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Bynary Fission

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A member registered Mar 12, 2023 · View creator page →

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A new update has been published! The biggest update included in this one is a visual overhaul to the first zone (the Slime Warrens) - all the levels and the hub world has gotten a visual update that makes it look a lot nicer than before! I've also made it so that your controller now vibrates whenever you hit enemies with your weapon. I've also patched a critical bug as well as a few small ones as well!


Feedback is HIGHLY appreciated and I would love to hear what you guys have to say! You can check out the latest build here: https://bynary-fission.itch.io/tower-of-the-immortals

This game is honestly a lot of fun! It has the potential to be insanely frustrating, but the checkpoint mechanic really ameliorated that issue. The game starts off fairly challenging at first and doesn't let up, and acquiring the bow adds a new dimension to player movement that opens up interesting possibilities. I would recommend adding fast falling as a mechanic to shorten the time inbetween falls, but aside from that the game feels quite polished for being made in such a short time. Well done!

Damn bro it's about time! Can't wait to see the video and new devlogs!

Thanks, I'm glad you liked playing it! The two world mechanic was a lot of fun to work with, and it was especially fun writing two different versions of the songs for them too!

Way to go!!!! It's been such a pleasure following development of this game, and I can't wait for the full release!

Thanks! The dinosaur got a surprising amount of positive feedback, so I'll keep that in mind when designing future enemies. ;)

It's been such a pleasure to watch you build this game from what it first was, and I'm especially excited to make it a kickass soundtrack! Way to go man, this is such an incredible accomplishment!

Hey there, welcome to itch.io! Just a word of advice - making an RPG with any meaningful depth is a major undertaking, and will likely blow past all of your initial time estimates. I know this because my ARPG is over two years into development and still has lots of work to go, lol.


Best of luck with what you do, and we look forward to what you will come up with!

I'm glad to have been there to support you along the way. Keep up the good work, and don't ever lose hope!

Congratulations, man! I've watched you work on this game and shape it into what it is now, and it fills me with happiness to watch you complete and release it!

Thanks, I'm glad you liked it!

Geez man, what took you long? Great to see you've put it on GX Games - so many more people will get to play this gem of a game!

I've published a new mid-demo update: this one offers controller support for the first time! There's also a slew of minor visual fixes, but the meaty stuff is well in the pipeline. In the meantime, I'd greatly appreciate if people would offer some feedback on how controller support feels. I spent some time calibrating how controls are mapped, since the game wasn't originally designed with controller support in mind. I think it's ultimately in a good spot though, and I think people will be pleased with how the game handles with a controller.

You can read the update and download the latest build here: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/860311/build-v022-r...

Your pace of work on this game is so impressive. I really admire you dedication - I can't wait to see what the game looks like in the coming months!

Woo, I can't wait to see the answers to these questions!

Congratulations on opening up your itch.io page! These updates look exciting - keep up the good work!

I've released a new patch to Tower of the Immortals! This new build contains some needed changes and enhancements that will make your experience more enjoyable overall! Among other things, this patch includes:

-Enhanced enemy AI that is more responsive than before

-A new combat-oriented spell: Enchanted Barrier

-Increased rate of gem drops

-Many bug fixes and a couple of crash fixes as well

-Dialogue adjustments and a new NPC

-Some QoL improvements

And more! you can download the newest build as well as read the full release notes here: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/846908/v021-patch-r...

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Feedback is GREATLY appreciated! You have the choice to skip ahead zones if you don't want to play through the whole game, which at this point has grown to be quite extensive. The downloadable .zip also includes some additional instructions as before, as well as a link to my Discord server if you would like to follow development further!

Good work on your improvement. For the leaves, I'd suggest you use hue shifting over simply adding more shades of black to them. What happens when you just lower the value is that the colors wind up looking washed out when you brighten or darken the image. For green, shifting toward blue when darker and yellow when lighter preserves the color information without having that problem. 

Welcome to itch! If you're a fan of old-school ARPGs, you'll like this one. This is Tower of the Immortals, which draws a ton of inspiration from Diablo, A Link to the Past, and Baldur's Gate (both from PC and console). The current build already has hours of content if you decide to play all of it! You can find it here: https://bynary-fission.itch.io/tower-of-the-immortals

I've got an exciting new update to share! The build containing Zone 2, The Steamworks Foundry, is released and ready for play! This build more than doubles the length of the game, adding tons of content to this build and so many new features:

-15 playable stages

-A new playable race

-Enchantable gear

-New spells

-Tons of new enemies

-Some crunchy new chiptunes

-Tons of new NPCs

-Secrets to discover

And so much more!

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For those of you who've played before, I know you won't want to sit through everything again, so I've given you the choice of being able to skip some of the content and start at a later point if you want. And if you haven't played through it before but still want to skip the early stuff, I've included a document with some controls in lieu of the tutorial. I'd love to hear any feedback you guys have to offer - I've taken a lot of past feedback into consideration in this newest build, and several things players have been asking for have been included. My goal is to make sure that everything is as polished as can be before I move on to making Zone 3.

