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lectronice

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A member registered Sep 12, 2014 · View creator page →

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Not at the moment, because if I ever revisit this project, I'll have to rewrite everything from scratch. My code is awful and outdated, and Godot has evolved quite a bit since I made this. I'm considering it though.

What do you mean? Free for commercial use in one of your games? It's been released under the CC BY-NC-SA 3.0 license.

Super si ça marche, et merci ^^

I hope today's update will fix the issue, it seems there was a mismatch between the binary and the PCK file. The game engine was recently updated and I was apparently using the old binary with the new content pack. Sadly I can't test it, since I have no Linux machine at the moment.

Thanks for reporting this! Not sure what's going on here, I'll see if I can test it on one of my old laptops. I'll also ask the engine developer, as I believe there's been some issues with Linux builds in the past. In the meantime, maybe it would be worth trying to run it with a compatibility layer like Wine.

Thanks, glad you liked it :) I should upload more of these old albums, there are four more... I've got another one available here: https://streamsofeurope.bandcamp.com/album/the-many-lives-of-a-clone


You can also try my more recent stuff here: https://lectronice.bandcamp.com

I've pushed a new build, does it work now? Sorry, I can't test it on Linux at the moment.

Hey, sorry for the delay. I've compiled a new build, not sure what went wrong last time, but it had a size problem, maybe something was missing. I still can't test it, so I'm not 100% sure it will fix the issue, but with a little luck it should work.

Hey, thanks for reporting this. Sadly I've no working Linux install at the moment, so I can't really test it. Are you running a 32-bit system by any chance?

Thanks for your interest! No, this was one of many experiments regarding time tracking. Maybe I'll revisit it at some point though. I'm currently thinking about making one more tracker, geared towards habits/cycles/patterns instead of regular time tracking. I'll probably reuse some ideas from Epilogue.

Glad you enjoyed it! Yeah, I watched their video a while ago, it's definitely the most beautiful rendition of the story I've seen (and I've seen a lot.)

The game can be played with a mouse and the left button. It should also work with WASD or arrow keys and the space bar, but I'd recommend using a mouse for a smoother experience.

Thanks for your kind words!

Glad you enjoyed it, thanks for the feedback :)

Hi, good catch, thanks for reporting this!

I'm not sure what is happening here, I'll have to take a closer look. Probably some dumb error due to the addition of a newer feature. I have an update in preparation, but sadly I lack time at the moment. I'll try to fix this in the next few weeks.

Regarding the source code, sure, I want to release it at some point. However, it's currently an awful mess and I need to refactor  quite a few things . It's still a hobby project and I'm not a real programmer, so my code will look awful anyway, but I'd like to make it a bit less awful before that :)

Thanks :) I'm currently working on an extended version that will include a minimalist card-based combat system. It's quite experimental, with a few roguelike & puzzle elements besides the generative levels, but the core experience and atmosphere should stay the same.

I'm impressed by how much emotion you've managed to create with so little. Of course, it resonates deeply with the current situation, but even then, the dead simple repetitive game loop is a perfect fit and binds the few screens together with great elegance. I was hooked, not knowing what to expect until the end, even when the numbers seemed to indicate a positive outcome.

A dream-like experience indeed, with apparently nonsensical descriptions that still make sense, and a beautiful old school dungeon crawler atmosphere that twists the genre into something unique. It felt like a short but fully-fledged adventure game, with a mysterious ending to say the least. Now we should all share our shards of thruth, shouldn't we?

Beautiful and esoteric wandering through surreal achitecture. I liked how it plays with your sense of scale and gives a strong cinematic vibe to every object no matter its size.

Great atmosphere! It reminded me a bit of The Sea Will Claim Everything. Even if it's totally different, there's a similar mood, something uncanny, yet familiar and friendly.

