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GHOSTBILLYKNIFEFIGHT

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A member registered Jun 24, 2021 · View creator page →

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If you're referring to the font used, it's quattrocento

Hey, great asset! I noticed that the body isn't included with any of the nonpixelated assets, would you be able to upload the nonpixelated version or send them to me? You can add me here on discord: paper_devil

Just a little test area for now - my original aim was to have a basic random level generator, but due to circumstances wasn't able to get to it. Will definitely have some more areas to mess around in for my next update. Thanks for playing!

I will look into changing the size of the sword to make it easier to hit enemies - thank you for playing!

Since I was limited by time, I wasn't able to add in a few things - one of which being loot from enemies that you can use to (eventually) craft different items. If you've ever heard of the game Magicite, I'm aiming for a similar experience, minus all the game-breaking bugs ;) Thanks for playing!

Boss battle was buggy, so I removed it for the time being. Next update will have maps, new enemy attack patterns and the boss battle restored.

Thanks for playing!

I have all the sounds on standby - I should have them in the next update, alongside maps and a boss.

I always held faith in you.

There is going to be an enemy type that is solely designed to bumrush your turrets and destroy them, as well as an enemy type that also shields its defenseless brethren.

Thanks for playing!

I knew you had it in you.

I most likely did not set up an event within the event sheet to check for an enemy under the cursor while the turret is selected - my guess is that the turret is being placed and destroyed simultaneously. The plan is to migrate the project from Construct Classic over to GDevelop with more enemy types, upgrades and sound.


Thanks for playing!

From what I've seen, everyone hates that level - I designed it as a way to test the terrible physics engine that Construct Classic has. The plan is to migrate the project over to GDevelop, with a tighter physics engine to work with, checkpoints, and a better way to course-correct the box in motion. Thank you for playing!

Excellent, my aim has been achieved :D

The project stems from a story my little brother is writing is school - I'm not sure if I'll make anything substantial from this, but I do find it fun to emulate games that I've enjoyed. Thanks for uploading your run btw, I can already see improvements and little bugs that I'll need to sort out.

Really enjoyed playing this. I would definitely implement an endless mode, as well as an ability for your units to move freely to any zone, not just ones that are nearby. I did not try the single unit command mode, and I don't think you need it - in defense games like these I like to play armchair commander and watch my units mow down the enemy. I'm excited to see how this evolves!

I know in Cata DDA you get a prompt if an enemy is nearby or sees you in the midst of crafting, which allows you to cancel it. I dig the idea of temporary bunkers, nomadic-style play is a lot more dangerous and interesting, having the ability to just hunker down and stockpile infinite supplies kills the fun.

I played the Hiker since he had that juicy health regen - the intro spot reminds of NEO Scavenger. I think it'd be cool to have some crafting in place, like harvesting cacti or killing spiders for silk to make a bow. I think you're on to something great.

I really like the GUI elements (gave me Legacy of Kain vibes). The biggest issue I had currently was the movement being stiff, but once that's taken care of, you have a really solid foundation for something awesome.

Just walked around for a bit and killed a few things - dig the retro art style. I noticed that when whenever I clicked on anything in my inventory, it would automatically get used. I thought the sky looked really cool.