Cool! I loved the game and am looking forward to the devlog!
I'm super interested in how you achieved the look of Embuscade.
I'm impressed by the staging, how the use of black & silhouette guides you and makes an interesting space to explore. Also, the text bits are actually interesting! And I liked piecing together the small hints we get of the characters.
How much longer do you expect the final to be? Looking forward to more from you!
This game is enthralling! I have never seen an art style quite like this!
I'd love to see it finished, or at least less janky. I couldn't get very far, even when trying to do the main path and not deviating. Things just seemed to not be triggering (hotel guy being the main thing).
Really cool! Congrats! And this is a thesis for....illustration? Wow things sure have changed since I was in art school!
Great! I'm glad you were able to play and enjoyed the game!
Yes, there are a few issues with the Bankenstein fight. It's my first attempt at any real combat. I'm going to strive to get it better in the future!
From my research XP machines can't run current GameMaker Studio games w/o getting that "not a valid Win32 application" message. This was made in GMS 1.4 (I said "8" below, must've been tired or something haha!). I also just looked and it seems GMS 2.1, which I use now, also has this issue. I'm not sure there is a solution. I'm sorry.
Have you played any games you know to be made in GameMaker Studio on your machine? I'm thinking it was when they jumped from just "Game Maker" to "Studio" that XP stopped being supported.
I really appreciate that you liked the look of the game enough to check back. It means a lot!
Back! After much time has passed!
Project Quinoa is going splendidly. Here's a gamedev video to prove it:
(I messed up the sound a little b/c I dunno about sound)
The veggie city is close to how I want it looking!
The panels are starting to show up in the game, though I've got to get the cutscene action in there.
My original plan was to make this a big ole metroidvania ala Hollow Knight, but I've resigned that will not be an attainable goal for one dev. Soooo, I'm now thinking of it as episodes. Each episode will be a mini-metroidvania platformer loosely like reading an issue of a comic book (the idea I started with The Red Mummy).
The first one I'm calling The Demo and I want to have it completed this year! Nice!
Here's a sample of a completed "comic" page (it'll appear all chopped up as panels in the game proper).
Oh another cool thing I might as well announce is my friend William Cardini, top creator of weird space comics (check out his stuff here!) is helping me with story & world design. Here's a quick teaser, me converting his planets to pix!
I'll see if he wants to share any more stuff!
In the meantime, lemme know, uh...how you like your quinoa...(Is that a new catchphrase?)
New devlog! I'm basically prettying up the vegetable city, trying to get it to a level of detail & polish I'm happy with.
Here's a devlog video:
The plan is to have the Player able to kick everything while in town.
Something I'll be working on soon is the game area for this concept art, which is a trash-filled moonscape.
Also, concurrently with the game I'm creating "comic panels" for the game's interactive cutscenes. Here's a sneak of the pen & ink art for that!
I am trying to intentionally overload you with art. Is it working?
Cool! I saw this on the itch front page and thought it looked great. But really nice to see some of its origins here!
Does the deck that you build carry through campaigns? Or is it new campaign, new deck?
Hello! I'm going to do a devlog of my upcoming game right here on itch.io!
It is codenamed PROJECT QUINOA!
It's very early days still. BUT, I'll have you know it is:
I do a video series about my excursion into gamedev and the first one about this game is right here:
The first area is a vegetable spaceport with organic veggie structures and villagers. Here is some concept art!
That's all for now. More to come, this game is going to be my biggest yet and probably take me forever to make! I've decided this is the spot I want to talk about the game. itch.io is the best!
(here is a slime skeleton that I made the project's icon because I haven't made a logo yet...)
Hi! Thanks a lot for checking this out!
You are talking about the video, right? Don't worry, that's all placeholder and the finished art will be much nicer. The environment will match the concept art better (but still pixel art). The main character will be animated & much more interesting to look at. She's going to be cool, I promise!
I'm glad you like the concept art! Thanks again & keep checking back!
Thank you PseudoGrimm! I'm glad people are liking these odd characters. A few have gotten the exact response out of the sad ape that I was hoping for. They are so misunderstood!
My next game is in progress as we speak!
Stephen's Sausage Roll is one of the most incredible gaming experiences I've ever had. Which I never would've predicted going in!
Some other semi-recent faves: Full Bore, Corrypt, Baba is You.
I appreciate the article & thanks for the Rusty Lake recommendation!
Haha, weirded you out, did I? I've been known to do that. Probably best not to read into the meaning too much...but thanks for sticking with it!
And you successfully Identified the credits track! If you listen closely you can spot riffs from that song throughout the game's other tracks.
Hey Rostiger! Wow, your expressions are great and really translate! I could tell you are into it and that made my day!
You had the right idea for a second there! You have to hit the hoops with your attack! You will start swinging.
Thanks so much for playing. I'm glad to have players from Germany!
Oh, sweet! My first let's play! You are the man!
You can definitely kill the captive and see him(!) in the ghost room instead of the warlock. You actually did the less violent choice in both the beginning and the end.
Looks like Bankenstein and some of the controls gave you a hard time. Sorry about that! Also, x-box controllers should work!