ya hehe it takes complete cooperation with your opponent in order to kill them in this game, but it is very cute lol
☆goldstarstickrs☆
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really inventive controls!, i quite enjoyed getting a feel for them n achieving some bit of mastery. super super cute + atmospheric (a pikmin-like combo, i must say) visuals too! it is hard to hit the enemies until they're bunched up, but i assume powered-up abilities n firing rate could way more than makeup for this down the line
added it to the game page! also: https://ldjam.com/events/ludum-dare/45/no-night-a-solar-music-garden
And I'll go ahead and start with the first day's work on our team's project- actually a DEmake of our first game (made all the way back in high school). kinda funny to be doing a remake that's actually lower resolution and fewer colours, but it's added fun to work with some extra limitations, and (hopefully) it'll be a more solid gameplay experience!
Here's what the original game looked like:
And here's the early version of how the remake's gonna look (Zelda HUD is placeholder :P) and a few iterations of the player sprite:
Looking forward to seeing what everyone else creates!
Didn't have a lot of time today, but I made a couple UI things: the whole startup sequence and an animation for when you get a reward for completing a quest. Plus, we finally have a name!! Taṇhā is a Buddhist term for thirst, craving, or desire- perfect for a game about monks breaking their sacred vows to get with each other!! :P
Still can't give gameplay screenshots (I promise we have a programmer working hard, the game's just not in a functionally sharable state at the moment), but here's a sample of what the map is lookin' like. I think I may be spending way too much time on this project, but meh. WHO NEEDS TO STUDY FOR FINALS?? Not me!
And I promise this is the last time I'll upload these character portraits, but I've done some additional shading and colour correction and made the outlines coloured instead of solid black and they're completely finished now so yay! (The stripes on some of the characters looks weird in .png form, but they a lot better in-game.)
Mostly been writing dialogue trees lately, but today I did get in some animation time to make a tiny (glitchy) version of our logo and get our player moving in the 4 cardinal directions we all know and love:
The glitching might not fit with the aesthetic of this particular game, but I think it's cool so whatevs. The running animation needs... somehing. I don't know. I really don't want to make it bigger and make traversal feel claustrophobic, but I can't get the smoothness I want with so few pixels.
And here's a quick quick slide-through of all the characters, breaking pixels and gettin' dizzy!