Thanks so much, glad you liked it! It was a lot of fun to make 😄
karidyas
Creator of
Recent community posts
All good if I add things in here as I come across them rather than making a whole new thread?
Layout: Another recent on typography from Explorers Design https://www.explorersdesign.com/typography-101/
Discord username - karidyas
Skills -
- Graphic design and print layout. Portfolio: jonathancaridia.com/#design though a lot of that is quite old 😅 since I switched to UI a few years ago.
- Secondary skills where I can act as sounding board or support/gap-filler but would prefer to not be the focus of my time:
- Narrative design
- Copy writing/editing
- Game design - have been GMing Lancer for 3+ years so have a decent hold on the mechanics (though not so much encounter design since a lot of that was Wallflower) and have brewed a frame or 3.
- Mech, character or prop/gear art
Goals -
- Creative expression in a medium I like. Been inspired by recent TTRPGs that go hard on design and layout, like Cy_borg, Mothership and Cain, so it would be cool to try my hand at something like that.
- Meeting and working with other cool creatives in the Lancer community :)
- Little bit of cash never goes amiss if things go commercial, though a distant runner up to the first 2.
Availability/Time Zone - NZST. Decent overlap with PST, less so with American East coast, ~12h diff with Europe (which has worked fine in previous jams with clear roles and expectations). Don't know what our plans for Christmas/NY are yet but will closer to the time. I imagine I'll be unavailable for at least a couple of days, but so will many.
May be able to help out on multiple projects, but don't want to overburden myself during holiday period, so will be careful about my commitment at the time.
Keen to meet you and see what we all come up with :)
Oh yeah chimes could be fun. I agree that regular gun noises are pretty grating, especially free ones, so that might be a good alternative.
You don't need to add an option to take away the menus, just make it so that key presses place the turrets without having the menu open. It's better to have the player discover the faster way of operation rather than have to load the game with a setting enabled to see if they like it. It's like Photoshop, at first you use the GUI for everything, but then over time you start to take notice of the shortcuts written next to the things you do a lot and start to use those instead.
Managed to pass both the second and third levels, putting towers in their way is the way to go haha.
Great little tower defence. Nice style, very clean.
I'm terrible at tower defence games so I'm a little lost as to the strategy on the 2nd level, but that gives me something to work towards (I assume it's possible ;^^)
Couple of little things:
- The bullet sounds are a little muffled, I had headphones on and I thought someone was hammering something a few rooms away. I realised what it was when the "hammering" got a bit too vigorous.
- Placing towers is a little clunky in the beginning. There's only one option so it feels like there's more steps than necessary. Makes sense when there's more options later. Suggestion: make the keyboard shortcuts place turrets without having the menu open.
- Needs feedback for when you try and place a tower with not enough resources. It just disappeared without doing anything and I was a little confused.
"However I dont want to give away every bit of my game even here!"
I think that's kind of the point since this is a dev log? it's meant to document your process so other people can learn from it. At least that's when i think it has the most value. I guess you can use it as just a diary but holding things back for the sake of enjoying the game is a bit misguided I think. There will be plenty of people who play it that don't read the devlog, so you won't be depriving anyone of anything, while simultaneously providing a lot of value to the people who do want to know.
Awesome work so far and I'm interested to see where this goes. Wormhole enemies, what next :o
Hi I'm doing the concept art. Here is some Stuff that I did
Main character concepts and pose warmup/feeling board. Shades of Conan and Gladiator.
Character turnaround and colour concepts for conversion to sprites.
Enemy concepts. Evil food. Tried to make them a bit gritty or off to sort of fit with the non-cartoony world tileset and character we're using.
I am a graphic designer/illustrator looking for a team to join!
1. Introduction: Hi, I'm Jonathan. Timezone NZST (GMT+12). I don't really have any game ideas myself, but I would love to participate and collaborate with someone who needs an artist and someone to talk to. Probably best suited to visual novel style games due to focus on static-ish visuals, but am willing to try other sorts as well! Probably more for me to learn in those too (a good thing) so whatever you've got, I'm down. Just checked out some Ren'py tutorials and that seems like something I could do too.
2. Skills:
Stuff I know how to do:
- graphic design
- user interface design
- characters
- props/objects/vehicles(?) etc.
- listen and give constructive feedback. Whatever you need to work out I'm here for you buddy
Stuff I kind of know how to do:
- playtesting
- environments
- basic programming (if you need some help with busywork)
Things I'm willing to try:
- Ren'py coding
- 3D modelling
- level building
- 2D animation
3. Programs/Languages:
Know well:
- Adobe Photoshop/Illustrator/After Effects
- Paint Tool Sai
- HTML/CSS
Know a little:
- Javascript
- Maya
Willing to try: Anything else required!
4. Portfolio: www.jonathancaridia.com/illustration/ and other categories are there, less relevant but maybe interesting.
5. Contact: I have email (jonathancaridia/ /at/ /gmail/ /com) and skype, and I'm on the Discord server under the same username.