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Stoink: Extreme QA

A topic by ExaltedBagel created Mar 11, 2021 Views: 155 Replies: 1
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Hey everyone!

Welcome to Stoink: Extreme QA, a fast paced trap dodging game.

This project is set to launch in Early Access sometimes this month on both PC and Android.

The Early Access build is currently feature complete, and I am currently working on some polish and minor code optimization. So, what can you expect from Stoink?

  • Procedurally generated maps that make each run unique
  • Devious traps
  • Quick paced short games that will make you accidentally burn an hour
  • A simple game design that rewards coordination at the lower levels, and strategy at the higher level.

The gameplay video should tell you all you need to know about the game!

For this Early Access Release, the plan was to have one Zone (The Dwarven Treasury), and have it properly polished. The planned features for the full releases are the following:

  • Achievements
  • Two additional zones with unique traps and mechanics

Depending on the reception of the game, I am open to adding extra features that would make the userbase happy.

This is a first release for me, as all my previous projects simply crumbled under scope creep. This has been quite the nice ride for me, and made me appreciate the amount of work that goes into making games, however simple they might be.

I’ll try to post updates every few days! Let me know if you have any questions!

Feel free to follow me here! https://exaltedbagel.itch.io/stoink

Mid Patch v0.1.5 News

I have been hard at work on the next iteration of Stoink. The upcoming patch is a rather big one as it adds a lot of visual rework, the addition of physics to make traps more dynamic and controler support. Achievements were planned for this patch, but if I cannot squeez them in the next two weeks, I will be pushing them to v0.1.6.

I am trying to keep my update cycle to 3-4 weeks tops, so if I have to cut content in order to have more polish, I’ll gladly do it. You can find more details on the current update here (This one time I spent 8 hours on a sprite sheet

I shall include the gif as to not get accused of click baiting on that link

Multiplayer and other stretch goals

One of the underlying reasons why physics was added to the game was that I wanted to try out a multiplayer game mode. I have only dealt with the player spawning up until now, so I doubt it will show itself before v0.1.7, but if “Using bombs to propel traps on your buddies” sounds like a fun time to you, stay tuned for more!

Gameplay Video