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1ButtonWonder

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A member registered May 01, 2023 · View creator page →

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I created a new block, the drone bay, it can be placed on your ship as any other block, it isn't a weapon though.

A drone bay holds 1 drone that takes 5 seconds to launch.

When launched the drone will approach an enemy and take a shot at it.

After firing a shot the drone returns to its respective drone bay.

Have fun!

Thanks again for your feedback!

* Tooltips for the upgrade screen should be fixed.

* Indication when placing the core is fixed, you can cancel placing a core by right clicking.

* I'm not sure what to do with the health bar yet, how it works now is, you have 1000 life over several rounds, whenever the enemy destroys a block from player ships this will go down, when you reach zero you lose. This will probably be replaced by adding a static base structure the players can build upon every round, and has to be destroyed for the other player to win. the damage to a static base structure will be permanent unlike ships which regenerate each round. You will be able to place almost any block on it like you do with ships, one of the exceptions will be no engines. I'm still not decided on this, it's just an idea.

* As for the core mechanics, lots can be done with it, I do prefer being able to split ships in two or more pieces and they work individually, while the engines provide physics based propulsion. However just one block with a weapon seems kinda dumb to be honest :) I'll think about this.

Bug Fixes:

* Fixed enter battle/stop battle button having the wrong text sometimes.

* Fixed visualizing placing the core.

* Fixed placement of player ships after battle, they would sometimes spawn in the same spot.

Added:

* Ship linking, click the link tool below your ship (in build mode) to link the ship to another one, it will try to follow that ship instead of tracking down enemies.

* Range, click the range tool below your ship to set that ship's optimal range.

Released a small update which takes care of most of the issues you were having.


Hopefully I didn't screw up :)

1ButtonWonder.

Glad the fix worked :)

Gameplay:

* Enemies not having cores is due to cores not really being implemented yet, in the way that they are just a block for now and the ship isn't destroyed when the core is. I created the physics systems to be able to shoot off chunks of ships, which i thought was cool, but when a ship is cut in 2, only one side would have the core and be destroyed. I'm still thinking about this, but possibly the idea of cores will be removed, they will just be the ship's starting block to build around.

* the movement abilities of a ship don't matter too much now, I took note of this but don't have a current solution.

UI:

* I'll try to scale the UI with resolution, working in the unity editor the UI feels fine but on higher resolutions this is indeed too small.

* I will make generated ship and cores spawn on top of the mouse if that spot is free.

* disabling or locking a ships rotation should be possible in the build phase.

* This seems to be a bug where no collision was found when placing ships, I will try to fix it.

* The end battle button is a emergency way of ending a battle premature, sometimes just a few chunks of ships are left but the timer still has a way to go. I will create an "inactive timer" which when over a treshold will end the battle premature to avoid this.


Thanks again for your feedback, it is really precious to me! :)


Have fun,

1ButtonWonder.

Small Update:

* Added a short tutorial which tells the player step by step how to play the game.

* Tutorial can be skipped at start.

Hopefully this helps new players get into the game! :)


1ButtonWonder.

I also just released a small new update featuring a tutorial system, it'll tell you step by step what you need to know to start out!

Have fun!

Update 3:

Performance:

* improved performance even more, wil keep working on this cause i want to be able to show huge battles, the bottleneck seems to be my bad scripting, so there is hope :)

Block Tiling:

* Nearby blocks of the same type will use tiling to show a more smooth and interesting surface for ships.

Tooltips:

* Added more tooltips with even more explanation how blocks work and what their stats are, this is influenced by the upgrade system

Bug Fixes:

* Fixed a bug where the copy function didn't receive the correct ship data and failed to complete and still use your scrap.

* Fixed many bugs created by optimizing performance.

* Fixed sounds being too loud, they were being played as 3D but the position was the same on all sounds :)

Possibly Planned:

* Blocks will get a bonus to a specific stat when they have neighbouring blocks of the same type: e.g. a hull block with 4 neighbouring hull blocks would get increased hitpoints.

* Player and Enemy will each have a base to defend in the future, the aim is to take down the enemies base. possibly the base will be a big static ship (without engines)

* Drones, new weapon, drones are single blocks that are propulsion driven and can be equipped with shields/lasers/weapons or even be deadly proximity mines

* A lot of new blocks and weapons will come when the current version stabilizes.


Thanks,

1ButtonWonder.

Hello,

Thanks for your feedback!

I looked into the copy issue and found the possible bug, the data structure of ships was changed and not updated in the copy function.

It should be working correct in this update.

You can create a ship from scratch by pressing the "core" button on the bottom right, you will be able to place down a core, press tab when hovering over the core or use the small hammer button under the ship to start editing the ship, new buttons for each available block will show on the bottom left for you to select and place on the core :) You can also use the upgrade button in the bottom right to open the upgrade window and unlock new blocks or upgrades for blocks.

Hope this helps,

1ButtonWonder.

Yet another update:

Performance improvements:

* Added object pooling for most objects.

* Removed Rigidbodies from bullets.

* Tweaked Physics settings.

Asteroids:

* Asteroids are gone again, they might be implemented again if the ships use better AI.

