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Lusk

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A member registered Nov 29, 2022 · View creator page →

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(2 edits)

Sorry oversight, i've fixed it

also dont worry about losing progress, the savefiles should work

I have good news, saves are now working

(1 edit)

its fine, tutel died in that mission

thxs, im working on fixes to the defend mission, as for the massive amount of backup enemies (probably talking about mission 10), thats a placeholder for a bossfight glad you had fun

sorry dude, the thing was built in chrome, i dont think i have the skillset to rewrite everything for firefo

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I cant promise controller, BUT i might be able to do online multiplayer,  scratch that, most i can do is pass and play, i dont have money to run servers and after research the free servers seem pretty unsafe. thx for playing, have a nice day

Im still running tests but it may or may not work i dunno

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neuro's bomb was supposed to be a reference from "keep talking and nobody explodes". the theme might feel slapped on but id like to share my side, neuro's memory got messed up a bit after evacuation, so when she tries to comeback, she remembers the events that happened on that flashback as a playable mission, what happens on that flashback mission affects your entire composition, if vedal dies in his mission, he's dead unless you go back and restart his level, same goes with every other hero/vtuber ingame, thats why if a hero dies, they cant be used because neuro remembered they did die. so every unit you fail to rescue becomes a remnant of neuros past, unless you go back and change it of course. but i will agree it does feel a little tacked,  however i personally think its not that random story wise.

you blocked all the spawning blocks for enemy reinforcements, you need to kill all the enemies and block all the bases(enemy lavalamps), this involves killing all the spawn waves outside the map. just dont block the grey tiles without lavalamps, feel free to block the ones with lava lamps

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slept 16 hrs before the game jam started, slept 4hrs 2 times during game jam

the closest person i found is neumanrio, this u?

on which platform is this, i dont know much about dms and stuff

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i'll take the bullet for the 9 turn one, its still a bit messy, the grey tile issue, about that, a couple of things i would like to say.
1. thx for playing and hope you had a great time despite the bugs
2. you misread the description. I said do not block the grey tiles "that has no lava-lamp" it blocks the enemy reinforcement waves and makes the enemy unable to spawn them, which is a problem because to beat "clear the map" missions you need to:
Kill all enemies all in the map
Enemy reinforcement waves be dropped to 0
Block the grey tiles(with lava lamps) to stop the enemy from training units
3. on the level that i say "destroy their reinforcement waves"  a new tile got introduced, i fully expect the player to see that tile is different and works differently from bases and connect "reinforcement waves" with "grey tiles with no lava lamp"
4. bases can train infinitely, spawn wave tiles cant spawn infinitely, the highest wave spawn in game is 91 with 12 spawn wave tiles, it would take at least 9 turns to beat that level, its designed to be a final fight with all your heroes and the enemy fortress + reinforcements, the level difficulty even says "insane"

5. thx for playing the game and i'll try to make it easier to understand, have a nice day.

(3 edits)

My discord is Lusk also thx of the compliment <3, i have no skills in music so I really need help in that department, I do indeed plan to continue this game after the jam, please contact me on discord for any questions and stuff, itd be great to get help on this

some levels have a greyscale/monotone coloration to represent "flashback" levels, a sort of reference to the old coloration of cartoons, if theres any other issues, just comment it and i'll try to fix it if its considered bad

If possible which parts is it that were not being responsive, this is to further fix the game while working on a new campaign 

Thx, if there are any notable bugs that softlock the player, do tell me, I'll try to fix it in the new versions.

bugs that give units bonus dmg out of nowhere is fine

Thx, I don't know why it won't work on Firefox, I mainly work with chrome so I don't know how to fix this issue, It's basically just an html file. If there are other bugs or stuff that makes it unplayable, like bugs where units act weird or extreme lag, just comment about it, bugs that don't softlock the player is fine with me stuff like double damage or multihit on units that shouldn't have it

ello, is it fine if you tell me whats the issue so that i can fix it in the future?

I need some insight on this, is it slow like lag or are there too much clicking required in one turn?

Need info to either make the project less laggy or somehow decrease the required tur

I pray for you on level 7

thx, since i got the chance to see how a first time player plays this, seems like the scroll function for the levels got missed.  basically, campaign lets you unlock units, then the end game would be daily missions and endless, thx for the review