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lcapps

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A member registered Feb 21, 2016 · View creator page →

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Neat little proof of concept for what could be a pretty fun game. I was a little confused on how to end the round (had to re-start to read the controls again). I'd suggest requiring a single click on the orb rather than a double click and showing a confirmation prompt. Looks like the opponents can't fight back yet though?
Would be good to see this become a full game after the Jam

This is silly, i love it. Blends very smoothly with the original animation.

Pretty good start to something that could become excellent. The time to kill feels very slow but that may just be due to the lack of feedback when a Boros is defeated. The abilities are good and giving the player a randomised couple is a unique idea. Some combinations can feel a but under-powered though, for example Time warp + Wave attack is pretty difficult. 
Overall it's a great prototype and It would be good to see it expanded after the Jam.

I'm too slow for this but it is quite fun.
Great artwork and music!

Thanks. The dice don't do anything currently. I was originally planning to have them as a currency that could be used to re-roll upgrades or buy upgrades that weren't available in chests.

Thanks for the feedback. I didn't get around to doing any audio work so there is no sound on either version. I'll likely add some in a post-jam update. I actually didn't consider a battle mechanic but that would add a lot of depth so i may steal that idea 👍

Tab to bring up the menu. When you are in combat, there will be a "moves" option

The source code is available if you would like to check it out:
https://github.com/lcapps-luke/Takogochi/tree/main/source

It uses the "Nape" physics system. The Takos are made from small circular physics objects (named "nodes" in the source) that are connected with "WeldJoint"s acting as springs. See "PhysicsMeshSprite.hx" for the main part of this.

Nodes of the Takos that are close to the mouse are selected when you press the mouse button. Nodes that are selected are continuously accelerated towards the mouse. This is all done in "PlayState.hx" in the "grab()" and "updateHold()" methods.

Ame stuck


Thanks for the feedback! I'll add audio controls soon