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Gub

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A member registered Mar 06, 2023 · View creator page →

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Made a new map and also added power-ups that will spawn around the map and help you fight enemies.

(1 edit)

I started work on an arcade style FPS game that I will hopefully release on steam sometime 2025

the game will include a wave-like enemy spawning system and when all the enemies are defeated, an upgrade is given to the player like homing or more damage then the next wave will spawn.

currently I have a simple player controller and a gun that can shoot enemies  that are trying to attack you.

some more information in the devlog section of the prototype.

I am looking forward to finishing that game eventually.


try the prototype here

Prototype: https://jgam-es.itch.io/wave-shooter


Images of prototype:

 

I started a game inspired by Outer Wilds, mainly how it handles flight and space exploration. Which lead me to see if I can recreate something similar to it. I now have a prototype of a game with two small solar systems with planets and the player that can fly around to each planet and land on them

This was originally just to test gravity and flying mechanics nothing more, but by the time the game got to prototype phase, I feel that this prototype could grow into a full game eventually.

But for now please try out the prototype and tell me what you think of it.

https://jgam-es.itch.io/early-space-game-prototype

By combat system I mean stuff such as skills, special mechanics, special attacks, type of attacks, etc, while fighting in real time.

My game was originally based off a game I used to play called Barony, however I wanted to make the combat a lot more immersive and exciting than Barony's, maybe something similar to a game like Vermintide.

I am making a first person dungeon crawler game in which you descend into a dungeon. You can find weapons and artefacts along the way.

Does anyone have any ideas for a combat system that will work in first person?

Thanks for the suggestions but I think I will go with a system that spawns rooms onto a grid, each room has an exit on all sides (except for the start room) as I think it will fit the general feel of an open but dark dungeon filled with enemies. 

I am currently basing this off a not very well known (but extremely underrated) game called Barony that I used to play, I like the idea of being able to explore a bunch of different areas without going through many tight corridors which that game does well in my opinion.

I would like it if the player would walk around the level and find loot, like maybe they will find the exit but will want to keep exploring for any loot they may have missed or any enemies they could kill before moving on.

I am making a procedual dungeon crawling game but I can't decide between two different types of generation.

Current generation: each room spawns another room which can lead to some maps being really big or really small but might make exploring a bit more fun.

Restricted generation: use some form of pathfinding so that the level will always stay aproximately the same size which isn't as chaotic as the other generation type but might make it less fun to explore?

Which one would people enjoy more?

I like the game, it's a cool concept but some options kept repeting themselves, still I like it.

Very fun!

I enjoyed the game, the art was good, the gameplay was good. If you do work on this more, maybe consider adding more to do. Good job!

Great, well balanced game, well done!

Great game but I found it to be a bit too easy to dodge the hands, maybe add some obstacles? other than that well done!

Story and visuals were pretty good, but I found the movement to be a bit hard to use

That was very interesting! I like how every level you control something different. I'll be honest I got completely trolled in room 2.

This game is very challenging but other than that, I liked the concept and the gameplay

Gameplay was nice, I enjoyed playing it!

Visuals are good, needs tutorial or something to stop me from dying right away.

Interesting design, apart from a couple of issues, it was pretty good.