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I’m trying to keep daily updates on Twitter, the latest one (video looks better than a screenshot): https://twitter.com/eugeneloza1/status/1490819139732180997

Hopefully in the end of February that’ll be a RTS-like roguelike-like dungeon crawler with survival elements and high accent on gameplay (as I’m very bad at art, it’ll most likely be garbage :D - something that forced me to ~~give up~~ postpone my previous project).

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Wow, I really like that parallax 3D effect, I don't think I've seen a setup like this before. It gets a bit distorted at the edges, but the center looks really good when the whole thing's in motion. I'm curious how the RTS and roguelike elements will end up working together, sounds like a fun idea! Don't be too hard on your art, I've tried Foxy Misfortunes a few months ago and I thought that it fit the game well enough. It should work nicely in the top-down environment you're making.

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Thank you! :)

I’m also a bit worried about the parallax effect - but I want the game to run solid on cheap Android phones and 2D is something I can optimize well, and not so sure about voxels. I’m itching to write my own optimized voxels renderer but not today :D

RTS+Roguelike [soft spoilers ahead]: I’m aiming at Swords of Ditto experience but in Path of Exile/Diablo control style. I’m not sure if I’ll manage to finish the next feature by the end of February - but I plan that in some missions the Player would control multiple characters, peaking in a small-scale war in the final battle. Every run ends with the hero/heroine (only heroines for the Jam) getting captured and the next character goes down to rescue him/her and hopefully get a bit deeper into the dungeon only to get captured too, rinse, repeat.

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That sounds like a really good combination and the story hook of rescuing your last hero is a great framing device. I hope it turns out the way you want it to.

The parallax effect looks great when you're zoomed in, so you could have most of the game play with the camera close to the player character. For the later parts when you're controlling an army and need to see more, zoom out the camera and move the parallax layers closer together. This sort of approach should reduce the distortion at screen edges.

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Arrgh… it feels that I won’t make it in time…

A lot is working but a few crucial mechanics are still missing:

https://twitter.com/eugeneloza1/status/1497923879116881926/video/1

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No worries, I'm having to make cuts to my project in the last hours too and I don't think I'm the only one. You can always update the game after the voting period is finished. What you've got right now looks great already, especially given the very unfortunate circumstances you're working in...

I think your art is getting better really quick too. I can definitely see the improvements from Foxy Misfortunes.

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update the game after the voting period is finished

That’s the thing I’m most worried about :) I see that a significant quantities of downloads come from first few days after “publishing the game” and I don’t want to disappoint people :D

I was even considering releasing Vinculike-prototype for jam (when it become clear that the scope is a bit too large for a jam project as if it wasn’t obvious from the very beginning :D), then deleting the game page and releasing it anew after the game is in representative status. Minimum viable product = dungeon levels, multiple enemies (at least 2 types), settlement and rooster, bondage mechanics, survival mechanics, basic skills set, etc. I don’t think it’ll take less than another month to get to that level.

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You probably don't need to delete the game page, maybe just call it "Jam version" and release the full game when it's ready as a separate upload. You can also link the full game from the jam version page later so there's no confusion.