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Lukas Vaiciunas

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A member registered Jul 30, 2021 · View creator page →

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Game Link

Banished Prey is a 2D, top-down, open-world, action-adventure-survival game set in a land of magical properties during the Middle Ages. I created it in a month for GitHub's Game Off 2023.

Harvest resources and craft increasingly powerful gear in a medieval fight for survival! There are 6 different tiers of gear to craft, each increasing the power of your character. Periodically, a hunter will be sent to claim your bounty. The longer you survive, the more powerful incoming hunters will be!

Gameplay Screenshot

Gameplay Screenshot

Gameplay Screenshot

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Game Link

Explore an underwater chasm and slay an ancient terror so that you can repair a pipe leak!

You are an underwater maintenance worker that has been dispatched to Pandora's Trench, the location of a detected pipe leak.

Following the mysterious disappearance of a small group of explorers that dared to enter the gaping underwater chasm years ago, Pandora's Trench earned its name due to the creation of countless rumors and folktales of untold horrors within.

Therefore, due to the risks associated with the repair mission, your company's security branch has outfitted your submarine with defense systems.

Good luck.

Created for Brackeys Game Jam 2023.2!


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Boom Box is a 1-bit bullet dodging game. The longer you survive, the more difficult the waves of bullets become.

You are trapped. Waves of bullets periodically spawn, which increase in both quantity and speed as you survive the waves. Prior to each wave, arrows which reveal both the position and direction of incoming bullets appear on the inside of the box, but they decrease in duration as you survive the waves. For each bullet successfully dodged, you earn 100 points. However, upon being hit you lose one of your three lives. If you lose all of your lives, it's game over. How long can you survive?

Created for the 1-BIT JAM.


https://vrtxrry.itch.io/dungeonfont

Thank you for playing and for the review!

Yes, I agree! I am definitely not an artist, so I tend to say within the limits of 8x8 sprites, especially for shorter jams.

Thank you for taking the time to play and review my game! I decided to go through and address each issue you presented in an update:

Patch notes for the update

I addressed keyboard input, squashed the transition bug, balanced the movement speed upgrade's price, added a change to the upgrades menu when all upgrades are maxxed, implemented an easter egg which can be found at the bottom of the mine ;), and changed/added a few aesthetic things.

To address point 2: The combination of the jam's theme and limitation immediately made me think of those upgrade-based Flash games, so that's the style I decided to roll with! I completely agree with the way you view my implementation, but here is the way that I justify it: much like the drill's mining efficiency, its "health", or fuel capacity, is a tool that you can upgrade in order to spend more time in a run, thus maximizing profits. I believe that is may become more evident once I add more ways to take damage, such as explosives and enemies.

To address point 5: I did not realize that I made that reference, but I see what you mean! Perhaps I should change the values of the gems in order to solidify the reference, and then pretend that I meant to do that all along :). To be honest, the real reason I chose red, green, and blue for the colors of the gems are because of the RGB color model!

To address point 6: lol

Thanks again for playing and going so in-depth with the review!

Thanks for the review and for the suggestions!

As of right now I plan to address the menu interaction issue you pointed out by making both mouse and keyboard UI interactions possible throughout all of the game's menus.

I am also planning to create Linux builds for this game, and all of my past and future games.

Thanks!

Thanks for the review! Your kind words are very appreciated :)

Thanks! I'm happy you liked it!

Thanks!

Regarding the rigid camera design: I did consider implementing smooth, velocity-based camera movements, but I was worried that it would clash with the vintage aesthetic of the game too much, so I ultimately decided not to.

Thanks for the review!

The enemies have one turn for every two player turns. This means that every time the player moves twice, the enemies move once.

I agree with your statement about the music! Something 8-bit-styled might fit much better.

Regarding the rigid camera design: I did consider implementing smooth, velocity-based camera movements, but I was worried that it would clash with the vintage aesthetic of the game too much, so I ultimately decided not to.

The UI looks simple and clean, and I love the font! I used vrtxrrya's packaged version of the font in my submission to Mini Jam 98, feel free to check it out:

https://lukas-vaiciunas.itch.io/keyper

(I gave both you and vrtxrrya credit)

This is a great font, thanks! I used it in my submission to Mini Jam 98, feel free to check it out:

https://lukas-vaiciunas.itch.io/keyper

(I gave both you and 0x72 credit)

Thanks for the review!