Lovely visuals and sense of discovery! I love how after reaching that special corner, you realize that maybe you're the one who've built everything, or that it's up to you to build whatever comes next. It's how I like to interpret it, anyway :)

Well, I'm very much into procedural generation at the moment, and the algorithm is fairly basic, it's just a drunkard walk. Pathfinding, camera, menus, texts are all handled by the engine (which I know pretty well) so I was able to focus on the rest. Visuals are also very simple, everything is made of 8x8x8 voxel models with a pure white texture and transparency applied to the floors and stairs, and RPGiaB's voxel editor is very fast when you're used to it.  Sounds were created in a few minutes with the integrated SFXR. The big headache was managing the stairs, which are still broken in certain situations, but hopefully not their navigation paths. 

Awesome, thanks for trying it :) This looks like some kind of GPU issue, the tiles are supposed to be transparent but  their top part seems to be  invisible... There's something weird going on between the transparent material and the lighting source, maybe OSX handles it differently, or it could be a Godot bug. I'll have to investigate further!

Thanks for your feedback! I agree the small cubes can be hard to spot. I thought about making more distinctive shapes like arrows instead, so maybe I'll try something like that. Regarding text, I've used a tooltip function that activates when hovering objects, but the engine can't handle it without the mouse at the moment. It would indeed be useful to display text when the character is next to an object or activating it. I could also use an actual dialog window, but it would require more actions, so this will need more experiments. Also yes, the character is very nondescript, I'll probably add more distinctive features in a future version.

I'm glad you liked it, I think I'll try to expand the concept with a bit more roguelike components, for example having to visit several "rooms" on the same floor, in a less linear way, to make the stairs appear, and allowing to chose the kind of room that will appear by using items you collect when exploring (currently it's far from obvious, but chosing left or right triggers a different algorithm and create a different shape.)

Thanks for checking! Seems like nobody had issues on Linux so far :)

Dang, thanks for trying again, I'll see what I can do with the developer of the engine I'm using.

I'm not sure if the macOS and Linux versions work or not, please let me know if they don't.

Thanks, glad you like it!

Haha, thanks for trying it! My goal was to let it open to interpretation. I'm still not quite sure what it actually is (which is nice, because I can interpret it in differents ways myself) but I will definitely explore this concept further.

Press Esc then cycle through color themes with C.

You can also press F1 for the list of commands, it might help.

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Yes, there are 365 levels. Technically speaking, 367 if you count the title screen and the week selection hub. And about a dozen unreleased experimental levels I made before in order to plan the whole thing. There are screenshots on the official website.

I still have a few major features to add: I'm currently adding commands to move books and pages around, and I'd also like to add a simple way to import/export source text. And a backup system that doesn't suck. And... well, you get the idea :) On the other hand, I'm definitely looking forward to work again on Phalanstery. I guess I'll do both!

Ok, the latest Linux build should now offer both 32 and 64-bit versions.

Sure, it should only take a few clicks, I'll look into it as soon as possible. I thought x86 would be better for compatibility (similarly to Windows), but apparently not, my bad.

The last time I tried to install a dual boot on my laptop was a disaster due to dual graphic cards driver issues, so I haven't tested Opuscule on Linux yet (and it's great if you can!), but I'll try to do so in a near future. Though I guess I could attempt to run it on my PocketCHIP...

Thanks for your kind words :)

My bad, it seems like I totally botched the previous update and some files are missing from the macOS folder, possibly because of a file export problem. My guess is Mac users of the first version weren't affected because Itch's update system didn't remove said files. This is actually good timing because I was about to release a new version with a Dutch translation and a few minor tweaks. Thanks for pointing this out, I'll release a fix in a day or so.

I know this version  of macOS broke a lot of things, so yes, it's possible the game isn't compatible with it. Thanks for reporting this, I'll investigate the issue with the developer of the engine. Could you provide any additional information? Does it crash at launch, do you get a specific error?

Thanks, glad you liked it :) RPG in a Box evolved quite a bit since The Egg, and it keeps getting better. It's perfect for any kind of voxel-based adventure/point & click/walking simulator, and very beginner-friendly.

True :) And it has the same function than a keyring, when you think about it: to open many different doors...

Very promising!

Love the view and the camera controls, I'll definitely try this mode as soon as I find a bit of time. I agree with rubemborges' feedback, andI'll add one detail: I think it would feel smoother if you didn't have to press the same key each time you want to move in the same direction.

The sprite conversion is great, it looks really nice, I'm looking forward to the next updates :)