This is a cool idea, really like it. Little annoying how tiny the screen is and without full screen, I keep clicking outside the window and losing focus. But it’s pretty solid. Nice job!
ZaffreSheep
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Yeah! The lack of verticality in the camera is weird limitation for myself too, actually. I thought it'd be interesting to try and design it around there, but I was thinking I should let a little vertical camera movement.
Really- the real reason is that I wasn't 100% sure if I had time to calculate the 2 axes for an object for locking in. If I guarantee the player can scale upwards, then it's just a matter of getting either the X or Z axis. I definitely wouldn't have had time looking back on it, I was working on this up to the clock on the dot lol.
I really figured a kill plane was impossible, but I did use really jank movement, so yeah.
Thanks for your comment! Appreciate you gave it a shot. If I ever update it, I'll definitely consider both those suggestions!
Really enjoyable game! I suck at it- definitely- but I'm planning on getting a bit better at it. I recorded a rather lengthy video with my first attempts at the game; split it up into chapters, and threw in minor editing to help make it feel not as long.
Definitely looking forward to any potential updates, and I'm looking forward to actually facing a boss eventually too!
Ohh this definitely has potential. Can't wait for more content to be added.
As for any bugs, I noticed if you hold the mouse button as the weapon is returning to a normal state, you won't actually charge the weapon for a power attack.
I also encountered a bug with the buttons not working after you die; I couldn't replicate it unfortunately.
I'm gonna keep an eye on this game, good job on it so far!
Found this game through the Unity discord, and felt obligated to play it due to the sprite of the turtle. The game doesn't have much content as of the time I'm typing this (version 0.61), and it's very quick to beat, but it's enjoyable and shows potential. I enjoyed the Weaving Lasers level a lot, and played that one more than once, the last level was also pretty fun.
I did find one relatively annoying bug, which is that the player sprite seems to slightly off centered. To reproduce the bug, you need to walk the turtle very close off of the edge, but stop right after the front side of his back feet are off the edge(turtle should be almost hovering in the air). Then when you turn around, the turtle flips horizontally, and causes him to fall off.
As a side note, I don't know if it's the developer's intentions, but I could see this being a fun mobile game to play given the simple controls, and fun level designs. Overall, it seems promising. Can't wait till it gets audio!
Heyo, gave the game quick run, and I see a game like this having potential. I'd definitely recommend adding more to tone down the repetitive nature of the game(maybe power ups, or some other attacks). Mix up the enemies; perhaps have one that circles the planet before colliding.
Personal preference, but it'd probably feel a bit better if you were to smoothly rotate the player around the planet as opposed to it being static.
Also; I'm not sure if it does already, but the larger asteroids should deal more damage than the smaller ones. helps put priority on them and makes it more interesting to make decisions.
Just some thoughts and ideas I had when playing the game; take em with a grain of salt. Hope the best for your development!
Hope everything is going well for you guys, I'm back with a new update, and some awesome news.
- There's a new Kickstarter I just launched today in hopes to get some extra funding to make the road to development much smoother. In addition to that, the game will also benefit from commissions towards audio if the funding is successful.
- There's also a new trailer I created recently to really show off the game as best I could!
- A ton of polish, and much required additions and changes. An entire changelog can be found on the itch devlog here.
Have fun,
-Ryan
I'm back with a new update on Oneiro!
This version's biggest addition is the consumable items, which opens a whole new array of options and choices for the player.
The full changelog can be found here: https://zaffresheep.itch.io/oneiro/devlog/115294/oneiro-alpha-078-gear-upcoming-plans
For a summarized version though:
- Gear can now be found through vases/pots, and the player is limited to carrying 4 different types of items at any given time. Examples of these are Health Potions, Throwing Knives, Power Capsules, Dice, all with varying effects upon usage.
- Gear can also "imbue" the player. Imbuing yourself will allow you to deal elemental damage through normal non-elemental weapons. In addition to this, imbuing yourself will "add" the element. Example of this is with the Torch weapon, which is considered a fire element. Using a fire Imbuement with the torch will enhance the burn effect and permit you to inflict Hellfire onto enemies.
- Status effects work a little different and can mix and match. This works for both players and enemies alike.
