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Luca Ballarati

16
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2
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21
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32
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A member registered Mar 11, 2018 · View creator page →

Creator of

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1) You'll be happy to know I was already reworking the Robberfly: the new passive will be the SHANK E.R.A. Plating and the active is an Efficient one that makes it stronger for 1 turn.

3) Thanks for the compliment and thanks for the correction.

4) That's because it doesn't increase the Blast radius of weapons: it gives a Blast 1 pattern to weapons that don't have it.

6) It's supposed to be Efficient. I must have forgotten to write it in.

8) I use British English, not USA English, unless I'm using specific game terminology: I write Armor because that's how the rules spell it, but as an adjective I would write Armoured.

9) I felt the mech needed a way to always be able to use its traits, athough I might need to shrink the area of Soft Cover it can make. As for Lingering Munitions, I feel the Limited tag is enough to balance it, though perhaps It could stand to be Limited 1 as a default.

11) Already reworking it.

12) True, but I felt the need to let the Hihue have an answer to Death's Head's Mark for Death. THere is also a difference that Antlion's Decapitating Strike is a single attack once per Scene, Activate K-Comps is an ognoing bonus for a single scene.

I liked the prototype, but it could use some clearer indications at times. For example, Judth says she'll meet you at the "old quay" once she's done, but actually goes to a bench on the seaside street.

Also, the fact tools are confiscated from your inventory when you're arrested and there are only a finite amount in the world, so getting arrested too many times can soft-lock you out of certain tasks (eg finding the weed bags)

Good luck then. Actually could you point me to a good resource for learnign to code games in Unreal 5 using c++ and not Blueprints?

This project looks really intresting and I'm eager to see the finished version.

As it happens I might be able to help: I work as the lead programmer in MadPigeon Studios, and since we're just finishing our last project, if you're working with Unity I'd be happy to assist.

As this is a playtest, I'm always looking to know more about the player's experience so this supplement can be balanced and improved. I'm all ears.

As this is a playtest, I'm always looking to know more about the player's experience so this supplement can be balanced and improved. I'm all ears.

Build on this game, you've got a winning formula here

I programmed the enemies in this!

The core loop is good, and the unpredictable ways the green soldiers moved made the game tense, though at the cost of feeling unfair sometimes. The game has one big problem however: at least in the browser version, the UI isn't scaled properly, which not only looks ugly, but results in the crosshair being off-center, so that I had to put tape on my screen to progress beyond the second room.

I din't really think about that. In my mind I only imagined the theme mechanically.

I tried to participate, but personal business got in the way. The build I had made was functional but ugly and only 4 levels long, so I didn't submit it

The base design in just ok, but many, MANY thanks for letting the player wall-jump, even if you have to find out for yourself. The adherence could have been more subversive tho

It's not even tangentially related to the theme, but it's fun and thrilling.

Neat! You mangaed to use all three themes and make a game that looks like it belongs in an actual app store

Thanks for featuring me, and for the feedback. I keep getting surprised by the fact that some people notice my first attempt at game developement.