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der Mondhase

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A member registered Nov 07, 2021 · View creator page →

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I'm very happy you enjoyed the game and those absolute disaster girls at their finest! If you want more of it, the game received an updated Steam release with a full second story chapter :) Thank you again for your support, your words meant a lot!

THAT'S GREAT! Congratulations and thank you very much for playing! Arcade mode is intended as a challenge, the turn limit is very strict on purpose ;) Maybe I should add different difficulty levels, but I think it might already be interesting enough :D

Thank you very much! I'm honestly happy about the result, I wish I could have a couple days more to add at least a primitive AI! And yes, I very much took inspiration from shmups, when coming up with the game loop, I realize there is an interesting overlap :D

Also, yes, that dead zone was by design. I have no regrets.

To be honest, Arcade mode is just Story mode with a turn limit and no dialogues. You have 120 turns to beat the first 8 bosses and then one shot at beating Barion. The goal would be to finish it in the least amount of turns. My personal record for the first 8 bosses is 110 turns circa, give or take 5-6. I'd be curious to see what is the most optimal strategy, if players can find one!

UPDATE: YES! I found the bug, it was something in the code that reset the game flags on arcade start/story start. I don't know why it didn't trigger any other chaotic bugs before? Weird... but it should be solved. I'll upload the new build soon.

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THANKS! It's definitely a flag that didn't clear after the story mode, though I don't understand why (yet). So, if you want to reset your arcade run and try it until I fix stuff, open the save file savedataArcade.cfg and replace "true" after "hasToShowLastBoss" with "false" (no quotes), then save the file. I would suggest to set bossBeaten0=0 and totalNumberOfTurns=0 too to have a fresh start.
I will investigate the bug, thanks a lot for reporting it again!

Uuuhm, the Debug version should be a low-performance but super stable version, so in principle that can't be the issue. Can you by chance link me your save files? You can find them by typing %appdata%\Godot\app_userdata\8colorsSentaiProject and pressing Enter in the Windows Explorer address bar. I suspect a flag didn't clear when you completed the game, thus causing the Arcade file to start with a "cleared last boss" state that triggered the GO! GO! GO! If you could send me your save files, I can check if this is the case.

Thanks a million in advance!

Oha, many MANY thanks for your feedback! I'm glad you liked the game - and that you liked the small interactions between the characters! I need to check what went wrong with the Party button, in theory it should change to GO GO GO only before the final boss. I will double check in my code, I might have messed up something in the last export. Did you play the Windows version, the browser version or any other?

For the 8-colors game jam, I have created and released 8 colors Star Guardians, a turn-based RPG with a Mega-Man-inspired loop: You have to defeat 8 bosses (+1) by forming a party of 3 out of your 5 playable characters. Each boss drops one skill for one or more characters upon defeat and needs a precise combination of skills and party members to maximize the chances of success.

There are currently two game modes: A more relaxed Story Mode, with a little bit of dialogue and no hard game over conditions, and a survival-style Arcade Mode, with a turn limit. After beating or being defeated by a boss in story mode, the characters will share a little bit of lore and background information, including hints on how to defeat certain monsters.

"8 colors Star Guardians" combines Mega Man's "choose your boss order", Power Rangers/super sentai aesthetic, a little bit of Sailor Moon in terms of premise and all-female cast, a turn system reminiscent of Final Fantasy X's CTB, a bunch of dysfunctional party members and some kaiju flavor. I had a lot of fun building it, and I am happy about the final result! If you try it out, let me know your opinions on it!


Link to the game's page: https://dermondhase.itch.io/8-colors-sentai

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UPDATE: I could reproduce the crashes, if they happen at scene change. Godot crashes without showing any error, the one I thought to be responsible was a red herring, so I assume it must be an unlogged bug.

I might have pinpointed the cause of the error in the cleanup code on scene change. I have updated the build accordingly, see: https://dermondhase.itch.io/8-colors-sentai/devlog/538042/solving-some-underhand...

Thank you very much, I see an interesting crash report in your logs:

USER ERROR: Condition "slot >= slot_max" is true. Returning: nullptr    at: get_instance (./core/object/object.h:972)

This is 100% the cause of the crash, though I cannot cause it to happen on my PC consistently. Apparently, it has something to do with a known bug in Godot 4.0. I will try to use one of the workarounds I found in the documentation and report back.

Did the crash happen mostly between scene transitions?

YO! I will report this to the composer of the main theme, he will be glad to know this!

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Hi, developer replying here. I wasn't aware of these issues, as they didn't trigger in my editor build, but I wouldn't be surprised if something unexpected happens in the standalone/exported version. I will actively investigate the crashes. Can you pinpoint any specific action that seemed to trigger the crashes more often?

EDIT: I'm trying to reproduce the crashes, but so far without success. I have been testing mostly story mode in the Windows downloadable version and currently running through it again. Did you play with the default settings? In case, it would help if you could you send me/link me the files in the path:

%appdata%\Godot\app_userdata\8colorsSentaiProject\logs

Dankeschön! I honestly had a blast writing this VN - even with the more serious part later! Gaetano's and Lejl's interactions were honestly so funny to put down "on paper"! I think my personal favorite dialogue tree was the one about the "Schwanzerblitz" movie or that quip about "The Man with the Hat"'s urban legend :')

After cross-checking the files, it turns out that I have forgotten to edit the name in the moves.txt file. "Atom Heart Mother" was one of the moves of Lazor Loyra in Schwarzerblitz, which I used as a base for Heatwave - the Chaingear's super move. In the transition, I have forgotten to delete one line. I will fix it in the next update, since it's not a game-breaking feature (but it's still annoying). Thanks again for reporting.

Hello everybody! I'm proud to announce I've recently released the first stable version of my new, weird, low poly fighting game called Exploding Judo Federation!

One grab, one kill

The rules of the game are simple: grab your opponent, win the round. Movement is important and a correct positioning can win you the match. The game currently includes:

  • local versus mode
  • arcade mode, survival, time attack
  • 6 stages, 4 characters (+3 unlockable ones)
  • a greenscreen stage with photo mode for photobashing your own weird compositions

Chaingear time!

The current version of the game features 3 arcade bosses that "break the rules" of the game and can be unlocked for free play in versus mode - including a giant kaiju with plasma chainsaws and atomic breath!

Link to the itch page

Here's the link to the itch page: https://dermondhase.itch.io/exploding-judo-federation
let me know what you think of it!

Ricordo su GameJolt, ora che ci penso! Però no, sono fissato sui giochi di botte :'D

Ah, pure tu dall'Italia? :'D Ho aperto da poco questo account per progetti "spin off" :')

For this, I suggest you to check my older PSX-inspired fighting game Schwarzerblitz, which has 26 characters and around 4 costumes per each character :)
I posted it on my personal account: https://andreajens.itch.io/schwarzerblitz

Happy you appreciated it! The AI might still be a bit of chaotic I guess :D