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Aeternuxolus

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A member registered Mar 31, 2019 · View creator page →

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Recent community posts

I made enough progress in my generation code to utilize more of your building and structure assets.  The world is starting to feel more immersive, so I appreciate all the work you do.  I'm also exciting about your current updates on the props, because I'm looking to fill the streets with them.

In this devlog, I started adding in more structures and props, making the world appear more believable:

I uploaded a devlog that features your item icons:

They help make the game look way more polished!

They are just what I was looking for - thank you very much!

Will definitely showcase them on my next item-focused devlog!

Awesome - looking forward to it!

I'm currently working on an open-world survival game and have been using your item icons for my prototyping for a while now.  Really enjoy the look and feel of the items.

Do you think it would be possible to add more junk items?  Like opened cans, broken bottles or say wrappers?   My goal is to have a lot of loot and collectables that players can find - it's something that I myself enjoy in these types of games.

If you're interested, I've been keeping a devlog on Youtube, and my most recent update features looting chips and med kits from cars.

I finally made some meaningful progress: the city now generates completely randomly, and also infinitely.  Now there's also trees, and cars - that you can interact with and loot from:

Would it be possible to add tiles for transitioning between streets and other terrains, like the beach?

Keep up the great work!  Always looking forward to the new things you add

I must've missed it - thanks!  And thank you for the support too~

My game's world size can now be endless, because I switch over to a chunk loading system.  This is the start of my conversion, but I'm hoping to start adding your vehicles and other props into the world so that it can feel like a gigantic city:


Do you think it would be possible to add more city buildings?

Also, do you have a color palette that you use?  I'm currently trying to do some re-colors, but it's looking a bit off.

Thanks!  Can't wait for the creatures and monsters - they will definitely be going into the game!

I added combat into my game and it features the zombie character that you added during the Halloween updates.  I wasn't up to combat at the time, but I knew I had to use it when I got to this point.  I've included a video of them in action:

Do you think you will be adding more creatures/monsters in the future?

Progress is slow, but I will definitely keep you updated!

Hello, I'm also using your UI assets in my game.

I'm wondering if it would be possible for you to add icons for day/night, weather and perhaps the 4 seasons?

I've included a video of my game's progress, showcasing your UI elements:

Thank you for making these assets - I'm currently working on a randomly generated open-world adventure game using them.  It's still in the prototype phase, but you can check it out here:

Looking forward to the updates!

Thank you for the comment!

This is actually my first project and the reason for working on it in general is to learn more coding.  I started working on this before I heard about Slay the Spire, and meant for it to just be a card game that I thought about a long time ago.

I'm currently working on a new project, ultimately for the same reasons.  I do plan to revisiting this game, because I still have a lot of ideas and I'm hoping my ability to code will improve more so that they can be implemented.

Thanks again for the feedback.  I think balancing the game will be the most difficult part.. must make sure all options can work to some degree.

Thank you for the feedback!  I hope you enjoyed the game~

I never considered my game to be resource management, but the moment I read that, it clicked.  Everything in the game is a resource, even time - which is really just a trade off for getting bonuses, in exchange for the boss getting stronger.

Game balance is definitely a concern for me.  I don't think that taking too long would make the game impossible to win, but it does make it harder.  The cards I think holds the most importance, so RNG is definitely still the biggest factor.

I'm looking into some way to implement logic that will favor the player more when they're suffering from bad RNG.

Thank you very much for the feedback! ^^

I recently coding in a prompt that shows the enemy's next action.  I like the idea of adding a tooltip for the keywords specifically.  I will definitely look into that!

Thank you for taking the time out to leave a comment, and I apologize for taking so long to reply.. x.x

Thank you for the feedback.

I think reshuffling wouldn't be too bad to have - I also considered cards that can save themselves from being used up, or even a chain card that can do so for others. 

I will definitely keep this into consideration.

(Sorry about the delayed reply.)

Thanks!

The deck is meant to be a resource, like health, so being able to deck out is intended.  However, I'm currently re-evaluating dungeons - it is meant to be a high risk high reward option, but they might be a bit draining on the deck count to complete..

The chain card issue is definitely a bug though - and I will fix it by the next update.  Thank you for letting me know!

(3 edits)

Thank you!

I felt like being to stack chains would be too powerful, but I'm considering having
specific chains be capable of chaining before a chain.. or something like that, lol..

I definitely will add idle animations eventually, and other monsters/enemies too!

Thank you for the feedback~

Edit: Formatting, because it's my first time posting on Itch, lol..