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memmakerx

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A member registered Mar 22, 2022 · View creator page →

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Very cool, both in concept and execution. Now I want to make something completely movement focused, too. :)
A few suggestions:

  • Give a bit more leeway to the actions, allowing for distances that aren't "exactly 5 tiles". Maybe 2-5 or sth. like that
  • A live preview would do wonders, so that you could always see what action you could perform right now and maybe also why you can't
  • For this specific UI: It feels like switching between skills takes exactly one button press too much. Why don't you switch directly over to the new skill, instead of deactivating the current one first?

Abaddon


You are given a quest for revenge, a demon horse and a sword called "Vengeance".

Now you must ride, up from hell, to seek revenge on those who wronged you.

Manage your finite health pool while also feeding blood to your sword and making best use of your horse companion's abilities.

Key mechanics:

  • A finite health pool, no regeneration at all
  • Sword of Vengeance gets more powerful with every blood of drop drained from your enemies
  • A demon horse companion, can be mounted for special combat maneuvers
  • Tactical combat with focus on environmental interactions

That's what I am aiming for at least :P

I have been building up a Angband Style engine for the last few months which I now adapted for this project.



Did a bit of sprite work, changed the layout of the start map, removed lots of attributes and simulations style calculations that I won't need for this game, tested all the rendering modes for basic functionality, fixed lots of bugs, changed the sprites of the player character, added a horse pet companion together with the first iteration of maneuver abilities ("Hooves of hell", "Pounding" & "Thunderclap"), added the "Sword of Vengeance" together with the first iteration of the power up mechanics and re-arranged the dungeon layout to match the project.


Go: https://go.dev/
tcell: https://github.com/gdamore/tcell
Ebitengine: https://ebitengine.org/

Terminal Assassin is a stealth & assassination sandbox game that comes with a built-in level editor.

The gameplay is in real-time and both a w/a/s/d + mouse control scheme as well as one using the gamepad are available.

It is inspired by the great serial killer roguelike hoax and the Hitman series.

While the game is "work in progress" and only an early beta release is currently available, the development goes along nicely.

I am hoping to build an interesting immersive sim style game with many systemic elements like fire, water, burnable liquids, poisonous gasses and electricity.

The most up to date information is usually both posted to the itch.io page and the roguebasin page of the game.

Stuff you can do in the game:

  • Throw most sharp and blunt objects at people
  • Use pistols, SMGs, Sniper Rifles, etc.
  • Drag sleeping and dead bodies around and put them into closets
  • Dead people might leave blood splatters on the floor, better clean them with your trusty cleaning rag!
  • Aim for any body part while attacking
  • Break into windows and doors using crowbars and mechanical and electronic lockpicks
  •  Shoot barrels to have them expose their inner self, like burnable liquids
  • Throw cigarettes into pools of burnable liquid to set the whole map on fire
  • Overflow sinks to cause a distraction
  • Zap people with tasers when they stand in the puddle of water
  • And much more..

NOTE: All of the above has been prototyped in the latest development builds but might not yet be in the published version as the feature might still susceptible to bugs.

Feedback is very welcome :)