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Kusaji

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A member registered Jul 25, 2018 · View creator page →

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Bump, primarily open to paid positions.

Bump.

Taking a moment to bump this, I have some opening in my schedule so if you have a project you'd like to have made, or have me work with your team please feel free to reach out.

Bump, friendly reminder I am looking for paying gigs. The idea of rev-share can work in theory, but I cannot take on more work without any promise of pay. Thank for for understanding.

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Sure. Technically most of the games I have published on Itch I did as WebGL to increase the number of people who would be willing to try them out, as well as simplicity of testing and sharing. That being said most of my projects would also easily be able to be build for Andoid / iOS with minimal changes, and usually an addition of some on screen touch controls.

https://kusaji.itch.io/final-bastion
https://kusaji.itch.io/td-alpha
https://kusaji.itch.io/dungeon-roller
https://kusaji.itch.io/paradigm-shift
(Paradigm Shift would simply need some touch controls added)
https://kusaji.itch.io/skullsunfortunateadventure
(Much like Paradigm Shift, Skulls Unfortunate Adventures would also need touch controls)

I currently have two projects I am working on, one nearing completion (mobile casual game) as well as a personal mobile casual game which is currently playable, but is missing art assets and needs some further tweaking.

https://kusaji.itch.io/2d-endless-runner
Jump with Up arrow, dash down with Down Arrow, shoot with right arrow, and reset level with Escape (Early testing)

Password is simply cat to view this project.

I can also get code samples, and anything else you might be looking for, simply let me know how you would like to continue the conversation.

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Hello, I'm highly interested in starting a conversation. Do you either have an email or a Discord account I can reach out to?

I'm a Unity dev with around 1.5 years of professional experience, and most teams I have worked on have been small, so I am used to working on most aspects of game development, but with a primary focus on gameplay programming and game design. You can see a few of my projects posted here on Itch, and I can get you anything else you might need via email / discord.

You can always consider Unity with Mirror Networking and go with a p2p approach where all you need is a relay server to make the initial connection between players, eliminating the need for port forwarding, that way your costs are dirt cheap vs. having to host servers.

Hello, simply bumping my post.

I am currently working on two independent indie projects, and I have room in my schedule for one more. If you're in need of a Unity developer with around 1.5 years of professional indie experience, feel free to reach out.

Bump. Still curious what projects are out there.

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Bump.

Bump.

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Hello,

I am a Unity developer with around 5 years of experience. I have worked with multiple smaller indie studios, and I am currently open to take on another project. If you would like to see some of my work, please feel free to take a look at my itch profile where I have a mix of game jam projects, and personal projects that you can try out. My main focus is on gameplay programming, and prototyping, but I can also be seen as a bit of a Unity generalist as well.

If you would like to learn more about me, please feel free to reach out via email or discord.

Email: kusajiproduction@gmail.com

Discord: Kusaji#0076

I actually am planning on adding more to it.

The enemies, while semi smart, can use some more tuning, as well as more enemies.

Some more weapons would be nice, and the arena / map is a little bit on the basic side.

I feel with a bit more work this could turn into quite the fun little arena style / survive as long as you can game.

Queue the Vsauce theme.

I see, my spawn manager did the exact same thing, but in an arena style game that doesn't necessarily feel out of place / random. It's always hard to convey randomness in mechanics in code without explicitly telling people what's going on.

Agreed.

You don't have to worry about overly complex mechanics when the only mechanic is to kill as many mobs as possible while not dying.

Thanks, experience, successes, and failures from previous game jams helped me know what to focus on, and what to cut for a game jam this short, and I'm really happy with what I ended up with.

Thanks.

I clearly didn't go as "Dice" heavy as most games I've tried, but I still tried to keep some good elements of random in it while focusing on it being a fun little experience.

Thanks for giving it a try.

Definitely not bad, I usually say if I can play a game jam game for about 5 minutes or longer it's pretty good, and I played this for a little bit. It's simple, and I feel like the controls could have been simplified. Good job.

I feel like this takes the theme too literally, as it was just pure randomness.

I felt like I was up good and then I lost, also shows I don't know anything about stocks, I think I bought high and sold low, I'm a genius. The music was very loud though.

I gave it a try, the jumps barely making it up to the next levels caused frustration, and I'm unsure how this fits the theme at all. Not bad for 48 hours though.

I won't rate since I just wanted to play the web version, I just wanted to say it was quite comedic for the game to start, music got more intense, and boom black screen.

It went from a few enemies to about 50+ real quick, the music randomly stopped, I then died and couldn't retry / restart the level.

The ability to constantly wait until you get a roll you want kind of kills any form of challenge, really cool concept though.

My only complaint is that I wish I could just hold down WASD to move instead of tapping it constantly. Good little graphics, sound is well balanced, bonus points for options for sound, music, and camera effects. Also the little details such as sfx playing while adjusting the volume slider were really nice and shows a level of polish for this game. Really good job.

Well that went from 0 - 100 very quickly. 

Sus.

Honestly though, I'm not sure how the dice have anything to do with the upgrades you get, the only randomness I see is the upgrades offered when you have killed enough little amogi.

Music is very loud.

I feel this could be expanded on and turn into quite the interesting little game, the problem is when just roaming around and roaming from room to room, having to sit and roll constantly to get the rolls you need is a bit frustrating, and it would have been nice to be able to press space or something to roll the dice instead of constantly going back and forth with the mouse.

Combat, while simple, if expanded would make for an interesting game that's for sure.

Good job.

Seems to get stuck on loading for me.

So far this was the first game jam project that let you choose different dice to try to get higher attack rolls on mobs with more health, however without having an indicator of how much health mobs have, it was just guessing. I also noticed the fireball from the mage would hit the players collider, make the player get a bit stuck, and not delete itself. Some form of hit indicator would have been nice as well so you can tell if you're taking damage.

Critique aside, really good project for this game jam.

I started the game after rolling for a minute, got into the game, rolled the dice, rolled the new dice, I apparently lost, I'm not sure how, I then pressed space to start the game, and my dice was no longer there.

The music was quite loud, and with no option to turn it off that made the experience quite rough.

The dice rolling sound was quite distorted, not sure if that was intended or not.

I seemed to have broken the game, I did the classic move of going left instead of going right and I never respawned.

Making a local multiplayer game for a game jam is definitely a bold move, as most of us well.. Have no friends to play with in real life.

Overall it seemed neat, but some sort of turn indicator would have been nice, I just fiddled around with the controls for a little bit, moved a piece across the board and blasted another piece.

Implementing the ability to rotate the camera to more easily see around the dice to help know which way it's going to land would be a good feature to have.

My brain simply isn't big enough to get the dice to match on purpose. Nifty though.