You're welcome! I'm glad it's been helpful for you. If there's anything I can do to help or explain something, I'd be happy to do so!
LDGamingExpress
Creator of
Recent community posts
Link: https://ldgamingexpress.itch.io/gone-hot-fighter-combat
- Use different cards to shoot magic at different fire rates, damage, and some even as multishots!
- Combat is fast-paced as you can typically sprint around your enemies and take advantage of your speed to dodge them!
- Play four missions!
Link: https://ldgamingexpress.itch.io/cardomancy
Made by a five-person group as part of one of Clemson Game Dev Club's monthly game jams.
I'm currently making a real-time strategy game and I am wanting feedback on an idea I have. I have finished the skirmish mode and want to make a conquest mode kinda in the vein of COH2 Ardennes Assault or COH 3's Italy Campaign where you can move around units on a larger map to then wage battles in the skirmish mode to take over regions. My main issue is in figuring out how to handle units made on the map level using map resources (e.g. you get resources per turn and use that to create units to send to attack/defend regions) versus those made in the battle sequences (e.g. you get resources in the battles themselves in real time by capturing settlements which allows you to directly deploy units into battle). Should these be entirely separate in that anything made in battles only exists for those battles? I could also make defence buildings stay behind, though that could be cheesed. Maybe I could make it where the map-level units bring in more units and determine what you can build in the battles to make that division clear? I'm just not entirely sure since I have not been able to get much of a look at COH3 to see entirely how that handles, or whether this particular feature was received well.
Version 1.4:
- All button issues relating to the Windows 11 update have been fixed.
- Various bug fixes have been done relating a player's fleet ships, galactic empire rebellion mechanics, and empire relations.
- Trade ships will now mine asteroids and bring resources back to their home planets to make profits and affect the supply of such resources at their home planets.
- Advanced modules have been introduced for custom ships and are randomly generated in each galaxy to use different amounts of the minerals in them (affecting their price), and have new mechanics like colonization, direct missiles, torpedo bombers, etc.
- Galactic events have been introduced with the Salient Flotilla being the first with a ship spawning from the new planet of "Horizon" to go colonize outside the original galaxy and increase the galaxy size.
Hello! I think that file there with the globe icon (titled "SimpleStrat") should be the game. It should just open by double-clicking it and if you would prefer, you could right click it and open it in Google Chrome (tends to work better on there but shouldn't have any issues with other browsers unless it's one that's outdated). If it's too troublesome to make a gameplay walkthrough for then no worries!
Upcoming Update: Version 1.4
While I am not ready to release 1.4 yet, as I have to add some features I have been trying to entirely work out, I thought I should announce it here since I have noticed some new players to the game. The update will include some fixes to the appearance of the buttons in the game (Windows 11 partly broke the appearance of them) and I intend to add additional mechanics to minerals to tie them more to the rest of the game besides being a way to gain income. There will also be at least one event (not spoiling since I plan to cover this in a trailer) that allows the player to increase the size of the galaxy.
I think I was 12/13 when I first published my games, though they were crappy text-based games I uploaded to a previous and pretty bad version of my website. I also tried selling CDs of my games to other middle schoolers and learned the hard way you can't trust middle schoolers to keep their word on paying you, lol.
Hello again! You might remember me having a cult game on here before (no worries about not covering it, I entirely understand as it was a very sensitive subject). I have another game now that I hope might be both more enjoyable and not worrisome to show to your audience. This game is called "SimpleStrat" and in it you can control all of your units using a rally flag to direct them towards buildings to capture or enemies to attack, in addition to using three powers. There are also seven scenarios to choose from (I personally enjoy "Red Dawn" the most for how chaotic it is) along with various settings to adjust to your specifications.
Link: https://ldgamingexpress.itch.io/simplestrat
Trailer:
Thank you for continuing to support Indie game developers and I wish you good luck with your own career! I also understand if my game is unable to be covered for some reason and am available to make any necessary bug fixes.The first one I ever made isn't even on itch.io, though it is posted here on my website (https://ldgamingexpress.weebly.com/batch-adventure-games.html) as "CALL OF THE WILD". It was an odd text adventure game made in Windows Batch and it first got me into programming as I made games for school projects.
This is a simple strategy game I have made over the last week. In it, you primarily control your units by placing a single rally flag for all your troops to come towards, in addition you can use three powers (bombing runs, paratroopers, and upgrade units). With these, you can capture buildings to either increase your income (Oil Rigs and Cities) or have more unit-creating buildings (Barracks, Airports, and Cities) and fight against the AI or a friend via Hotseat Multiplayer. Combat is simple and relies mainly on higher tiered units beating lower tiered units as well as defences being made by builders from Cities. There are also 7 scenarios you can play (shown in the trailer below) as well as various settings to modify the game (both are located in the Game Settings).
Link:
https://ldgamingexpress.itch.io/simplestrat
I am happy to answer any questions or give help!
For those who may have noticed the game go down for a while, this was done due to the game being published through a university publisher (if the issue is posted online I will post a link here) that wanted it down for a while as to give them First Publishing Rights. Now that a month has passed, I have re-released it on itch.io and will follow up with further updates and re-releasing it on the website as well.
