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L0g0Z0g0

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A member registered May 06, 2022 · View creator page →

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A very well realized idea. Nice experience, although could benefit from being a bit longer.
Although I ran into a couple of easily fixable bugs. In the first playable section car textures are awfully blurry(fix by saving in higher resolution), and I could phase my camera through a lot of objects due to poor collision. The VHS filter seems to move whole image to the left or something, like I see stretched out pixels on the right and when I walk forward it feels like I am walking left a bit. While visual style is great especially the trees need to be done better. And in my personal opinion having two tapes would be more interesting, or at least this one featuring some routine camper activities before... well not to spoil.

Yeah, I basically learned poker from this game, then played Balatro so I think I get the rules but I am too dumb to make strategies.

What are you talking about? When you die you respawn at the start of the level and sail to the boss and start the fight again. I agree that a respawn near boss would be better, but we can only hope for the release version to fix it.

Had same bug happen to me, the player still follows the boat because it is attached to it as a child object, basically what it means is that player has it's own coordinates and boat is zero in them, so player copies movements of boat and can add it's own movements (basically boat speed is x and it is constant for player, and player speed is y, and they add up). Hope this clears it up.

Just finished playing. Overall a very good experience, although there are some rough parts.

First boss is near perfect, although can be a bit harder.

Second boss just broke for me and only attacked while I was under stone ark. For my friend the boss worked, but he ended up staying between rocks and shooting him, also he complained about lack of attack indicators, for example he suggested adding specific sound to tentacles.

Third boss is visually brilliant although attacking it is hard which makes fight way too long, you can shoot 20 harpoons and hit just one, also first phase can be a bit confusing.

Fourth boss was very disappointing for me. While this fight can be very epic, bad technical execution led to frustration, I've spent about 15 minutes trying to figure out how to start the fight, then got stuck in the boss, and later with his speed it was pure frustration trying to cut in front of him while getting  cannons down. My suggestion - make him slower and somehow fix boat getting stuck in him and overall being uncontrollable near him due to waves and his size.

For future suggestions: 

More mechanics like ship shutdown(e. g. permanent health damage that can be reverted to healable if you stunt yourself but you have to get it in the right moment otherwise you will be damaged even more),

More fight mechanics, probably something more than harpoon, because this game really holds potential for many mechanics that you should balance during battle.

Double bosses. Honestly I hoped fourth boss would be like two first but with more attacks for example. As proof of concept I suggest checking out Ultrakill level 0-5 playthrough to see how the concept can work well. (Also check out 7-4 level playthrough to see what I use as reference when thinking about improving fourth boss)

Hope you would think about implementing at least some of those, and thank you for making this game.

Have just played this and it's amazing! Is it not finished?

I don't like those games, but the way the dialogue here works is fantastic (except one instance where on about 5 turn they forgot everything before), also just for me who didn't know how poker works I could not develop any strategy to get pairs or atleast good high cards semi consistently. Also some other ideas like collectibles, epilogues and stuff also suit game well, just a bit laggy on the phone.

Hello, sorry to bother but I think with the way itch works this is the only way for me to reach you with notification. I thought you would be interested in new update I uploaded yesterday and a 3D menu I am working on.

Hello, I finally ported it, with a bit of temporary exclusive content and even. For more info you can check latest devlog.

Okay I see your issue, Because I am lazy and didn't make cards like in original inscryption they are just placed in line and you are meant to scroll through them using A and D letters on your keyboard, on Android this feature is unavailable due to me being lazy with UI

Hello! I ma not exactly planning on expanding card range due to limitations of my system,  for example any moving card would not only look confusing without animations (which I can't do due to much simpler approach than original Inscryption) they also would probably break like everything. In case you want to use current sigils you can create your own custom cards, I kinda explained this in my devlog when I added it, although it turned out that itch didn't display image correctly.

As for updates in general, there wouldn't be much because game is pretty much finished, currently planning on 32bit release and a few lobby options, but Unity yesterday deleted all editor versions, so this is delayed a bit.

Also currently without creating custom deck it would be default to one card of every type, and I assume this is why it might seem limited. However I should ask you, I have almost all act 1 card textures(excluding infinite mod) and I have implemented most of them, so is something wrong with your game that you didn't encounter this much cards?

Thanks very for playing my game.

Oh, thanks, I used ripper for fun 2-3 times, it never worked fully either way but I am not sure why. Also I didn't know the original game gettting multiplayer, sorry.

Looks interesting, I still have no friend so I can't check it out, but I am curious how did you make local network multiplayer in unity? For my last project I researched this topic but could not find anything that would work and just used Photon, since it is just easier and can be connected anywhere. Either way judging by the screenshots I would suggest to at least work on visuals a bit to get closer to the original. I am not sure if it is allowed in case of Buckshot, but using "utiny ripper" you can unpack most of the game into a project and use textures/models from there. And not to show of but I know how panful visual recreation can be, this is exactly what I did for my last project.