- There's an alternative music track that can be played.
Test out the update at the game page here!
-Ryan, ZSG
Hey everyone,
Disclaimer: I'm a bit late on this forum, as I've been updating Oneiro for about 9 months on Itch, and foolishly marking earlier update as a minor update, because in the grand scheme of things, they were minor - though that is not helping the Itch.io system realize the amount of work that has gone into this game over the last year.
About
Oneiro is my largest project yet. It revolves around 4 natural sleep cycle stages; Non-Rapid Eye Movement 1 through 3, and Rapid Eye Movement. Dreams get more and more intense as you delve deeper into the cycles, and the game takes this sleep cycle as a skeleton for the difficulty scale.
Kickstarter page
Core Gameplay
The core gameplay for this game is as follows:
- The player starts off in their hometown, which is cursed and everybody in the town dreams up of a similar nightmare every night.
- The player begins the main game by going to sleep in his bed
- The player will find themselves in a randomly generated labyrinth, with enemies, treasures, and weapons. By speaking to towns people before the dream, you can learn that the labyrinth as a whole is supported by a core. This core rests at the peak of the labyrinth, and taking that core away will cause the labyrinth to diminish, and drop you and everything else in the labyrinth into the boss arena.
- Once defeating the boss, the player will dream up of a more intense labyrinth, different enemies, different items and weapons to discover, and different generation as a whole. These changes will really impact the variety in the labyrinths.
- When the player reaches the Rapid Eye Movement stage, that will be shown through the aggression of the final boss, "Terror".
That's the planned gameplay loop I have for the game, and I'm working hard to see it become a reality.
Weapons, Items, Enemies, in depth
In the previous section, I spoke about labyrinths, enemies, items, weapons, and all that, but what's so special about them? Let me explain:
- Generation of Labyrinths
- The generation of the labyrinth has recently gotten an overhaul in 0.7.6, and is much more effecient for both the player and me as the developer. The player begins in the center of the labyrinth, and the further out you go the tougher the enemies are, and the better loot you discover. Another important thing to mention is that every wall and ceiling is destructible, and causing a ceiling to collapse will not only deal extra damage to enemies, but it can also create a ramp for you to reach the roof of the labyrinth to access more treasures.
- Items
- Items can be found throughout the labyrinth treasure chests, or dropped by enemies. Oneiro features unlimited item stacking as a way to encourage players to loot all the chests they find, and to feel progressively powerful the more they do so. A good example of this is an item called Magical Lamp, which grants you an extra jump in midair. However, if you find a second one, you'll end up having 3 total jumps, including your grounded jump. This item stacking mechanic works with every single item, and allows for some bizarre combinations for the player to discover.
- Enemies
- Enemies are split among 4 sub types of enemies; Normal, Elite, Miniboss, and Boss. Normal enemies will spawn in the main area of the labyrinth, while the Elite enemies spawn in special places, such as Weapon Chambers to test the player. The miniboss is summoned through activating special glyphs that are generated around the Labyrinth. Finally, the boss is spawned with the Labyrinth. If you really want to, you can fight him the instant you dream up of the Labyrinth.
- Weapons
- Weapons, like the enemies, are split among 4 sub types; Swords, Hammers, Spears, and Karambits. Each of these types have their benefits and drawbacks, so the player has to decide on which one fits their playstyle the best.
- Swords are the most "average" type of weapon; Decent range, and decent power, and a combo of 3 hits. Their secondary attack is a 2 hit move that can paralyze enemies and stop them in their tracks, leaving them wide open and defenseless.
- Hammers have an emphasis on damage. They're range is typically slightly worse than swords, and their combo only includes 2 hits, and slow hits at that. Hammers make up for these drawbacks by packing a lot of power behind each swing. Their secondary attack is a 2 hit move that launches the enemies sky-high, and follows through with a slam to the ground causing a shockwave to destroy surrounding environment and push enemies.
- Spears emphasize safety over power by providing the player with long reaching, and consecutive attacks. They are lackluster in regards to damage, though are quick to attack to make up for this. Their secondary attack is throwing the spear to impale it in enemies and walls alike. Impaling the spear in the wall will allow it to be used as a platform if you need a little extra height.
