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Aswin Behera

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A member registered Nov 07, 2020 · View creator page →

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Yes, this game can be more deeper and expansive!
While playing, what were the things that came into your mind?
This game flow will be need to stitched together again after incorporating the additional elements, but the current flow was smooth right?

Thank you !!! 
Would you say this is an idea that can be expanded upon to make it a full fledged commercial game?

Pretty emotional! The contrast of the art used for Theyyam looks really good. If the same art fidelity could be extended to the gameplay art too, would be more moody and deliver a stronger statement, as the expressino on the Theyyam's face.

Reminded me of the experiments, I would have done in a parallel world, if I had continued using crackers. Best idea for the chain reaction theme.

Haha! If only there was some way to cheat through Bot/Human test here...

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Yup! New Jobs openings in the new game version soon!

Thanks, man! Did you try the windows build fro the complete experience! There's some good jokes in there :p 

Yes, that was an idea! One flow where we accidentally let in Bots into the server, would have had some negative consequences like performance dips in the 1v1 gameplay.. And to weed out those bots, we would have to see the chats in different channel to find suspicious behaviour, like:
- repeated messages with the same content everytime
- posts at exact same time everyday
- login from different locations/countries within the same hour
- instant replies always

stuff like that, could make the gameplay more immersive, all the while making the players feel intelligent. This would also influence the spec list of the different powers in the 1v1. There's a possibility of a good ecosystem of gameplay mechanics here. 

We had a bigger scope, but as the hours went by, it became smaller and smaller. So, if the reception is nice, we would take it forward. The 1v1s could be more strategic and varied, depending on the bots you face. The deduction part of the play get more difficult and require extra developer tools you lock after destroying certain bots. Things like, could be a whole meta/satirical experience! 

What do you think? How can this game grow in your perception?

Hey, SoulSpiller! The web build had a gameloop breaking bug, you can try the windows build here for the complete 'experience'. The bots have to be stopped, and we will leave no stones unturned.

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Use this build: https://drive.google.com/file/d/1se0BwAo89Ve0yOGLoVWIkDMOuTo73yyd/view?usp=shari...

Can you describe the error or show the screenshot. Yes! The game gets fun more fun :p in the turn based combat too.

As I sad to Monisd Chasing after a fabled mechanic led us astray and left no time at all for the player experience and UX.  Hence, a few randomly placed colliders and not so obvious places to tap spacebar has made the game unplayable for now. :(

Chasing after a fabled mechanic led us astray and left no time at all for the player experience and UX.  Hence, a few randomly placed colliders and not so obvious places to tap spacebar has made the game unplayable for now. :(

Is there a Windows build for this?

Thank you so much!!! I saw your tweet. Your video is the first one to include my first game ever!! Thanks a lot. It means a lot to me.

Yeah, it became very vague due to my implementation. I had planned on making the "growth" in Oxygen Levels, which decline due to Covid in the patient. The skills were supposed to have cooldown timers depending on the level of Oxygen levels. Didn't get enough time to implement that system.

I had planned on having two search cones. One for nearby interactions and another for long distance. Couldn't complete the system, hence the current version.

Thank you so much for your detailed feedback. I am planning to expand the game after the jam ends, with all the feedback I have received. I want to go all the way and see how a large game comes together and is published.

Yes, most of the time went into making and remaking the sprites in Asepsrite. Downloaded free references from Itch.io.
Thank you for the comment.

I would be more interested to know what exactly do you feel made the game satisfying. That was the aim I was hoping for when I worked on making the game. Make one level and make it satisfying. And thanks to your comment, I think I have succeeded in it :D

As this is my first upload to itch.io, I couldn't find how to make the HTML version playable on the site itself, in the limited time I had.
Yes,  I had kept the raycast2D longer than the actual spotlight sprite. My bad.
Thank you for your overall comments.

Building exploding due to fuel then becomes a combo multiplayer and will add a lot of visual candy to the game.

This problem has been bugging me. I exported the Mac version from PC and it exported it as .app, so it didn't work on my Mac. Someone suggested to export a .dmg version. So, does exporting the game on Mac make the export file as .dmg?

And your command worked for many games facing this problem. Kudos!

This was interesting idea. Reminded me of a similar mechanic in "Donut County", where a hole tried to swallow the entire town. Maybe a next iteration could include a AOE attack from the head as the epicenter, to topple down buildings as some kind of supermove.

The attack animation felt good and the combo attack with points popping added fourish. When the character moved up or down it only faced the left side, though it didn't matter much in the head of the action.

The attack animation felt good and the combo attack with points popping added fourish. When the character moved up or down it only faced the left side, though it didn't matter much in the head of the action.

I saw your game. It seems I exported an .app file as you said and you have .dmg file, which is required to run the game. I will have to look around how to export .dmg files.

The camera movement and the player animations felt smooth.

Thank you, nodeg. I downloaded some free assets from itch.io and modified them on Aseprite to make themed for my visual style.

Thank you. I mostly focussed on gameplay and forgot to implement the theme. Lol. But learning to make the basics smooth was fun. Most of my time was spent finding a good system for the state machine.

Thank you for downloading the Mac version. I couldn't find any tutorial for reporting to Mac, hence I just did it like Windows and I couldn't understand why it doesn't run on Mac. Do you know how can I make proper export to be playable on Mac?

Thank you, Esqueletor96. I tried making a less combat-oriented mechanism but ended up with this. 

Here's my game: https://aswinbehera.itch.io/breathe 

My very first submission for Godot. A top-down evade-em all :D

Thank you Triunvirato. I wanted to show the particles as something tangible that is being breathed in or out. Tried some variations and settled with the current iteration.

Thanks Liku404. The particles came out real good after I followed the advice from this video:

Thank you acvarium. I wanted to try a more evade based non combat mechanic. Staarted with stealth ideas but found it difficult to implement in current scope hence switched to this.  

Planning on playing your zen game soon. :D