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bogdan_ov

12
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A member registered Jun 22, 2019 · View creator page →

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Did you build this in HaxeFlixel? This is the first time I've run into a game on itch built in it, how was the process?

Yep, the game was written in Haxe programming language using HaxeFlixel engine. This engine does not have a graphical editor (only a fairly convenient debug menu in the game), the whole game is written in text editor (Haxe is better with VS code, for which there is an official extension), no dragging sprites or others (during development I almost did not touch the mouse). This may seem like something complicated and strange, but it's actually more convenient and faster than developing games in godot or unity, for example. But it is very inconvenient to "draw" tilemaps in the code, so you have to use third-party programs (I used tilemap editor LDtk)

HaxeFlixel is a relatively minimalistic engine, which gives a lot of possibilities in customizing the style of writing code, which I really, really love

HaxeFlixel has open source code, so you can see what this or that function does without leaving VS code. There is also documentation in the code itself, which is displayed in VS code when the cursor hovers over a function or parameter

I recommend trying to learn Haxe and write games on it, I think you won't regret it. This language is very undervalued. The syntax is similar to TypeScript mixed with C#, but Haxe was heavily inspired by ActionScript

I didn't specifically remove the splash screen (HaxeFlixel logo), because I want as many people as possible to learn about this fabulous language

One thing I am confused about, though: what do you mean by the game's era being the 2000s? To me, it looks a bit like a Pico-8 game.

I really like the style of pico 8 games and I couldn't resist... 

The 2000s refer to the era of the game boy advanced (if I'm not mistaken, GBA supports 256 colors on the screen)

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Thank you!

The limited palette reminds me of something made on PICO-8

Yes, I was inspired by games made on pico 8, but used NES palette

 my avg score range is in the ~400s, highscore 840
I didn't parse exactly what each ability was doing or how they were fusing without reading your notes

I think I should make some tutorial. In fact, it's not so difficult to get high score.

I was also inspired by dead cells(interesting fact: Dead Cells was written on Haxe too), where each enemy needs its own passage. As in Dead Cells, the enemies first swing before the attack, so that the player has time to react and get behind his back or reflect the projectile

about 10 levels

This is very cool! Music, graphics and gameplay are awesome

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Thanks! But, unfortunately, there is no procedural generation. All levels were built manually

I like it! Especially the sounds and style of the game

This game dragged me out for an hour. Great job! I especially liked the idea of fossils

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I think the character's hitbox is too big and takes half of the screen

Really interesting idea! Reminded me of portal 2

You have to build your project)

Funny