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nestor-2099

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A member registered Jun 15, 2020 · View creator page →

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Thank you mickychin! I believe it's probably due to the miliseconds, we should've made the win condition kick when the timer reaches 0, sorry about that.

Thank KCGamer! Don't worry about it, but if you'd like to make a simple game anyway, sure, go ahead mate!

Hey creative gamer, yes, thank you! A few ups and downs here and there but I'm working on a new game. Thank you so much for asking, I'll try to post more news about it soon enough!

It's a simple and solid idea, I love the simplicity of the game. Nice work  KidCreativeGamer!

Thank you so much KCG!

A title with a lot of potential! Love the graphics, with a bit more gameplay polish to balance the game, this will be a great indie game!

Thank you Nyuta!

Very fun idea! A good and interesting twist to Flappy Bird, nice work BadPaddy!

Thank you BadPaddy!

Love it, and it's always appreciated to have a top-down shooter with bits of humor, nice work Kitty and Procymbopteryx!!!

Hehehe thanks Kitty! About the enemies, yes, I checked the behavior but I'll try to improve the path finding in future projects, thanks!

Great idea and nice game DevParty! I got lost in some of the levels, perhaps the color palette could be improved or some kind of messages could be shown to the player.

Thank you DevParty! I'll be sure to keep improving on the UI/UX area to be more clear with the current players progress.

Nice work with this game OG! For being your second game, I'm really glad to see you are already experiencing with a lot of interesting game design choices, like the dynamic music and the level setting. Keep on keeping on, you are doing great!

Thanks OG! Yes, I had in mind to add a player upgrade booth, but due to time constraints, I decided to reduce the player cooldown to at least give a better chance to the player. Thank you!

Incredible presentation SMdG, I think controls can be improved for a better driving, but nonetheless I'm really impressed, great job!

Thank you so much SMdG!

A hard game, it becomes chaotic as time goes on but you have your back covered with the upgrades you will gradually get. Nice work Saijim!

Thanks Saijim, will do!

Very original idea! Nice work komodkin, loved the concept although it's a hard game for me hehe, and loved the minimalist design too!

Thank you so much Komodkin!

Pretty cool game! A bit harder to master at first, would love to have an autofire option to avoid clicking so much hehe, nice work SimplyChicken!

Thank you so much Chicken, I really appreciate your comments and will keep working to improve my UI design for future games, thanks!

Nice work OneCrit! I got around 7 endings I guess, really great to have the icecream ending as the last one, very wholesome!

Thank you so much OneCrit!

Good job for a start! Keep it up, sounds are always great so my suggestion is to work on that area for your upcoming games. The best of luck bobskos!

Thank you so much 40wattstudio :D!!!

Finally got the chance to finish the prototype!
You can find the it here: https://nestor-2099.itch.io/titans-in-the-sky-prototype

As always, your comments are very valuable, especially in the first steps of the project. Thank you!

Thank you so much 40wattstudio! Hopefully I'll keep working on a more solid debug system for this and my future games, it can be really helpful and save so much headaches.

Hey everyone! I just wanted to share the first look of "Titans in the Sky" (working title), a new project I'm working on right now. I'm mostly inspired by titles like Mercs, Forgotten Worlds (Capcom), and Enter the Gungeon (I just started playing it and it's pretty fun).

I'm prototyping the game right now, so hopefully I'll be able to show more news about it soon!

Titans in the Sky Prototype

I'm very happy to hear that Alexandress! Happy holidays and thanks to you, it has been a great experience indeed!

Day 27: Get ready for launch day

As the launch of your game gets closer and closer, take into consideration to create and update all the content needed to release your game properly, like:

  • Website update
  • Presskit
  • Game build
  • Trailer (for some digital stores)
  • Playlists

This will help to relieve your workload quite a bit on release day, so you can share posts about the game’s launch and answer as many questions as possible that day, as well as fix any critical issue that may appear. You are almost there, keep it up!

Redd's Runaway is now available at https://bewolf-studio.itch.io/redds-runaway


Hey everyone! Maybe you have seen my devlog about the development of Redd's Runaway, and well, it's finally here!

https://bewolf-studio.itch.io/redds-runaway

This is my first commercial public title, inspired by games like Megaman X, Ghosts n’ Goblins and Sega Genesis’ The Adventures of Batman and Robin. You’ll take the role of Redd, a sorceress who must help to stop an invasion from the depths of the Underworld, while she fights with an inner conflict as she mourns her mother’s death.