Sorry for late reply, itch didn't notify me, I don't think I can simplify graphics anymore, and for 32bit I don't know how to do this, but once I'll be back home I will definitely research this topic.

Hi, this is sort of intentional, when you run out of cards in your deck you can't pick them anymore, I am thinking of an indicator of amount of cards left.

I mean physical props

I don't like updating games and was on the older version, checked this and got shocked, like I made my friend ply it and new base is probably cooler but I hate it just cause I am used to the old one, don't know how possible saves port item locations.

That was my original idea, but I haven't found any good implementations, so unfortunately no.

Thanks)

Hi again, in case you didn't notice I finally ported it, some features missing but I am working on releasing them as fast as possible.

Hi again. A little update for you, Android actually compiles now, but I still need to do all the testing, act 3 is in work, still program energy mechanic and create some cards to the point it being playable, probably will upload an early demo to this game's page, but the android port is in at least 2-3 days and this early demo will probably take longer (I think 5-7 days) due to a lot of work to make old scripts work with new mechanics.

I had that in mind, got 3 problems: I have no experience with this platform, gotta create UI for deck scrolling, don't think raycast checking for mouse button click from it's position is working with finger. Gonna try again though.

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Well, first of all glad to hear that, also not only you are already in special thanks section of the game, so no surprise I mention you here. And this is not that big game for me not to be able to thanks the community, the only people I still didn't mention are 2 YouTube commenters and a guy asking for linux port in comments. Well those that I know about, nobody else had said anything so I don't even know their opinion on the game. Also as I said I'd like to make more updates, I just don't know what to do. However I am starting to make act 3 multiplayer (basically asset swap so not going to take way to long hopefully), and still trying to make that custom music stuff to work. I wanted to reveal the act 3 after the final part of the ARG but it is just way to bad so I will make a full announcement here in dev logs when I would have an image that looks decent to showcase. Also I personally would like to make some sort of collab between me and act 2 multiplayer devs. But I don't think that would be possible. First of all the project size, if I did create a discord server like they have I would at max get 10 members, nor hundreds like they have.

Also the technical side, we use different engines so all we can do is make some sort of collection, but of public ones there are already 2 or 3 featuring both games.

The main reason I tell you this now - I just wanted to hear what you would think of this, since, honestly, you probably care about this game more than anyone else in the world.

Thank again for your support, this stuff really keeps me going.

Thank, I really didn't test it, didn't have time, quite possible, gonna fix it by tomorrow (can't work today)

I don't think I can bother you with enhancing the page, especially considering how long it took me making this rather bad trailer without need to communicate with anyone else it would probably be too much trouble for both of us, I am constantly changing some things about the page checking the results but it seems I'll really have to make more screenshots and probably simplify the description. Also I've chosen to roll out part of the update today or tomorrow including some sounds and more particles plus the mentioned list.

Hi! Thank you so much! About the fans amount I get most visits from search "inscryption" so I think the reason is mostly in bad page look. About not getting project abandoned I'd really love to keep updating it's just that I've done most of it already and ran out of ideas (of course I have still sounds and other stuff but I mean more major stuff). Also how do you look on making some kind of list in a game of people that responded to me (well got 4 including you currently) in the main menu?

Thanks a lot, However clicking on link still says "invite expired", I think something on the Discord's side of things, recently interacted with hacked account maybe that's the reason

well, that's sad

Looks good but as I mentioned in Inscryption Multiplayer server I can't run it, also can you renew Discord invitation link in game description since it is no longer valid?

How is this related? I even didn't reply to you, I appreciate your work, as much as any dev's, just that guy for some reason hated other multiplayer game existing so I questioned him why he thought so. Also may I question why did you stop developing this game, is that because of the other one?

Well, that one is a lot better now, custom deck sizes even, custom cards all that, so idk why you think this one is more polished, also what is wrong with their discord? Btw search "inscryption" on this site and you'll see there is a 3d pvp game too. Yeah you commented 5 month ago, I don't really care

I don't know if this is still updated but add graphics options, runs on 2FPS for me.

Okay i ported to linux and it seems to be working, I think it is your system since it is more popular, so have fun!

Okay part one of update is live, port is upcoming soon.

I plan to port it, I cannot test it however so I am not sure how that would turn out, what is your platform exactly, because I am not sure to do Linux or Mac first.

Thanks, I'll try when I have time, worth it!

Looks amazing, I just beg you to come back for it and add graphics options, I have like 3 FPS