Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ArthurTavares

32
Posts
1
Topics
2
Followers
9
Following
A member registered Feb 25, 2023 · View creator page →

Creator of

Recent community posts

obrigado, rejoguei e consegui passar dessa faze e das seguintes, vc pretende lançar ese jogo para mobile?

o ultimo nível é impossível, são criados 5 robôs 5 precisam passar, mas não existe forma de manter os 5 vivos até o final, e quarta alavanca é inútil, já que ligada ou desligada resulta na morte dos robôs no mesmo local

game resolution is not adjusting properly, only the top corner is on screen

Very interesting, just add some targets and objectives and it could be an interesting game

It seems only the .exe files have been added to the zip file, more files are needed for the game to work

i assume the same thing happened with the other downloads

actually very nice, having it be fully randomized make it really hard to have a direct answer on how to win, very simple and quick to play

but the blue seems to be pacifist, they just wait in the first island with max troop, only sending planes when only them and the player are left

not bad, using both arrows and WASD to control is a nice idea, but only using up arrow seems a waste, either add functions to the other arrows or move acceleration to spacebar

the sound warning for low oxygen is fine, but the constant breathing is a little too much, and please adjust the speed, it is too slow

seem interesting, i like there are shortcuts to buy with QWER, but it is impossible to know what they do based only in the icons, some weapons don't even kill enemies fast enough and others seem useless, weapons focus on bosses making other enemies get clos easier and slowing down income by a lot until you kill that boss

there is no game over and the testing does not work

hi there, made a demo with those sprites, made some jest to be shield generators and the double guns are single guns
https://arthurtavares.itch.io/star-fighters

actually very interesting concept, with some graphics and some more mechanics this could be very interesting to play

now i can see fully the game screen and even use fullscreen

the concept is very nice, but i think you can iron out some parts, like i have to click once for the word to appear, type it out and them click again to activate the skill, and since there is no time limit or punishment for getting things wrong, there is no actual challenge, try to make a bar that slowly depletes, if you finish typing when ti is above 80%, the attack deals bonus damage, if it is around 20% and 80%, the attack deals less damage, if the bar reaches 0%, you lose the turn, this way you can make things more challenging and reward people for typing faster and correctly, even make when you type a wrong letter you lose that bonus damage regardless of how fast you type, and if you type too many world letter you lost your turn, this could work even with enemy's attacks, if you type correctly and fast enough, you reduce the damage your take


sorry for the big text, just saw great potential with that game, even without the megaman sprites it can be a fun game to play while actually educative


also, i found a funny bug, once you type the word, the next button press will trigger the actual attack, but since the button stays on screen, you can click it multiple times and apply a lot of damage at once, but it is not technically cheating because after all your attack the enemy seems to attack you the same amount of times you attack, evening out in the end, but you can try to finish and enemy quick if you click enough times to kill it

i see, i should have guessed, but the word on top was cutoff, so i could not even read it

the UI is out of the screen and the buttons don't work

try to make the UI scale with the screen to always fit the game screen.

the game is really nice, the music is perfect

but after the door i kept going and going and there is nothing more, i made all upgrades to the max and kept entering random rooms

also i think some shortcuts are necessary, clicking to collect on every tile or to clear obstacles is really hard, just make collect be space and clear be E or something

the game is interesting but very disorienting, you rotate the ship with the mouse aim, but the WASD movement is based on the ships rotation, so even while not moving the mouse the ship movement will change orientation

with that correction the game would be very fun to play

actually very nice, the animations for movement and attacks ar great, just adding more characters and more maps would make this game very interesting

i just thing the instruction should be clearer, took me some tries to actually understand the order of things

this is actually nice, it take some upgrades to get it going, but it is fun to play


but it has some problems, the aim is off, the cannon does not follow the mouse properly, if the mouse it too close to the tank, the bullet will hit the tank

you should add some visual to the firerate, there is no way of knowing if the tank can shoot or not, so you end up pressing the button a lot, just add a little circle above the cannon for a reloading animation, this would be great for enemies too, as they just shoot and you have no idea when it will come out

also enemies can spawn very close to the player, before choosing a spawn point, mark the closest point to the player to be unusable, this way no enemy will spawn over you, and enemies also shoot as soon as they spawn, making impossible to avoid being hit


if you could make a city map, that you can move around and hide from shots behind building, that would make the game much more interesting, depending on how much you know unity you can expand this project a lot

i think you uploaded the wrong file, you have only the .exe here, you need the other folders for it to work, create a .rar file with this exe and the folders that unity generates when you build the project

yeah, if i remember right, in FFT that was how dual weapons worked, but i like you idea of all characters being able to dual wield, and also noticed some weapons have ranged attacks, so a melee and a ranged double hit seem very interesting

about the bots, yeah i imagined it was just a simple AI for testing, but it is funny to see how they have no priority on th enemy team

i like how everyone has individual double attacks, but when attacking the same unit the damage pop up and animation only comes off once and after the second hit, other than that the game seems to be taking shape, and the bot hit it other sometimes too

I love how it is built now, with some extra layer to put on top of each tiles

but placing construction changes everything back to grass with a campfire, construction could only work when the surrounding conditions are met, like a sand tile close to water build a beach chair, campfire only appear if there is a normal tree around

i like how you can change the variants in the rocks, it would be nice to change the variants of other things like that

it is getting shape, the new tiles look awesome and the diversity of the scene is great, it is hard to add cherries, but it is very pretty to add some around

but in the left of the screen, where the hotbar is, i can't place tiles, there is a gap that stays empty

i tried to DM you on twitter, but i couldn't,  do you have a place where we can talk more about this ideas? i can explain the logic of the codes and you can try to implement them

nice, i liked that, can you try to add a hotbar? like you select grass, sand, snow and other base tiles, and based on the tiles around them they change what is on top

not to ask too much of you, but if you do want to make more complex things i can try to help you, i am a programmer and mostly use unity, but i can try to describe what you need to do for more complex features

now just make things pop up on the land as you add them, like grass, trees, mountains and even lakes, all based on how many land is around each tile

Hi there, worked on this for day 5

https://itch.io/jam/day-5/rate/2194854

mostly refactored script to remove redundancies and unnecessary "getcomponent"

I tried to implement the models already in the project but could only add one

hi there, continued this project for day 4

https://arthurtavares.itch.io/imi-day-4


i only changed how the planets appear and how fast you must go to actually die when hitting a planet, really wanted to add more stuff but had not enough time


Hope this project keeps going until the end.

hi there, i continue this project on day 3

here is the link https://arthurtavares.itch.io/space-battel-day-3

actually i manage to submit it in time, i only saw it after, it was like 1 minute before the time ends or something.

i didn't change much, just changed the dungeon generator to avoid having some room having wrong connections.

hi there, i actually downloaded and worked on it a little for day 2, but sadly got a problem in the submission page, but i did upload it here, so if you want to give it a look

https://arthurtavares.itch.io/living-dungeon