Features:

  • A run and gun 2D game, inspired by classics like Megaman, The Adventures of Batman and Robin (Mega Drive) and Ghosts n' Goblins.
  • Get inmersed into a world infused with the Halloween and the Day of the Dead mythos, where ghosts, monsters and demons appear at every step.
  • 6 worlds, each one full of enemies and a level boss.
  • Obtain new weapons and switch between your arsenal in real time, as you develop your own strategies to surpass this nightmare.
  • Different game modes, like Arcade, Endless, and Boss Rush.
  • Discover a story about revenge, when the sorceress Redd must stop an Underworld invasion in Brock City.


Among the artists who made this game possible, I could count with the help of Ariel Gonçalves, “ToyMaster”, and Montserrat Sánchez, from “Blindgod Illustrations”. The main theme of the game is provided by Karl Casey, from White Bat Audio, while the music that composes the game is part of his royalty free productions. Without them, this title would not be a reality.

If you like 2D action games like Megaman X or Metal Slug, you will probably find something interesting in this small project.

Day 26: Review your game’s performance

Be sure to review your game’s performance early on and periodically through your development cycle. If you see some kind of hiccup in your performance data, you may be able to solve it very easily early on, which will give a smoother experience to your beta testing team too. Don’t take too much time to do periodical tests, as you may accumulate too much information/functions in your game, which will make it hard to track the origin of any kind of performance problems.


Day 25: Create a backup of your project!

This should be one of the very first steps you should do when starting with your game’s development: create a backup of your project, if possible, online. I remember a lot of cases with my friends and colleagues in the M.U.G.E.N. forums, where suddenly, they’d lost all their progress made over months and even years of work, and they’d have no backup to continue, which made them lose motivation to rework everything again. For Redd’s Runaway, it took me more time than what I’d like (even if nothing wrong happened), so don’t make the same mistake with your game.

Services like Github or Dropbox can be helpful for this task, and there are plenty of tutorials available to help you through every step. If you have good progress right now in your game but don’t have a backup set already, take at least one day to create your backup before it is too late to recover your work.


Day 23: A contained situation may be your ideal choice

Nowadays, it’s pretty common to see movies or games where the whole world is at risk. While this may prove to be an interesting idea, you can always shake things up and contain your situation to a very specific region, city, family or person.

Contained situations can open the doors to make the player question its ideas, especially if you present some unexpected choices through its journey. Creating a believable end of the world for a story should be very hard to do and more so to make it believable to the public, while creating a single accident, even if is not a big event as the previous example, can be much more believable and will make us think that there are a lot of immediate consequences at stake for the present characters.


Day 24: Create a website for your project

Creating a website can be a great help for your project; right now, you can even create a free website in a few days, which will help you especially to share more information with the press or people interested to see your past works. Wordpress or hosting services for development like Github allow you to create a free public website within your repository.

For BeWolf Studio, you can see a priority in simplicity and key information (like a small story description and the game’s features), along with high-quality images and a press kit of the title (which you can find here: https://dopresskit.com/



Hello everyone! Redd's Runaway will be released on October 27th, and I'd like to share with you all a new gameplay trailer!
Thank you so much for your help and support; you can read more about my experience developing this game here, where I share comments about some of the problems I had in the journey: https://itch.io/t/1001702/my-experience-developing-redds-runaway

Day 22: Give different options to your game.

Give as many options to your player to customize their game experience. From graphics to controls and audio, these settings can help him to create a much more enjoyable experience with your game. Some ideas are control remapping, volume change of music and sound effects, and remove any possible filter from the screen.

As you get deeper into game development, with new updates or even new games, you’ll be able to develop a library which will incorporate a lot of different customization options to welcome both old and new players to your games, letting each one have a game experience to their liking.

Day 21: Create conflict between your characters

Redd’s Runaway revolves around a story where the main web of characters have conflicting values. Inspired by the work of John Truby and the YouTube channel Just Write, especially the 4-Corner Opposition, I tried to mold a story where Redd would be under constant pressure due to different conflicts with each member of the party, even herself. I wanted every character here to have a personal and intimate point of view about revenge. Redd is, deep inside, a protector, but through the game her values are in constant conflict, as she’s still in a grief state due to her mother’s death.

By developing characters with different values, we can create a story full of conflict, not only external, but internal. I know this may be a bit too ambitious, especially for a Run & Gun game where story is usually not important or is too basic, but I wanted to also express my love for writing here, by developing a story that, I hope, will captivate the player.


Day 20: Sound effects are an essential part of the experience

A game experience can be totally different depending on your sound department, so look out for the best possible sound effects for your project. This element can add a strong impact to certain scenes, or on the contrary, remove all force from your gameplay. Not only that, but you can also offer feedback to the player based on them: you can assign a sound for life recovery and the user will eventually be able to associate the sound with a certain action in your game.

The best horror video games are great examples of this point, as they are capable of generating endless emotions in the player with just one environment using good sound effects; you can play Silent Hill 1 today and immerse yourself in the bleak atmosphere of the game.