- Karambits have an aggressive feel to them. They are ranked as the quickest attacking weapon type in the game, and are paired up with a normal 6 hit combo. They're damage output is quite high, but they are the shortest reaching weapon, meaning you have to run right up to the enemy to do any significant damage. Their secondary attack is a counter, and if landed successfully, will allow the player to teleport next to the enemy and perform a quick stab that they can link into the normal 6 hit combo.
- Weapons, like the enemies, are split among 4 sub types; Swords, Hammers, Spears, and Karambits. Each of these types have their benefits and drawbacks, so the player has to decide on which one fits their playstyle the best.
If this game interests you, feel free to join the official discord! I'm active quite a bit on there, and I'm always happy to see a new face in there!
https://zaffresheep.itch.io/oneiro
Thanks for your time, and I'll be sure to update this forum post with the next version!
I'm really impressed with this, gotta admit. Visually, it's pleasing, the sounds are nice, and I can't say I've seen gameplay like this. That starting area in Level 11 is brutal, and I see where the game gets the difficult tag from now.
It would be nice to be able to shift the camera a little around, and maybe have an option to decide the camera speed, because it does get a little difficult on the eyes following the camera going up and down, but that might have been how I stalled on the sword for so long at some points planning my route.
Kudos to you in regards to the Itch.io page, this page is probably one of the best Itch pages I've seen in my time here on Itch.io. Great stuff you have here!
Nice little game gotta admit. There were some issues that bugged me, like the strange collision boxes, and the minor frame drops I had when I spammed the magic, but I beat it in the entirety, restored color to the kingdom, and can definitely say that it's an enjoyable little game. The combat effects, with the screenshake and the sounds were good, and the music was good too. Nice work on it!
Hey I gave your game a shot, very fun, love the potential here! Played it by myself for about an hour and found a few things to note:
- The game could definitely use more work in the audio department, but I do like the current sounds in the game. I think it complements the games art style very well.
- It'd be really helpful if silhouettes of enemies showed through structures. In addition to this, it'd be nice if the player silhouette showed up behind tree branches.
- Maybe experiment with the visual change to an object when the player can pick it up. Right now, I think it turns slightly brighter, but it's not too noticeable.
I'd like to submit a game of mine that I just updated, titled Labyrinth.
The player dreams they are in a procedural generated labyrinth, filled with items and enemies. These items can stack to become more and more powerful, and the weapons have various benefits and drawbacks, but are all viable, so it's up to player to find which one fits their play style!
Super cool concept, with how you teleport between worlds, and having the ability to transfer objects to different worlds. Loved it.
The biggest issue was that my controls felt super unresponsive throughout the whole game. Made it difficult to play for any more than 5 minutes. Mostly my mouse movement felt very off, I don't know what the issue could be though.
Oh hey, thanks for giving the game a try, man!
There is definitely a nerf to the vulture brain, but obviously that nerf can be nullified when you acquire enough. Hopefully the broken fang feels a little more effective if you found that.
I've never heard of that bug with the boss, that's really weird. A lot of people are finding issues with the boss recently that I've never encountered which is rather concerning.
Glad to hear the game is looking good, much appreciated!
Oh that's awesome you've already thought about lane merging and all that other stuff. I'm using Chrome, but I may have been running it with heavier programs in the background, so they probably had an impact on performance. But the only instability I encountered was a minor slow down every now and then for a few seconds. Nothing game breaking.
Hey, I gave the game a shot, saw it Kickstarter a week ago or so, and glad to see it got updated! I love this game concept! My current highest score is $10000
Here's some stuff to mention
- Can you make it so the shotgun knocks the enemy back towards the cursor. You could aim the gun away from oncoming cars then, and make it more of a viable combat choice.
- Love the turn signals
- How about getting trucks? Longer cars, like limos or something.
- This would be a lot of work, I'd imagine, but... lane merging occasionally? I don't know how much it would change gameplay, and not sure if it's something you're going for, but it would be interesting.
I couldn't actually find any bugs or issues aside from the instability, but that's from HTML5, so I can't put it against your game. Maybe offer a downloadable file too though for those who want to play the game smoothly.
Pretty excited to see where this game goes. It's definitely one of a kind as far as I know!