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Fez Dispenser

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A member registered Jul 26, 2023 · View creator page →

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sure, I use koikatsu and srpg studio.

You can't transfer 3d models into the engine, but it does accept pictures. So for the characters them selves I download the character cards on to a background remover site and transfer them as jpegs. Meanwhile with the koikatsu studio I just export pictures of the scenes. Beyond that I just crawl through srpg studio resource sites for things like skill codes and sprites, and use royalty free assets where necessary. 

https://www.remove.bg/

If you post your game let me know!

No problem, comments like these really help!

I will have to respectfully decline your offer of help, I tend to find that outsourcing work generally leads to reduced quality/cohesion even if both parties are very talented. 

I will encourage you to put those talents to work making something all your own! I made this because I have always wanted to play something like this. If you have the chance, try making something too! It's pretty rewarding. If you need advice, I'm happy to help

Thanks i really appreciate the compliments.

 For the corruption, thats really just a by product of the game and development cycle. I could make the corruptions last longer but that would delay access to units and require more maps.

I can fix the durability on the cheat weapon.

Not really, this summer has been difficult for development, the heat killed a lot of my enthusiasm. I am still working on it, the maps are all designed and planned, with 2 completed. I need to program the rest as well as write scenes and story, plus a new paralouge map because we hit the next donation goal! So even more work to do!

I have no plans to stop working on this, but I am just one fez wearing chicken, it takes time

that's a fair critique, but the difference between those two maps is that one is meant to be a slow push, and the other is supposed to be a rush down. You are given both time and tools to manage the mage tower, but from the beginning of the map, the vibe is move quick or you will be worn down. If it helps anyone, the trigger for the reinforcements is positional, right after you enter the second chamber, not time based if you need that extra bit of help

I would like to apologize about the constant bugfixes, I got cocky and didnt test before releasing this update. I was so excited to celebrate the first donation to this game and I let that distract me from my goal of releasing a quality game. In the future I will do my best to ensure that if a bugfix is necessary, it will be need only one correction.

If you've had trouble getting the UR:MA Scene, this should hopefully fix it.

there should have been, I forgot to flag the event, my bad. I got this paralouge out in a rush, and now I'm feeling the consequences. I'll try to post another bug fix today that gives the scenes

yeah, its intentional, that's part of the reason the patch exists, the previous road texture is actually a sand texture. So I'm repurposing it for the osis maps.

fixed the grass

fixed

Bugfix

Grass was labeled as sand properties now fixed

Later chapter conversation showing up early adjusted

flags for certain character not triggering fixed

I added an extra flag in the bug fix, complete chapter 12 and you should get both.

Changelog version 0.42

New additions

More maps

Paralogue Map 1 added to celebrate first donation!

New characters

New weapons

New skills

New scenes

 

New Changes

Mercenary, thief, rabbit and cat classes now have a +10 passive avoid boost

Impact and unstoppable reduced to +5

Gold fish game odds now 40% and costs 400 gold

Effect damage now does not kill. 

Do you have 500 bonus? I think I forgot to specifiy this, but "rulers" will have a higher bonus requirement due to both the power of their skills and an extra benefit not seen by other units

if anyone has anything else to say

Dominant Tale community · Created a new topic Changelog

Changelog version 0.4

Visible Changes

Weapon triangle!

Support system (started)

6 chapter maps

Dev map

Uprising map

New characters

New weapons

New skills

New scenes

New ss/s events

Starting a new easy game file will now grant extra bonus and gold

Argo can now Access the convoy like other protags

Behind the scenes changes

Adjusted base stats

Adjusted growth rates

Changed staff healing formula to base+1/3*magic instead of base + magic

Impact was buffed to +6 instead of +4

Killer weapon might reduced

Critical formula adjusted

Avoid formula adjusted

Hit rate formula adjusted

 

Changelog version 0.2

New things:

4 new chapter maps

1 new developer map

New skills, weapons, classes

Promotions for certain classes

Lore!

Corruption scenes!

SS/S events? ¯\_(ツ)_/¯

 Changed Things:

Adjusted growth rates

Adjusted Exp Changed Viske’s original skill to pair better with her second skill

If you come across any bugs in the game let me know

Almost done. There are other things that demanded my more immediate attention for a few weeks but it should be good to go in the next few weeks

okay thanks!

Quick question, how did you create the weaponreaver skills, I'm working on an srpg as well, and I really want to implement that weapon type, but I can't seem to find it either through plugin or just what already exists

Hey, thanks for the compliment! 


Sadly I cant give an exact interval, for two reasons. One is that the nature of this type of game is that it gets wider as it goes, more characters, more strategies, more maps, etc. All of them make it so that the game takes a linger amount of time going forward. Plus I'm learning and adding as I go (currently playing around with a support system).


The other reason is that the nature of my work doesn't give me a lot of free time, so I'm splitting game development between other things like hobbies and general life responsibilities.


I don't plan to set up anything like a patreon for the reasons above, I don't think I could reliably churn out monthly updates at a good rate without compromising on quality. Right now I think itch.io is the best platform for my work right now. (Thinking I might add paralouges if I hit certain fund milestones)


If I had to give an estimate, gun to my head, maybe the next arc update late spring, if everything works out nicely.