. I've hired a pixel artist to redo them all for a more consistent style. You'll see them next month, when I update the demo again.

I'm so happy you noticed the music. It's what motivated me to get into game dev, as I needed a way to showcase my skills in a more meaningful way to those looking for music. I would love to work on a Final Fantasy type game some day.

Thanks for playing! Really appreciate your feedback on the screen shake. A few other players have actually commented similarly, so I've implemented a setting to turn it off; will be shipped with the next demo update coming out next month.

Thanks for your feedback! Glad the difficulty level was just right for you. :)

Thanks!

Glad to hear that!

Yeah Reddit's kind of annoying to use if your account is new. 😅 From what I understand, you gotta start by commenting on other people's posts and show you're an active member to "build karma" (credibility) before posting to some subreddits.

r/IndieDev and r/gamedevscreens are good ones to start with, since a lot of devs post WIP and ask questions there to get feedback.

Hey, thanks for playing Nymble 2. Missed your DM earlier as Instagram didn't notify me. Saw it now though.

Hey thanks for trying out Nymble 2! 😊 Glad you enjoyed the boss concept. More than just seeds? Haha, you might be on to something there. I'm keeping things under wraps for now, but there will be quite a few surprises in the full version...

Yeah, I previously released Nymble 1 for iOS—it's already out. I used to serve ads, but it became a hassle to maintain, so I just made it a paid game with free "lite" version.

Still can't beat her haha. I think this boss fight turns the game into a sort of precision and timing type of game, which blurs the genre a bit.

Have you shared the game in other communities like Discord, Reddit etc.? Could be helpful to get some more eyes on this. Maybe drop a link in the r/playtesters subreddit.

Hey this was pretty fun. The tree-cutting animations and sound effects are pretty satisfying. I think i got to level 4 or 5 but got stuck cuz I couldn't reach the reset sign. Should allow the player to reset whenever he wants.

Agreed! I only recently discovered this section. Some quality comments were sitting in this page for nearly a month before I randomly poked around and found them. It's bad for engagement when people leave comments and don't get replies.

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Hey, thanks for your feedback! Haha yeah, in most puzzle games, both feet stay on the ground. But in Nymble, you jump. Stay tuned for even more surprises the full game. 😉

Hey thanks for checking out my game. Yeah I used a bit of AI behind the scenes to design some of the algorithms and placeholder content. Let's talk more on X: @NymbleGame

Yes, the flower slimes do tend to block your way—part of the challenge is planning where to kill ‘em, so you can still reach the goal. 😎 Nice you were able to reach the boss; it’s not easy to get there. Thanks for playing!

Thanks

Thanks so much. I'm glad my game has been able to connect with you!

Thanks again for the video!

lol yeah it's a different game

Hey thanks so much for your feedback—glad the difficulty curve felt good.

Yeah, I see what you mean. The check points are always placed as separate rooms between puzzles rooms to kind of break the rhythm and function as architectural interest. But I see your point. Will see if I get more feedback on this from others.

That gives me an idea, regarding the tutorial levels. Maybe if I overlaid some arrows and stuff, it would feel more like a tutorial so first-time players won't think the game is too easy.

Glad you had fun! I made some of those levels really hard, so you should feel smart. 😎

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Hey, I am using GameMaker Studio for development, and Aseprite for pixel art. Probably best to use a desktop for game development though. A mobile phone isn't really the best for writing thousands of lines of code lol…

(Sorry for my late reply, your comment got filtered as spam.)

Hey, congrats on getting past Level 20! The full game will feature several more of these larger "boss" levels. The demo will get updated from time to time, so feel free to follow my account for updates.

(Sorry for my late reply. Your comment got filtered as spam.)

Thanks for playing! I'm glad you enjoyed all aspects of the game, especially the music, as that's why I got into game dev in the first place.

I have considered incorporating a bit of narrative into the game now and then, since it is based on the fairytale after all. Thanks for the suggestion!

(Sorry for the delay. Your comment got filtered as spam.)

Muito obrigado por jogar! Que bom que você gostou do design de combate haha. E você está certo, é definitivamente mais estratégico para um jogo de plataforma e quebra-cabeça. (Desculpe pela demora na resposta, sua mensagem foi filtrada como spam por algum motivo.)

Thanks so much!

Hey, thanks for your comments! Yeah, I know the game Bloxorz—it's the one where you try to get a 2x1 block to tumble into the hole, right?

Nymble is built in GameMaker Studio.