Version 1.3:
- Trade between planets was overhauled to rely directly on the supply and demand each planet has, resulting in prices gradually converging with variations due to random events and buildings on planets.
- An encyclopedia is now included on the main menu to allow players to learn about the different ships and buildings in the game.
- Refineries were added for planets to increase fuel supplies.
- Forts were added for planets to automatically and freely produce troops.
- Cities now increase the supply of crew on planets.
- Military and trade ships now increase planetary crew and fuel demand.
- Planetary Defense Stations can be built by planets to stay in orbit and shoot enemy ships with omni-directional bullets.
- Some bugs regarding omni-directional bullets were fixed.
- A news feed has been added in the top right to show either the latest news or full news log going back to the start of a game.
Version 1.2:
- Some bug fixes have been done to make peace deals and war declarations involving the player work properly.
- Drydocks have been added as new buildings on planets that increase the number of ships planets will automatically build.
- Memory leak has been fixed from diagonal bullets not being removed after a certain distance. Scrolling should also be easier without this bug.
Version 1.1:
- Sound effects have been added for shooting, explosions, missiles launching, and for the formation of a galactic empire.
- Ambiance sounds have been added to help set the mood of the game.
- A typo in the tutorial was fixed.
- A bug causing multi-planet wars involving the player to not correctly change the diplomacy of the player was fixed.
Here are some simple tips for people who decide to try the game:
- Set some sort of speed limit for yourself - The axial diagram to your left will tell you how fast you are going in each cardinal direction. Based on that, try to find a speed you think would be fast enough to get where you would want to go, but not too fast that its difficult to slow down or change course.
- Aim your shots where your opponent is going rather than where they are - Velocity in space causes shooting to not be as simple as on Earth. Since both ships can change speeds quickly mid-fight to avoid shots, you can aim towards the direction your enemy is already going since they would not have enough time to avoid the incoming fire.
- Utilize your browser's zoom capabilities - When you are in-game, it can sometimes be difficult to remember where planets are or figure out where they are. In that case, you can zoom out to get a better look at the area around you, and scroll across the map if you are docked at a planet already.
Anyone else can feel free to give their own tips here or ask for some more!
Hello! Thank you for offering this opportunity to us on here! If you're interested, I have a game about creating cults you could try called "Red Ascension". Its mostly a clicker type game where you try to meet your end goal of ascending your cult (if you're worried about excessive violence or anything, there isn't too much graphically in that manner). Link: https://ldgamingexpress.itch.io/red-ascension
One of my older, but seemingly well-liked projects is sitting at around 2.27% CTR from 88 impressions in the last week. I think that sort of percentage is good, though they can range wildly. For instance, one of my newer games has 0.91% CTR from 11k impressions in the last week. Likely, most projects, even if they are stellar, will fit within the 0.9% to 3% interval because it will require some top-notch advertising to the right people (or just some really devoted fans) to get a high CTR in most cases.
I've always found it inspiring and neat to see YouTubers play indie games, especially smaller amateurish ones because those reflect how many of us start out (or where we still are). I especially found inspiration in YT series such as 3kliksphilip's Game Making Journey Series. I think these feelings are common among the community based on the YouTube popularity of many more successful indie developers, such as Dani and Blackthornprod.
Maybe you could make take some ideas from Whitelight's ideas for Minecraft (link to one of the key videos on the topic). They tend to highlight the needs for this genre of games to balance the wants of the intrinsic and extrinsic. Mentioned specifically in his videos is that dynamic systems can be used to give purpose to actions normally only taken by the intrinsically-minded, such as building large fortresses that, with dynamic systems, can be used by NPCs and thus provide protection and attract useful NPCs. Some of these ideas definitely are very difficult to implement, but maybe you could make scaled-down versions.
I'm actually not quite sure if this would be enough to be considered a genre, but the idea I have is to make games that run entirely in the HTML/JS consoles of browsers. I know this type of thing already exists for other forms of consoles, but the idea I have with this is that a player only needs to copy and paste the game's script into the console and they're good to go. This can allow players to bypass firewalls since almost all firewalls allow some sort of modern browser and they rarely are made to check what specific code is being run in those browsers, thus the game can be played without any problems. An example of the usefulness is the ability to play these games in schools where game websites have been banned. Granted, video games tend to be banned for a reason, but as is the case for my school, sometimes there's a districtwide firewall that inhibits play even at schools that permit it. So, if a student has one of these types of console games, all they have to do is email it to themselves and copy the code into the console at school and they can start playing.
As a proof of concept, I have "Attack of the E's!", which I made entirely for this purpose:
https://ldgamingexpress.itch.io/attack-of-the-es
Does this idea sound plausible to anyone else, or is it too niche to really be worth much?
I know this isn't exactly the best place to ask, but maybe I could find an answer here.
Anyway, I'm asking about your game "Wait, it's all Ohio" which was not only taken down on here, but also the trailer was removed from YouTube. This strikes me as odd because both were performing reasonably well, though the game did receive some criticism in the comments. The only reason I could think of besides both being taken due to criticism or copyright is possibly it being too early to really deliver, but if that's the case then wouldn't it be better to make some sort of announcement and maybe just remove the game for now?