Very cool concept, I feel more at piece after playing. The design is cool too
Eyon
Creator of
Recent community posts
It's time to bring more love to the game🥳 🥳 🥳 .
I have neglected the artistic side on purpose to focus on gampelay and level design. But now, let there be some love 🤗:
- New design for the main character
- New colours for the main level
- New "Score" panel, it's a bit prettier now
- Improvement of the timing for enemies' attacks
Hey, I played for two minutes, I died 10 times in a row because I didn't understand I had to click to create blocks, I thought we had only one bock that was following the mouse. But this is my bad^^' I didn't read the explanations.
I have two remarques
- It would be good to be able to deactivate the music
- It would be nice to see a difference in the menu between which options are activated and which ones are not (when we want to activate/deactivate effects for example)
It was too difficult for me but I think I'm not the target. I don't play die and retry platformers. Otherwise the concept is good!
I am working on the dialogue scripts.
Now I can:
- Start a conversation where the player talks first
- Start a conversation where the NPC talks first
And what I want is to be able to change the sprite of the characters depending on the conversation. For some sentences they should smile, or be upset or be surprised... This one is not easy.
Hop solved!
There are 2 different sorting layers. One that is behind the PNJ's, and one that is before it. I check the position of the player when I collide with PNJ's. If the player's position in y> to the PNJ's, then the player is behind it.
It works fine but if 2 PNJ's are too close to one another it doesn't work fine. So it's not perfect but it 's enough for now.
public SpriteRenderer Ren;
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("PNJ") && other.transform.position.y > transform.position.y)
{
Ren.sortingLayerName = "PlayerDevant";
}
else
{
Ren.sortingLayerName = "PlayerBehind";
}
After a mobile game: https://itch.io/t/748830/in-browser-mobile-game-agents-x-monsters
I'm working on a desktop 2D game based on dialogues!
My name is Eyon I'm 29 and I work on games for fun. Until now I only worked on action or strategy games but for this one I want to try something else.
Challenges:
- To make it interesting! I don't know if the dialogues I write are good ^^'
- I want to work on tiles and lights!
I am working on a big gameplay modification.
- The possibility to zoom in/out on the map
- to move the camera as we please to preview a level before a game
- The possibility to click on a monster to display a card that contains their stats
- And finally, the possibility to place items on the map
'Keep you updated!
I have been working less on the game itself lately. I have delayed working on marketing for a long time and I can feel the weight of this decision now!
If I don't find my core audience, I cannot have valuable feedback on what to change on the gameplay. So I'm spending more time on this now =]. It takes a lot of time because I'm a begginner, but it's important!
Presentation of the roaster #1
Those creatures are women of rich families who died a bad way. They are reborn into those creatures that only seek to cause a maximum of chaos and destruction. Each one has a story, here are some of them:
- A woman married a man and they were happy until the parents of the woman died. She inherited quite a lot of money. One day the husband signed papers and men in white came to take her to an asylum. She will spend the rest of her life behind bars and will die of old age.
- A very beautiful woman lives in the city. She has many suitors. One of them who has been rejected decides one day to throw acid to her face. She survives but is marked for ever. Her beauty faded, she were ignored by her family and abandoned by her friends. She will live the rest of her life as a beggar in the neighbourhood she grew up in. She will die of cold during a cool night.
- A woman who was accused of being a witch
- A woman that was wrongly sent to prison...
They are thousands, and their numbers keeps growing.
Good idea of a game =].
I stopped at 12, doing 20 souls straight was a bit much for me.
The main thing that bothered me was the size of the text. It was too small. I tried to play the game in full screen to make it bigger but couldn't.
It's cool that the dialogues are short, it'll be annoying to me to spend most of the game reading. It's a pity the souls are all the same colour, it gives me the feeling that it is the same soul that restarts each time.
I wonder what happens when we judge the 20 souls but the reward is not great enough to make me want to play longer.
I finally have a "next level screen" and a "death screen". Now when the main character dies we have a screen that says so before reloading the level.
At the end of each level we also have a screen that said "success!" before going to the next level. Small things but this was really missing.
Next step: more sound design.