Upgrades:

* There is an upgrade window now covering 5 tiers of upgrades for every block/weapon.

* Upgrades contains: Damage/Range/Area of effect/Reload Time/Rate of Fire/Repair and shield repair amount/Magazine size

To come:

* I'm planning to make an item system, Items will be chosen out of 3-4 possible items each round. an item wil be attached to a ship and provide unique modification for that ship only.

* Items can have an upside and a downside to create a risk/reward system.

* Many new blocks and weapons will be added when the base problems are solved, mostly performace issues will be fixed first.

Bug Fixes:

* sound playing too loud should be fixed in most cases.

* object pooling was cleaned up and should no longer make random entities :)

* explosion effects should now animate and show for each impact, laser effect is not added yet.

Bugs NOT Fixed:

* Trail renderer of rocket launcher draws large lines sometimes.


Please let me know what you think, tell me what you think would be cool to add and I might add your ideas, I'm eager for feedback on this.


Thanks,

1ButtonWonder.

I did some updates:

New weapons:

* Shotgun: Fires 3 Pellets, short range.

* Rocket Launcher: Fires rockets which speed up towards the target, slight AOE effect.

* Missile Laucnher: Fires a volley of 2 homing missiles, slight AOE effect.

Utility Blocks:

* Battery: Restores power to the most damages shield every second.

Performance:

* Removed shadowcasting for the time being as they seem to have a big performance impact.

* Simplified and improved many functions in C#.

Asteroids:

A few asteroids are spawned between both zones, this is experimental.

Graphic Updates:

* Added Post-Processing effects

    * Bloom

* Spinning planets on the background layer

Balancing:

* A lot, this is not my primary concern but it will grow of more importance later on. (let me know if something is really broken, ..., please!)

Bug fixes:

* Fixed a bug in healing rate of the repair unit.

* Corrected the Physics2D matrix

* Fixed a bug where a laser would hit but not damage a block

Bugs NOT fixed:

* UI sound playing to loud sometimes

* Explosion effects not appearing

* Random lasers out of nowhere :)


I will continue to work on this, I appreciate all feedback on the game, it'll help me a lot.


Thanks,

1ButtonWonder.


https://1buttonwonder.itch.io/stargrid-reborn

Hello,

I've worked for over 3 years on the "original" Stargrid, I made my own engine supported by the Monogame framework. The game never got attention. It failed, possibly due to lack of accessibilty, the game was only playable if you downloaded it and installed the prerequisites.


I've been working in unity now for a few years, made some games, did some gamejams, and 2 weeks ago I decided I was ready to remake stargrid, but this time, in unity.


This is where I am now.


Stargrid is a Sci-Fi Physics-Based Builder/Autobattler still in active development. The game consists out of 2 phases, A build- and a battle phase. During build phase you will be able to build up to 32x32 ships consisting out of blocks with different stats and properties. when you build your ship(s) they will battle it out as in any autobattler without players interference. The game is an early prototype with a basic gameloop but very limited choice of blocks for now. I'm actively developing this and adding more content, doing bug fixes and balancing the game. 

I'm here because I wanted to bring some attention to the game, It's hard to get noticed :)

I'm eager for any feedback, ideas and bugs!

Thanks,

1ButtonWonder.

Thanks, I should have really had some tutorial explaining how to control it, it's something i'll keep in mind for later projects.

Sorry to hear she got stuck, she tends to do that. I'm not sure how but it's related to the pathfinding. Will try to do this better next time :)

I like the idea, it's original, good job!

It's my first gamejam, I would appreciate any thoughts! :) https://itch.io/jam/gamedevtv-jam-2024/rate/2736719

This reminds me of old arcade games, which is a good thing, good job!

The gameplay was very polished, the graphics were a bit too bright for me, but overall it's really good, good job!

This was quite original, I like the gameplay, the art style was good, I didn't get that far, around 500 score it was really difficult for me, I just qualified for a highscore though,  i'm not used to fast paced games, and i'm old :D good job, one of the better games i've seen so far :)

Nice survivor game, I liked the variety in monsters, they do walk through the wall which was kinda strange. I didn't get too far cause i'm no good :D well done!

I liked the visuals and music/audio a lot in this game. it's not really my genre but i did enjoy it none the less. Nice work!

It's my first gamajam, I wanted to create a fairly short and relaxing adventure. I'd appreciate all comments/feedback, will try other games posted here <3 https://1buttonwonder.itch.io/forest-guardian

Thanks for your comment! I agree that it could be more relaxed in a slower pace. I'll keep that in mind for the next projects :)

I liked the cutscene, also interesting art style, as far as gameplay, I'm not good at the game so i couldn't get far into it, nice work!

Thanks a lot! Glad you enjoyed it. :)

Hello,

This is my first gamejam, my aim was to create a relaxing and fairly short game where you help a wolf mother raise her kin. The wolf is not controlled by the player, the player, however, can influence the environment to help the wolf and her kin survive. I'm really interested in some thoughts and feedback. the game is feature-complete and i will only do bug fixing now. Please let me know something, it is greatly appreciated!


https://1buttonwonder.itch.io/forest-guardian


1ButtonWonder.