I had a lot of fun playing this game! The music and special effects are perfect, the art is very nice, and the gameplay is addictive.

Great job!

Interesting concept! I like idea of a reverse shmup, and it's something I haven't seen before. The UI design, artwork, and color palette are very clean, and the music fits perfectly.

It would be nice to see additional updates in the future that expand the complexity of the gameplay a little bit.

I had fun playing!

Thanks for the feedback!

The general consensus appears to be that the traffic area is too difficult, so I'll definitely have to tweak the car spawn timings after the voting period is over :)

Thanks for the feedback!

The game was fun to play! I found the intro funny, and I think that mostly avoiding the use of text was a good design decision (and it makes sense in this case, since you play as a gorilla). I like the lighting and camera recoil effects; they add to the atmosphere.

Nice game!

This is a really cool game! I love how the different block types have different properties and interactions, it almost reminds me of those falling sand games. I like that the character is represented by one pixel, because it allows for a broad view that would otherwise not be probable with the jam's resolution limitations. The gameplay is smooth and challenging, and I enjoyed playing!

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Hey, thanks for checking out my game and for the feedback!

Yeah, world boundary collisions were something I had on my to-do list, but I definitely had a brain fart. I didn't realize I forgot to program it in until after submission. I'm definitely planning to finish, polish, optimize, and potentially continue updating the game after the voting period is over.

Thanks for informing me about that DLL! Windows is particularly complicated when it comes to packaging games. I previously already added two other DLLs (vcruntime140 and vcruntime140_1) in a post-submission patch, because an older computer that I tested on was missing those, but apparently not MSVCP140. Typically, the Windows installers for applications will check if the appropriate DLLs are installed, and install them if not. I don't receive DLL-related errors on my machines because they all have the correct DLLs already installed, so in the future I'm definitely going to do extensive testing in a virtual machine to catch these types of issues.

Thanks again!

Edit: I did a DLL sniff using a Windows tool called listdlls, and the game is using about 80 DLLs in total. Either distributing an installer or launch testing using a fresh version of Windows on a virtual machine is definitely the way to go.

This is a really cool concept! Being able to maneuver the skull around using the screen's boundaries is a very interesting mechanic, and I had a lot of fun playing around with it. I liked the incremental addition of new obstacles/challenges, especially challenges attached to the screen's boundaries. I noticed that some levels had a considerable spike in difficulty, but I personally enjoyed that. The amount of levels available is great!

In case you guys plan to continue development on this game in the future: While playing around with the movement, I noticed that under certain conditions, you're able to glitch in and out of some of the map's boundaries, which potentially allows the player to skip all of the obstacles. You can recreate this bug by moving the skull close to a tile, and quickly bumping the side of the screen against the skull. If your game uses a velocity system for movement and bounding boxes for collisions, this might be because it is possible for the skull's velocity to be greater than the size of a tile, which will essentially skip the tile entirely during a position update, thus also skipping collision checks. In the past, I was able to fix this issue by capping the max velocity at a value less than the size of a tile.

I had a lot of fun playing this game!

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I think that the arrow keys act as a "start game" button, but after that, you have to drag the screen around using the mouse. The left, right, and down arrow keys don't work for me either, but I'm able to start dragging the screen around after pressing the up arrow key. I hope this helps!

Really great music! I used Rainbow Lollipop and Delightful Stroll in my submission to LOWREZJAM 2021:

https://lukas-vaiciunas.itch.io/dognap

These sound effects are great, thanks for sharing them!
I used them in my submission to LOWREZJAM 2021:

https://lukas-vaiciunas.itch.io/dognap

Hi!

Unfortunately this game does not currently have an official ending because of the game jam's deadline (Sadly I had to stop development for a couple days during the jam to focus on a university assignment that was due). I was originally planning to reset each puppy's position to their respective dog houses on the farm, as well as update the farmer's dialogue.

However, I do plan on finishing, polishing, optimizing, and potentially updating the game after the jam's voting period is over!

For now, I'll update this page to specify that the game is won when 3/3 puppies are rescued.

Thank you so much for the feedback! It's greatly appreciated.