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NeuronBureau

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A member registered Jan 15, 2022 · View creator page →

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You can use any word processor to make them, then upload the file to itch. And if you want to read PDFs for free, you can probably view them in any browser, most notably Google Chrome.

I have Microsoft Word, so I can convert my files to PDF for free. But OpenOffice and LibreOffice are free and should also be able to do it. Or, you can write it in HTML5, if you want.

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I'm talking about an "analog game." As in, a board game. Like Candyland.  Or a table-top Role Playing Game. Dungeons & Dragons, if you will.

Basically, you write the rules, and players who've downloaded your document read them and follow them to play the game.

For example, I released Sage Journey: Disc 2, a game where you print it out and follow my instructions for how to proceed in the adventure and fight monsters. <https://neuronbureau.itch.io/sage-journey-disc-2>.

But you don't have to make an RPG. Yahtzee is simply a game where you roll dice and count up numbers. Sorry! is just rolling dice and moving around a board. Poker cards are used in different permutations of playing 1 card on your turn.

I enjoyed this and found this interesting throughout. Short, to-the-point, relateable. It being a day in the life worked well.

From my experience, if she was travelling that much on public transportation, all in the same day, it would certainly feel like an "adventure."

Good job on finishing!

Have you tried making a tabletop RPG? Or some other type of game that only requires a PDF?

Thank you! I didn't feel like it was necessary to add things that made it slower. I still would have liked things to be presented better and allowed the ambiance to "cook."

I can't see a game attached to your name like everyone else's. Did you forget to submit Cat & Mouse? If so, while I can rate your game for the itch.io algorithm, I am unable to rate it as a part of the Black Cat Game Jam.

2D-3D mix was nice. Camera could make it difficult to know where to jump. Was somewhat difficult to read controls on the game page. Music and burning fireplace made the game feel cozy.

I'm curious if everything could be knocked off under time.🐈‍⬛

The lava block you die in determining where you restart was a good idea. Controls were a bit slippery, though I can appreciate that you leaned into it and made it into a puzzle. 

To other players:

  •  I think in order to climb, you have to go diagonal-up into a climbing block, which, along with everything else, is difficult to do with the momentum.
  • I think the only way to "stop" momentum is to "dash"  (jump button while in the air) in the opposite direction.

Finished.

Also, this is what my game looks like.

I was debating whether to go look for stock music assets on itch.io, but I figured with the amount of talent here, I should try to ask for a composer.

I am looking for a composer who can make simple not-too-complex themes for the following: battle; walking/dungeon crawling; confronting EVIL; Victory; Credits.

My game engine supports .WAV; .AAC; .MP3; and .OGG. For more (potentially outdated) info, click this link. https://wiki.gdevelop.io/gdevelop5/all-features/audio/#playing-a-sound-or-a-musi...


It would also help if you could create a cat meow, a mouse squeek, or an imitation of the preceding with your instruments, as a sound effect. Otherwise, I can just make sound out the effects myself.


And then, of course, how you would like to be listed in the credits an on the page.

I'll be watching this page.

Thank you!

If I recall, this version has triple the starting hit points from last year's version.

Anyway, the original version was made for the Tarot TTRPG Jam, so you might enjoy the other entries: <https://itch.io/jam/tarot-ttrpg-jam/entries>.

Have fun!

Well, that extension to the end of the month certainly helped me take more breaks. My game is "finished" now, and submitted. It is unfortunate that you lost power, and I hope you are alright. I thank you for extending the deadline and thank you for giving me the opportunity to "expand" upon my most popular project.

I hope you are doing well!

I have one game that is far and away the most popular thing I have ever posted to my profile. As a result, it seems that it just keeps getting downloaded at least once a week. So if you have a "hot" game, it is more long-tail than burst.

Most of my analytics say people are either looking specifically for a game I made using tags and searches, or were looking for something to play in the New category.

Like others have said, being active helps. I just keep getting into game jams. Itch.io's algorithm seems to love activity.

There was another game jam last year that did "black and white" as a theme, and this feels like a more fleshed out version of an idea I had.


I enjoyed the multiple switcheroos in the final levels.

Found this in my search for small victory music. Thank you! I used it in blighted kard gaem.

I do not have the condition. What I will say, is that, from a game development perspective, it may help to:

  1. Write down your ideas.
  2.  Write a "G(ame) D(esign) D(ocument)" to help you plan out your ideas.

Following what Magicsofa said, writing down what you are trying to do can help you create smaller, broken down tasks. And when a task gets difficult, you can then pinpoint what you think the problem is, break it down, and try to work on it tomorrow. I personally use my notes to hypothesize how to tackle a problem specifically for my game engine and game. This way, when you forget, you don't lose as much "progress" as usual.

Of course, this means writing a bunch and then trying to tackle it, but it helps make the 2 hours productive, if thats the time you have.


I wish you good luck, