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drusepth

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A member registered Jun 10, 2022 · View creator page →

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Interesting... we actually just switched out the underlying model a couple weeks ago (right around the time of your other comment) and I wonder if it's having some unexpected effects. Will take a look and see if I can figure out what might be going on for you! Thanks for letting me know!!

Wow, those look amazing! Will definitely have to check it out next time there's a demo!

Hello from the future! End up going further on this game at all? :)

Glad you're enjoying the game! We've got some fun plans to add alternative ways to proceed (phishing, hacking, and cracking) and a few QOL updates like renaming files which might make things easier, but they're not quite ready yet. Will definitely get back to working on this demo soon and have more to share! :)

Ah, good bug catch! I'm working on a few more features now and hope to have a new build in a couple days; I'll make sure that bug gets fixed up, too. Thanks for helping playtest! :)

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Hey! Looks like we hit some API limits from everyone playing, but it should be fixed up now! Thanks for the heads up!

Thanks, I'm really glad you liked it! :)

Glad you liked it! I love telling the officer absolutely wild stories and seeing how he reacts; I do think it'd probably be a little nicer if he didn't pretend to look over tenant agreements and other stuff... but I like the dedication to the roleplay, haha! Definitely a lot of improvements to be made all around, but I think (hope) it's a good start! :)

Haha, thanks so much! Double Dragon (and to some extent, TMNT) were the big aesthetic inspirations for us! Glad you enjoyed it! :)

I really liked this one. Very good sound design and visuals, and the gameplay was interesting and seemed to ramp up in difficulty well. I did well by spamming all 3 disks at a time so I probably took an easy route, but I can see how there'd be some really cool strategy, especially against smart AIs and/or human opponents.

There's some really good bones here. It's clearly early, but I already want to collect all the parts I can and customize my robot for different scenarios (maybe with some enemies I can preview and strategize around?). I think this would turn out really cool with more time put in! :)

Fun game!

I would have really liked to be able to use multiple arrow keys at once (e.g. up and right together, rather than having to do them one after the other), and I definitely hit R on accident on more than one occasion, but once I got a handle on the controls and the objective it was fun to fly around and compete against the AIs.

A quick question: when I switch control over to the AI with M, is that AI based on my movements so far as a player, or is it a standard AI that all (?) the ships were trained to use before the game started?

Hey, I can't seem to get keyboard input to work when playing in a browser (on PC). WASD don't seem to move me around when I load into the first level. Am I maybe doing something wrong?

My friend and I recently started our own game studio and we've been building some AI tools to cover our gaps and let us work quickly since it's just the two of us, and it's been extremely helpful so far. Over the years, the indie dev community has been incredibly supportive of my hobby projects and I'm finally in a position where I can give a little back by sharing our studio tools for those who couldn't otherwise afford them. We're also trying to build a little server of indie devs (and gamers) where everyone can share game prototypes/progress and get some quick feedback, since a lot of our early studio work is prototyping weird implementations of AI in games and finding out what's fun -- and what's not.

Right now, we have free image generation (with Stable Diffusion 2.1, but soon to be Stable Diffusion XL) and a Unity-based LLM that's similar to Unity's new Muse chat (answers questions about how to do things in Unity, generates code, has opinions on best practices, etc), but we're also building out some more libraries for more deeply integrating LLMs and image generation into Unity that we'll share soon. We're also open to exploring other AI workflows if anyone has any ideas -- we're still in a very exploratory stage, but I'm hoping to start us off on a very open, supportive foot.

In other words, thanks for all your feedback and help over the years. I know AI isn't for everyone, but if it's for you we'd love to help you create awesome games with it where we can. The server invite is here: https://discord.gg/hAz8JQVreG -- I'm @drusepth and always around (and sometimes just stream Unity dev all day). :)

Howdy! Some of the people in my Discord community were interested in this jam, but we missed the start and schedules are hard, but we'd love to follow along and watch the submissions. We do a ton of generative AI and love to see the crazy things other people are doing with it.  Is the jam page's submissions area the best place to see what people come up with?

Thank you for this clarification!

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Hey all!

This is my first demo for what I hope to be a cozy solitaire-ish puzzler with minor RPG elements. It's not very polished graphically yet, but I'm looking for feedback on whether the core gameplay is fun or not. Specifically, whether it's fun for a little puzzle on your first story and whether you think it'd still be fun a dozen stories in; I try to introduce variety with each story, but I am curious whether I need more varying mechanics throughout as well (or if that'd be too overwhelming!).

The demo is available here: https://drusepth.itch.io/tales-from-the-tavern -- it sometimes takes a while to load for me (and just displays a black screen while loading), so I hope it works for others!

Since there's no tutorial and the controls might be a little opaque at first, here's a quick rundown:

  • Interact with cards (or make choices) by dragging them onto "heroes" at the top of the screen. For example, to choose which patron to listen to, just drag them onto your tavernkeep.
  • In each story, the goal is to remove all the cards in play without your storyteller hero dying. Interact with cards by dragging them onto the hero you want to use them on. For example, dragging an enemy onto a hero will have it fight that hero; dragging a consumable onto a hero will use that consumable on that hero; dragging a piece of equipment onto a hero will equip that hero; etc.

I'd love to hear what you guys think, as I don't want to get too far into polish before hammering down the core gameplay. I have a lot more story/content planned for additional patrons and way more stories per patron (that all eventually intertwine), but that, too, is a lot of work to do for a game that I'm not sure is actually fun to anyone other than myself! :)

Any feedback on what I have already would be much appreciated, as well as any suggestions/comments on what else you think would make things more fun for yourself or others.

Thank you!

I really like the Deviated Darkling style, but I do think it needs some kind of texturing/background to compete with the Stone Servant. SS definitely feels more all-around polished/professional, but I think the DD style could surpass it with just a little more layered depth :)

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The docs (https://docs.unity3d.com/Manual/class-PlayerSettingsSplashScreen.html) say:

    the full customization of the splash screen is only 
    available to those on Plus, Pro, or Enterprise Unity plans

Once you're on a paid plan, you can use the https://docs.unity3d.com/ScriptReference/PlayerSettings.SplashScreen.html API or edit the splash screen from Edit > Project Settings > Player > Splash Image

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The controls are super snappy, which is really nice. I'm not sure if I need other players to play multiplayer with to "play it right" since there doesn't seem to be any sort of score or way to win by killing the enemies that spawn, but it definitely gives those retro shooter vibes right, and the sound effects and font are done well. A couple small things I'd like to see are immunity frames (so you can't lose 2-3 life at once if multiple shots hit you at the same time), and/or some kind of radar that shows where enemies are to make them easier to hunt down (or avoid). :)

I like the retro UI. Would definitely increase the time between starting and seeing your first enemy to give the player a little more room to figure out the controls. I had a bunch of plays where I think I literally spawned on an enemy and immediately lost. :)