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Legacy System Software

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A member registered Oct 07, 2018 · View creator page →

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Should be good now, haha. I literally just pushed a new update. Had to take down the service for a little.

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Thank you for the feedback. All great suggestions - for your first issue, I had seen that at one point and only once. I've been trying to recreate it on my dev environment again, but the time I did get that issue I just kept running dungeons with them and it flipped back to normal after a couple runs. Must be like an integer overflow thing that's coming back from the experience curve equation.

Dungeon quality will help with item quality, but it's in later levels. So right now there's 3 tiers of items and you start seeing those items first at level 15 dungeons, and then the highest tier items at level 35. I see what you mean though - there should be more gradual scaling instead of just pure random items.

For the leave dungeon and pathing issues - just updated today and it adds the exit dungeon button and I think I have a good fix for pathing issues. It's a hard thing to test because there's so many game state permutations that could cause pathing issues.

Thank you for your feedback. This is great actionable feedback, I greatly appreciate it! The mana cost shown on the skills is a great idea and I think you're right. The maps are a little too big currently at earlier levels, but the higher the dungeon level you push the more guys that spawn. I plan on making more smaller rooms so the chances of getting some of the super large ones will go down.

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Hey dude. Thank you for playing my game! I saw you played a bunch of other ones and that was super cool you recorded your play throughs. Really means a lot to the developers.

A shame you had issues. I haven't had a single person have issues with the black screen like that. Must've had something to do with the music not playing. You really have to get to like level 10 for it to really ramp up - more guys, better weapons. It starts getting like a real hack and slash mayhem.

I'm not using drawImage. You're right - it's way too slow. I copy the canvas buffer array and put on pixel by pixel to that array. It's only using a low amount of percentage of your CPU because it's single threaded and probably using 100% of one core. I need to look into WebGL for sure. I just like working out the math for these myself, but I gotta stop doing that and start using at least a graphics library or maybe even a game library. I'll check out ArrowBench, thanks!

Yeah, the top right is the framerate. This is all vanilla javascript with canvas.

Pretty cool and fun, great idea for a like puzzler. I was confused with the control scheme a little though. Should I have been able to just keep holding down a different arrow key to keep the movement going or should it have been only in one direction?

Loved the game! Not really a traditional rogue-like player myself and I was able to easily get in and start playing. Easy to understand and a lot of powerful gear. Got to level 6 and got whacked real quick. This is definitely fully fleshed out and feels like a complete game. Awesome job!

Catchy music and fun gameplay.

I had a blast with this game! Holy crap there's a lot of strategy here. Only thing I wished was some decent music tracks that went with the style. Some nice like fantasy tracks would've been sick.

Yeah, I wasn't sure on how to kill the birds, but the idea was really cool. I feel like this game fleshed out a bit more could be a really cool like resources management/rogue like.

Overall fun boomer shooter style. Wasn't able to find my way out though.

I enjoyed it, the difficulty was good, but had some serious performance issues. Random spurts of it getting really laggy. Thinking it was holding onto resources for a while or something.


Hey! Thanks for trying it out.  The search the woods takes 5 minutes or so. Just made it so there's not an instant way to fill up on materials.

Thank you for your kind words! We didn't do too great on the game jam just because the game turned out too hard and the apartment level design was confusing for a lot of people. Did you happen to find any of the secret artifacts?

Interesting concept. It's weird, I first looked at the screenshots and was thinking it looked kinda janked, but then watching the organisms move around is super cool and unique. This game has a unique style to it and to build a full zoo tycoon in your own engine is pretty slick. Audio could've served well here if each of the animals had its own sound and some like visitor commotion in the background.  How many fire dudes do you have in that pen on your cover art to have all those patrons that happy?

I really liked this game. This was a fun idler with a lot of progression that someone could put a decent amount of play time into. For a full game that is great, but for a game jam I kinda wanted to see some of the upgrades cost less. 50k on gold for the second city seemed super daunting. Your cover image is really well done and is an important part to entice players to play your game. 

Hilarious characters and dialog - the fact you wrote a whole back story really ties this game all up into a complete package. The art is good and it serves well with the comedy theme of the game; the art is also very consistent which makes it very nice. A couple things I would have liked to see: I was kind of confused as to what I was buying in the stat screens. Not sure, but the buttons would still have like a clicked animation even when I didn't have enough energy and I would click on the buttons in the stats screen and my stat number didn't raise. Another thing was the lack of sound; some audible feedback on attacks and mouse clicks could've made the comedy even better. Overall really good showing and shows you have pretty good command of unity.

Was there anything to do outside of just watch the robots go around the loop? I guess that's technically idle in the full sense of the word, but some more changing things would've been cool. Maybe like the robots would get stopped for some reason and you'd have to click on the things blocking them.