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(+1)

Wow I loved this. Sekiro left a sekiro-shaped hole in my heart and this game briefly filled it. I loved every single boss, even though they all shared the same base set of animations, you really did an amazing job giving each attack pattern from each boss its own identity (like that one bastard move where that one boss does a jump-attack 3 times in a row whiel tracking you. I was always on the lookout for that one).

Learning the bosses was so damn rewarding. Differentiating between the subtle sprite change of ‘sword back’ vs ‘sword forward’ for the second boss, which led to two different attack patterns (i think one had a jump attack in it) was really cool. I appreciated the little upgrades after the bosses too. Once I had the double-combo upgrade, it felt like the bosses went a lot more smoothly. To that end, I think the first boss felt a little long (‘first’ for me is the ‘mountain symbol’ (?) boss).

One of my favorite things about phase 2 of each fight was how it necessitated a slight un-learning of what you memorize in phase 1. It made it so each attempt felt fresh, like after dying to a long phase 2 fight, I’d have to almost re-learn phase 1.

One really cool thing about this game is how you utilize especially dangerous patterns interspersed with more simple patterns. Like the aforementioned triple white jump attack: Even though that attack was infrequent for the 2nd boss, I still dreaded it, which made me jumpy any time the boss looked at me funny.

Anyway, I really enjoyed this game. Felt like a little distillation/shot of sekiro.

Also, look at you, another Defold game! Seems like you’re liking it? Thought you were on a pico 8 bender but looks like you’re just a lua fiend (same)

(+2)

Thanks for trying it! It is pretty much a demake of sekiro (inspired by jacob gellers video on it), taking just parry / counter / deflect with some super simple movements. So really happy to hear it fit that slot! 
Interesting that you thought the first one was too long, I’d really thought that would be the last one. I did test everything without any upgrades though, that might be the reason. But I’ll try to actually run a playtest for next game, this one was just thrown together by me without any exterior feedback. 
In the start the attacks were less telegraphed and more complicated. At some point even I struggled with getting them all. So that’s when I started with the “simple simple complexish” thinking for each boss phase. That made it so you were always a bit on edge, but could also actually counter a lot of attacks, even on the first try. Nice to see it worked out!

And yea another defold game it is! With firefrost I really realized the amount of pain pico8 can cause due to its inflexibility (the steam build is currently 300MB because I ship it with electron to be able to do achievements and stuff, since pico can’t send web requests), and defold kinda fills the minimalism of pico while being a lot more flexible. I actually would rather write in typescript, my memory is not fantastic, especially three hours before submission deadline, and the way that typescript lets me “read my own documentation” as I type is really awesome. But defold is implementing the language server protocol, so better autocomplete might be on its way (have yet to try it). I think what I really like with defold and pico is the combo of minimalism / doesn’t get in your way and exports. Unity doesn’t cut it in minimalism, love2d in exports. Defold just gets best of both worlds for me. 

I’m probably going to write a post mortem about this, but I think yet another reason I like pico8 so much is because it’s difficult for me to make art that looks bad. It’s 128x128, like it’s not enough space to be able to fuck it up. I absolutely underestimated the difficulty of creating three sets of high res ish animations in like 3 days. I think I make better games in pico because of its limitations. So I’m planning on putting together a template built for pixel art at the celeste resolution, and predefined inputs (makes it a lot easier to prepare for web portals that require mobile to work) to bring that style of limitations to a format that I can work more freely in. So that’s what I’m cooking up for the future me, after the launch of firefrost. Already set my sights on the 7 day roguelike challenge to battle test this idea. 

Oh and I’ll make sure to check out battlesc4rs! You putting together a 3D game? That’s something new. I’ve actually already read the post mortem, and I’m really looking forward to a break where I can try it. 

Thanks for checking this out and for the feedback!

(+1)

“another reason I like pico8 so much is because it’s difficult for me to make art that looks bad”

I totally feel that. The tiny canvas and color restrictions of pico 8 both do so much to mask my lack of art ability. It’s to the point where I’ll sometimes it’ll convince me that I’m actually good at art, and then I’ll immediately humble myself by trying to draw something higher-res and with more colors.

Goddamn I didn’t know that shipping Electron was the only way to get steam achievements to work in pico 8. That’s super rough, but I guess it makes sense if you’re using the GPIO api to do JS stuff with pico 8.

The idea of replicating the pico 8 art restrictions in a separate engine is interesting. Honestly I’ve always wanted a Pico-Inf or something, basically Pico 8 with all of its API, art restrictions, export capabilities but without the code size restriction. Sounds like that’s basically what you’re building with your template.

Cool to hear you’re planning on doing the 7DRL jam, can’t wait to see what you make for that. I might drop into that jam too, though I’m feeling pretty burnt out from this one so TBD.

Gonna check out your devlog cause I’m curious about the web portals you’re looking into. I’m always on the prowl for new ones.

(+1)

“SID MEIER: One of the responsibilities I think
we have as designers is to protect the player from themselves” - from gmtk

I think we are doing something like that with out limitations. Lower resolutions, quite 8bitty / similar music and sfx. But I think we both want that unlimited code, to be able to barf out as much content as we want to. Because that is what we think is enjoyable. Pretty funny that the developers develop the development process to make it more difficult to do things that are unfun. Maybe we were just designers all along.

I don’t think I mentioned any of the platforms I was looking at in the devlog, but there they are;

  • Kongregate
  • Crazygames
  • Armor games
  • Poki
  • Game distribution (distributes to a lot of places)
  • Y8

There are also two others I’ve seen floating around:

  • Addicting games (not using this because they seem to be hooked on games that players just can’t stop playing, not a fan of that)
  • Yandex games (has a bit too many connections with a certain not too appreciated country at the moment)