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Eyon

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A member registered Nov 05, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

Hey, it's been a while. I'm proud to say I have made a lot of progress on the game.  😁

It's fully working on mobile, there is a working gameplay now, I just have to work on juiciness, responsiveness, and increasing the playtime. It's still some work but work I'm happy to do!


Finished the game in about ten minutes 😎 Who can do better?

The game is playable on mobile! I am not happy with the controls yet, so I did not upload this version to itch.io. What do you think is best to make the character jump, double-tap, or slide upward?

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

Did some drawings in the bus today. I wanna experiment on the style of the first level


Nice video, I like the music and atmosphere. I also appreciate the reflection of objects in the water and the animations. I have two comments 😄:

  1. The movements of the character are a bit abrupt when we move him to another lane.
  2. When will you replace the default unity sky by a custom one 😅

The game is really good!!😃  I had a lot of fun playing in the browser, and only stopped because my brother kept calling me to do some groceries! I was stuck to the game.🙌 

Cool atmosphère.  Do you have some sound design too ?

(1 edit)

Hello hello, 0Dead is my first game with fixed camera based on a solid gameplay. Feel free to test it and tell me what you think 

The concept is simple:

Health >0 you're fine ✅

Health <0 still good to go ✅

Health =0 you lose! ❌

I can't play the game, it won't load =/

i

In 0Dead you must survive the bulletstorm by proving you can count!

The concept is simple:

  • Health >0  you're fine ✅
  • Health <0  still good to go ✅
  • Health =0  you lose! ❌

You know addition and soustractions right? So you cannot lose 😁

🙌Play in the brower🙌

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 played it, it's a puzzle game to me. It's nice, the level design is on point! I played maybe 4 or 5 levels before I stopped.

It depends on the size of other objects in your game but those are the ones that look like fish to me:

Super nice game !

That was quite fun =] Super graphic design and sound effect!

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";
        }

I'm having a little problem here. I never thought about that because I only worked on side scroller games until now.

How do I do so the camera know when character has to be behind or before objects? I work in unity.

The new setting of the story is a luxurious house. 

All the characters we'll be able to talk to are in this picture.


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!

Okay bug fixed =]

Well the game is done ! After 3 to 4 months of work, I feel like I achieved what I wanted to do with this game. It didn"t really find its audience I feel, but I still got some useful feedbacks.

I gave up allowing the player to choose different characters.

I am working on a new build. It's been ages since I posted one but I'm back to work now!

I just have to fix a bug and I'm good.

I'm replacing the spearman by another character. The spearman was  simply a place holder.

Animating a new character!

Hop new character. It'll be a simple one. 1 HP, 1 damage every 2 seconds. I'll only use him in specific situations. For 80% of the Agents, he won't be much of a threat, The 20% rest of the time, he will be the move that puts you in check mate!

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!

The effects when he attacks look good!

Yeah a video would be nice =D

Yep it works fine with unity!

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!

Welcome WormHole studios =] How many are you in your studio?

Hello Papeero, your game looks quite polish! I'll go and check it =]

Welcome!

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.

I am working on implementing a new playable character!

Meet  OneEyeOpal:

Yeah super creations

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.

It has been said a lot but really, start small =D. Personnaly I started working on video games around 24. I spent 3 years on my first game because it was way to ambicious. Now, I want to work on a new game every 4 or 6 months and I'm happy with that =]

Also, share your work , but you are on itch.io so you must have gotten that already. =]