Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BitGlint Games

255
Posts
7
Topics
1,027
Followers
7
Following
A member registered Sep 20, 2020 · View creator page →

Creator of

Recent community posts

Oh that's brilliant, I've been having trouble tracking it down, even the guy who wrote it doesn't have a copy. Would you mind going to www.bitglint.co.uk and using the email link from there? I don't want to paste my email address in here.

Thanks! :o)

Merci, je vous en prie :o)

Thank you

Hi,

I've just finished a Space Invaders clone for the Playdate called Retro Invaders. It's nothing spectacular, just a simple little project I used to learn the Playdate C SDK.  Developing for the Playdate is really good fun.  The game is free to download from https://bitglint.itch.io/retro-invaders-playdate

Thanks, glad you enjoyed it. Yeh the Playdate is an awesome piece of kit and lovely to develop for. The restrictions you have just seem to make it more fun.

Thanks the feedback, glad you enjoyed the demo. A lot of your points are simply because it's only a demo, very unfinished in places. The "blocked" bug is a known problem, I had the same thing with Melkhior's Mansion, so I have a solution for it. Interesting about the menus, I really love them, but there's clearly some frustration to be had there. Certainly one to mull over. Oh and Richard Ayoade, LOL. :o)

Yeh like I said, if a sequel ever did come along, it would be something a bit slower, less crazy, more puzzles, etc, etc.

Thanks, interesting ideas. Even making an editor that's fit for release is a huge undertaking, so that doesn't really get around the time constraints issue. It's probably just as much work. I'll continue to mull over the future of this project. :o)

That's great feedback, thanks. The game started out life as a traditional exploratory retro style isometric game, so mouse control was never even considered. The menus evolved over time, but I always had the menu system from the old 8-bit Magic Knight games in mind, I just loved how they worked. They were cumbersome at first, but over time they became intuitive. As I've developed the menus, they've become intuitive for me straight away, but as with many aspects of a game, that leaves me unable to judge how it will feel to a new player. Your feedback has planted a seed.

That said, I'm not sure where I'm taking the project yet, or even if it will turn into a full game. This short demo has taken a lot of time, and as I'm just a hobby game dev, that time is limited so it comes down to whether or not I want to spend the next few years working on it.

Anyway, thanks again, appreciate it.  ;o)

Thanks for the feedback, that bug about the fuse was a good spot. Not sure what the future of the project is at the moment. At the moment it's all about the Playdate, that Space Invaders game is nearly done. ;o)

Oh! Oops, I'll have to try and track it down and upload it to Itch. For some reason I no longer have it in the project folder. Hmmm...

Thanks for your feedback, glad to hear you're enjoying the game. The collision thing was a tricky balance, and yes you're right, it can be a little weird sometimes in isometric. Also the low resolution doesn't help. I appreciate you offering some honest critique ;o)

Thank you

Yeh some of the shadier areas do get quite dark. I like that though, I find it quite atmospheric.

Thanks for the feedback. As much as I stare at that hat, I can't get it to turn into an afro, but maybe I should change it's colour regardless :o)

Why do I get the feeling you're sat playing this game, dressed as Columbo? :o)

Thanks. There are no blueprints in this demo version, so that's a bit of a red herring  :o)

Cheers Davie ;o)

Thanks, glad to hear you enjoyed it. That's an odd crash, although I don't recall testing full screen on Linux, I'll have to try it out here. Cheers for the info.

Thanks for the feedback, appreciate it. At the moment, there is the risk that you can leave an object or furniture in a position that means the player can't spawn in the room when you try to enter it, resulting in the "Blocked" message. I suspect this is what you did. If I continue the project, this problem will be sorted out somehow. :o)

Cheers Davie ;o)

Cheers Kingy ;o)

Thanks :o)

A demo of my current project, Blackford PI, is now available for Windows, Linux and Mac. It's a retro style isometric game where you solve puzzles by using objects and interacting with NPCs. Kind of like a text adventure with menus.

Not sure what the future of the project is yet, just wanted to get to this milestone.

Download from https://bitglint.itch.io/blackford-pi



Haha, you're not the first person to say that. It's getting a bit weird. :o)

Melkhior's is a finished project now, so I can't see me finding the time to make any more changes. The game it's inspired by, Atic Atac, is a frantic run around exploratory game, rather than slow and steady puzzler, so removing the frantic nature of the enemies would take away from the essence of the game. I appreciate it's not everyone's cup of tea. One day I would love to do a sequel that's a bit slower paced and requires more thought to achieve the game's tasks.

Thanks, look out for the demo coming soon.

:o)

Thanks, demo coming soon.

Thanks

Thanks :o)

Not a remake no, but there is a healthy dollop of Movie inspiration in there.

Currently working on this...  Richard Jordan on X: "Adding some variation to the room decor. #gamedev #monogame #indiedev #pixelart #isometric https://t.co/1jAQ4wbWzA" / X

Well never say never, but sadly I think it's highly unlikely that the Next version will ever be released. :o/

Thanks! No Next version planned, sorry.

Thanks for the feedback, pleased to hear you've enjoyed the game. The lines flashing up really quickly was a bug which, if I remember correctly, is fixed now.

Thanks for the feedback, glad to hear you're enjoying the game. The "zx-spectrum" tag is used because the game is inspired by a Spectrum classic, and it also uses the Spectrum colour palette. :o)

The exe is an installer, the zip file just lets you unzip and run the exe. They are both the same version of the game.

Haha, thanks :o)