You can download the newest build as well as read the full patch notes here: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/819228/build-v020-c...

I loved playing the new demo, and these updates all look really exciting. I can't wait to see the new trailer and clips!

It's amazing how much more fleshed out Mein's quest feels with this new build. I've already played through it with Vicctre, and I gotta say you guys have something special here. I know it'll be a while until Demo 3 is released, but if what I saw is any indication it's going to be worth the wait.

AHHHHHH FINALLY I'm downloading and PLAYING THIS BITCH

Ahhh, the release date is so close!!! I can't wait to play it!

Crazy that this wasn't noticed for so long. But then again, I didn't catch it either lol.

It's so gratifying to see a project come so far and to have the privilege of watching it grow over time. Great job, man - keep up the great work!

Woo, love the update! Can't wait to play the new demo!

This was a neat little experience! I particularly enjoyed the last segment where the other sand worms jumped alongside you to form a whole melody.

"next month" YOOOOOOOO HYPE

I haven't, but looking at the game's synopsis it's probably something I would enjoy playing!

I submitted a form for my action RPG, Tower of the Immortals! It draws a great deal of inspiration from Link to the Past, the original Baldur's Gate games, and Diablo for its gameplay. It's a bit longer for a demo (~1 hour if you're quick), but it is quite fleshed out with the available content. I appreciate you taking the time to review people's games!

I can't wait for the new build!

Hell yeah! Can't wait to see what's next!

While admittedly I'm not a puzzle game person, at the very least I can recognize when a game is well-designed and cleverly thought out. I've known Patashu for a long time and I expected nothing less from the person who has always put their heart and soul into everything they do.

The game starts out simple enough - the tutorial levels are intentionally made easy so as to introduce the player to the game's mechanics and familiarize them with how they can be used to solve the game's varying puzzles. But once you pass the first four stages or so, the difficulty ramps up hard and doesn't let go - if you aren't used to having to plan out your moves well in advance you'll certainly need to here. Some of the puzzles can be fiendishly difficult, and with hundreds of levels to choose from in-game there is no shortage of content to enjoy.

The two robots that you control have different properties, which makes for some interesting interactions as you have to decide how to combine them to solve a particular puzzle. I also thought it was interesting how undoing a move with either Z or C could change exactly how a move was undone - a feature used heavily in many of the puzzles. I did find myself hitting the wrong key several times while playing, but fortunately you can bind controls in case you find the default configuration to be insufficient.

The level editor is a really nice touch, and something that I think will continue to drive engagement and interest in the game well after its launch. Patashu even included some of these fan-made levels in Entwined Time, adding to the game's already substantial content.

I did like how the Insight allowed you to reduce a level's difficulty in case you really get stuck on a particular level - without it I could see a lot of players giving up and quitting. 

And of course, I need to comment on the chiptune track. I had the privilege of listening to Patashu's very first chiptune all the way back in 2012, and since then he's become an accomplished composer in his own right. The music written for this game is quite fitting for the atmosphere, and the use of the VRC6 expansion chip is tasteful and subdued enough not to feel completely in-your-face while you play. I got reminded of some of Shovel Knight's OST while listening to the songs.

All in all, fans of puzzle games will be very pleased with Entwined Time. I doubt anybody who plays this game will be disappointed!

Thank you taking the time to leave a such a comprehensive review, this was incredibly insightful and helpful!

I really appreciate that you liked the way the world was built - this game indeed owes its existence to D&D. I grew up playing the old 2nd and 3rd edition CRPGs, and in some ways this game is a love letter to those games. It even spills over in the design - which is actually simpler than those old games! I think having a Readme file included will help with being able to fully grasp all of the mechanics, on top of the one I put in game. There is a lot here and I did my best to stagger out introducing the mechanics, but there is still room for more improvement.

For feat respecing, you are 100% correct - this is a feature I plan to implement in a future build as it is one that has been requested by several other players. I have found myself also wanting to do this during play. I've also got plans to be able to replay older stages for gold in case you get stuck on a level.

Thanks for the feedback on attacking and combat. So I will admit that right now it feels pretty one-dimensional due to the few stages and low power level starting out. This one is still somewhat of a work in progress and there will be more balancing and tweaking done to how the game plays. Spells are currently a bit underpowered and I plan to address that. 

Combat will also become more strategic as you advance through stages and enemies have more ways to engage with the player - this will definitely be true when the next build is published. Combat animations are the only thing that won't change as all of the armor and weapon animations are tied to it, but I will definitely continue to tweak how you actually engage with enemies in combat. I have several plans to build enemy AI that doesn't reward just luring them out - that does indeed get boring and I don't want that to be the only strategy that works.

I will say in regards to being stuck in place when you attack that there are several ways to increase your attack speed later on. There is a Feat that does this, and starting with the next build of the game you can forge magical gear that will boost it further.

Don't apologize for what was said at all - reviews like these are the ones I value and appreciate the most. I want people to point out things they didn't like - if they didn't, then I would never know what things need to be addressed! 

Again, thank you so much for taking the time to play the game and address so many different points!