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zanardi

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A member registered 132 days ago · View creator page →

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yeah, no game crashes today, with sandbox disabled. Maybe he is the culprit. Or not.

(Edited 1 time)

There's room for different games. I think Landless have another vibe.

Anyway, were is Raft on Steam?

Yep! On windows 10, launching from the itch app, and using itch.io sandbox. If the issue I'm reporting is not common to you, maybe the itch.io sandbox is the problem. I will try to play the game with sandbox disabled, when I get a free time.

Hi there! I've played City Clickers with my daughter. We loved the aesthetics, the soundtrack, and the promises of hours of fun with this great game system.

There's just one problem, the game crashers frequently. We crashed 3 times, after a brief gameplay.

But the game promise is lovely.

Thanks Leafo! I will try to browse itch weekly with her. Tons of gold here.

Hi there,

I wouldd like to browse the Itch App with my daughter, but, I'm with this doubt. It is safe for watching with kids?

Loved it. Gives me memories. Not sure where they are from.

Wow! Cool! Loved the work on the sound.

Hum, a more playable Mirrors Edge. Looks cool!

A messy non-stop shooting game, about making piles and piles of corpses and fighting swarms of enemies.

The thing is really simple: dead bodies mount piles, and explosions form holes on the ground. The game runs with really really numerous waves of enemies, and is up to you to make the crowd control while keeping yourself alive on this mess.

We're running a early access version of the game, as we need some human input. Is this mess readable? Help us find out!

The game is avaliable here

Interesting. Remembers me of titles like Flashback.

hum, curious

Posted in Eroico comments

I dont know if I will play it, having kids, but, I must say, there's some fine gameplay there. The jump remembers me of Wario Land. Very good.

(Edited 2 times)

Hi there!

Battle Bruise is built on top of the "Atop a mountain of corpses" trope.


Behind the scenes, each dead body is a painted skeleton on the terrain mesh, and the mesh itself grows a little where this body is. When a lot of dead corpses get together, bigger and bigger piles shows. It also changes a 2d tilemap, used for movement and bullet hittesting.

Ironically, the game is made on the K.I.S.S principle (Keep it simple, stupid), but, almost every movement and hittesting of the game is handled by our code. There's, at the maximum, the use of physics.raycast for bullet x enemies hittesting. Everything else is home made.

These crazy and messy blue/orange lines are part of our debug routines, most used for visualization of the movement algorithm. We're using most boid movement for the swarm. There was a layer of A* before, but it was commented out, because it was kinda useless (boid seek works quite well for now).

Well, that is it. If someone have some question, sugestion, or anything else, please ask. I love to talk about such things.