Hi! Always nice to see someone find my game(s), haha. To answer your question though, I make all my games in Unity!
FelixBlobDev
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Fair enough, it's heavily improved upon in the remaster, and in stuff like randomizers. Easier to get through, lol.
Also I mentioned my Discord, which is one of the best ways to reach me or see updates as I'm there every day: https://discordapp.com/invite/blobgames
Another alternative would be Twitter, but it's not too special beyond the occasional post: https://twitter.com/FelixBlobDev
So in general, Discord is where I am the most, but it depends what you use and what you prefer!
Oh yeah I understand why the fully 3D one would scratch a different itch! I've wanted to make something a bit closer to Wind Waker since that's my favorite game, and the 2D one only does that partially. The 3D one is just different and neither really replaces the other, so ideally both would exist... Eventually, I hope.
But yeah thank you, I'm glad you understand! I always feel bad when I see my older work and how it still hasn't been completed, especially if there are people excited for those, haha. Feels bad to keep people waiting and not having those games be real quite yet. Even if the reality of it is that I have just worked on other things, and not specifically the one older project in question. I can't make all of my projects at once, but I wish I could lol.
What you said about increments and skill and such is also pretty accurate, so yeah I'm hoping that these projects will all get there with time.
Also I don't update here on itch too much, I don't use the site too much as it has fairly low visibility unfortunately, but yeah thank you for following as well. Fingers crossed for an update on some of these things eventually, here on Itch or otherwise!
Hi! While nothing has happened with this yet, it's still a project I would like to make. I have a lot of stuff to eventually get back to, as I've been working on other projects such as Super Gear Quest (which was released on Steam a while ago, here: https://store.steampowered.com/app/545880/Super_Gear_Quest/).
If you're interested in what's specifically going on with Solarblade though, it's hard to explain, lol. Sol is very important to me, so games about him will happen, but its complicated. There was a lot I feel could be far better about Solarblade 3D, but you're right it was a cool demo and a decent start to something bigger. In a way it has been though, as it has lead me to other projects and more experience with 3D, and Solarblade 3D was a step towards some of that, since making games is a learning process.
But yeah, Solarblade in itself is more likely to be a 2D game with 3D elements, which you can see some of here: https://felixblobdev.itch.io/solarblade
Or alternatively, here as well: https://www.indiedb.com/games/solarblade
So I'd say the project is alive, but progress is slow. Solarblade 3D is also a project I would love to make still (as in, a fully 3D Solarblade), but I realized the scope was a bit too large for me at the time, so I'm starting with something simpler and trying to keep it small enough to be manageable. The current idea is that a fully 3D one could possibly be a sequel to the newer one I showed you, but that could obviously change.
Either way, I would still consider both versions of Solarblade to be legit projects I wish to get back to, but things take time. I'm still trying to release more games in general. If you wanna keep up with that, the Discord is always a possible place you can go as well (updates are slow but I try to keep it alive): https://discordapp.com/invite/blobgames
Anyways, with all that said, if you have any questions or anything, don't hesitate to ask. I'll be happy to answer if there's anything else you'd like to know!
Very glad you enjoyed it so far! There's a lot more to come as well, and I will be updating the demo more in the future. :)
Also, there are some tips the game currently doesn't teach you, like the kick move in the air that'll allow you to get a boost on your jumps. And stuff like longjumps and backflips. As I noticed you didn't use these in your video, and they're very useful!
That said though, the somewhat lacking tutorial is mostly to blame for that, haha. It'll become a bit more extensive in the future!
It is most likely the exact same build. I obviously don't mind though, just be aware that there may not be any difference, haha.
And looked into them. Some weren't wrong and didn't need any fixing (ex: "navigate an area easier" vs "navigate an area easily"), but I've fixed the ones that were wrong or had unnecessary words. :P
Actually that makes it easier, as it's just a straight issue of updating the UI in that case, if it affects Starter as well.
Oh and about the red box, I meant newer builds, haha. Like, the ones I currently have unreleased. As the ones released are really old, so it's hard to say if the newer builds also have the red box.
My email is publicly available, so I just assumed you had it when you asked, lol. But here, it's this: adrian.kjolner@gmail.com
Ah, alright. Thanks for confirming it's in both builds, means I will absolutely have to update sometime. :P
And I see. I'll try to address all the things you mentioned:
- The coin bug in memory zone is definitely just a UI bug. It does count the money, but most likely it simply doesn't update the money count in real-time. Most likely Avatar Duo related, if Starter doesn't have this bug. Will have to test if this has been fixed in the game so far, though.
- I like having control settings in games... But the truth is that I have no way of doing it and it is complicated. So only answer I can give is that I am currently incapable of implementing this in particular and can't guarantee it will be a feature, but if this changes then I will absolutely include it.
- I'm aware that controls aren't listed anywhere in the game. This is fortunately not an impossible thing to do though, so you can likely expect this at least by release, it's just low priority currently. Although I must correct you in the sense that the controls are listed on the Gamejolt page. However it is 100% true that they aren't listed here on itch.io (at the time of writing this), so I will make sure to fix that for anyone who discover the game through here.
- Never heard of a red box, so that one is definitely a new thing. Can't confirm if that is gone in newer builds or not.
- And yeah, feel free. Doesn't matter to me whether you are right or wrong about the typos; if they are potentially wrong then it's worth looking at. Totally possible though, with how easy it can be to miss typos, so feel free to send over the screenshots.
In my experience, it is very easy to make games too hard. Beta testers are often needed to truly determine the difficulty, and balancing is a very fragile thing. So that makes a lot of sense to me, haha.
And I see. I do remember some bugs with AC-K2, but I don't remember if the current demo is bugged or if it was fixed. If you have the newest demo and this happens every time though, then it is probably a bugged build, unfortunately. I recently got back to doing some things for this game, so if there is no way around the issue I can look into providing a patch. :)
Basically everything, haha. The core demo is the same, but it has new graphics, heavily updated gameplay, heavily rewritten dialogue, Easy Mode + Hard Mode, new features, etc. And some new story stuff added in (so it's a bit longer now, iirc).
So yeah, the core is the same (mostly same bosses and events and such), but basically everything around the base is different.
Overall you'd kinda be getting a heavily upgraded version of the older demo, with a good bit of new stuff also included. It's worth playing if you liked the older demo. :)
Dunno, the speedup is pretty noticable. In the code it is at least 2x as fast.
But yeah, some sort of skip, or simply a thing that prevents boss cutscenes from being played several times (at least if they are long scenes), is planned. Though I don't think it's quite as annoying as you make it out to be, but that might just be me.