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kirlosev

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A member registered Apr 04, 2015 · View creator page →

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(3 edits)

I’m using https://itch.io/docs/api/serverside#reference/gameviewpurchases-httpsitchioapi1keygamegame-idpurchases to get purchases info and wanted to ask a few questions about the response data.

(1) What determines the currency? Is it defined by me as a developer and thus I’d always receive payment in USD, or does it depend on the person making a purchase and it could be variety of currencies? The second option makes more sense but I wanted to be sure

(2) Does price represent the amount of money a someone has paid?

"price":"$1.00",

Follow up questions:

  • why is it a string?
  • what $ mean?
  • how does $ change depending on currency?
  • am i supposed to separate this amount from ‘$’ or something else depending on currency?

(3) The provided sample missing this, but real response right now also has quantity. What is that for?

"quantity": 1,

Thanks in advance!

Huh thanks for reporting that 30s doesn’t work. I’ll look into it

I’ve just restored $ for all of you

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Seems like the game’s too easy for you. You took all that $ from your friends again

I mean, it’s in the name duh 😄

I was considering it. For now decided not to because it would add opportunities for people to exploit the game. Like they could gang up against single person which would be especially bad if you play with random people. Does this explanation make sense to you?

I was thinking about the same kind of thing with the timer. Thanks a lot for the feedback!

I’ve added some $ to them. Let me know if you need something else.

The game doesn’t actually break I think. There’s a cooldown for 30 seconds after someone disconnects to give an opportunity to reconnect. If you wait for 30 seconds - you should be able to keep playing. Let me know if you happen to try and still can’t, please. I’ll fix.

I’d also need to add a message to inform other players that someone has disconnected. Can’t believe I missed that. Thanks for pointing it out!

Yeah, I’ve added a room browser Thanks!

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oh sorry. this is not implemented yet here on itch. i kind of didn’t expect anyone to play for that long lol

do you need more $ to play for yourself or someone else?

Whoa 😲 Congrats!

Yeah, I’m pretty sure you were the first ones here on itch!

Thanks a lot! Do you mean that you would like to see a PvE mode against bots too?

thank you! i’m very glad to see that

hi again. i’ve fixed the issue and replaced spikes with a different item. hope it makes it much more clearer how it works! meanwhile, i can write it off of my mind 😄

hi. yeah, spikes’ current state is hard to understand now.

there’s a turn when they won’t damage you. try to step on them one step before you usually do or later.

thanks for reaching out! i’ll see if i can do something about the spikes later. they bug my mind too since the release every time i remember about this game 😁

Updated a pause slider. It's not really a pause. Since it's a turn-based game - I don't need to freeze the game when player hits a pause button. But, using this slider a player can get access to sounds switch, menu or reset buttons.

I'm pretty happy with this.

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Here is how a level selector screen looks like in the game. You can scroll a line of levels and load a hovered level

I don't like when a game doesn't show you what the level is about on a selector screen. And I've solved this by showing to player how a map of a level looks like. I will probably simplify these maps a bit and only show floor, walls, player, exit and enemies. Will see.

This line doesn't show you levels that you haven't passed yet.

Each level "card" is just a bunch of meshes and a canvas with a text. This all is generated when a player launches the game. Animations are made using spring implementation which is described here (i love it so much and i'm afraid to overuse it :D)

And yes. I save levels as a 16x16 pictures where each color means a specific object with a rotation. This is just hardcoded in a level generation class. Kinda works.

thanks for reply! i'll watch this video today for sure :)

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Dangerous Steps is a grid- turn- based puzzle game. That's right!

The core mechanic of the game is to move tiles on the levels like how you do it in Threes!. Also, when enemies get stuck near to walls or any other obstacles - they combine into a new enemy with a different behavior. The easiest way to explain the mechanic if you haven't played Threes! is to show it to you. Look!

You control a guy with a hat as a treasure hunter using arrows on a keyboard. Touch input should work too, but I don't have an ability to test it right now. In each level your target is to reach a golden feather.

I also started streaming the development process on my twitch channel. The quality isn't spectacular, but it's good enough.

The game is almost done. I just need to fix hundreds of details :D
I try to make puzzles deep and always teach a player something new. I want to make player feel like every move is important. But I've never worked on something like this before.

In this devlog I would like to share how the game works, get a feedback from a potential player and improve the game. Also, I've never did a devlog before. So it's something new for me. I hope it will help more than hurt.

yay. thanks a lot :)

Ludoc reminded me about a game called "Pax Britannica". Would be cool to see it in a way AI playing vs AI

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i will try to make something with a sci-fi atmosphere. maybe a virtual terminal or something like that.

the main inspiration for me is this video https://www.youtube.com/watch?v=EX2M90OzYQY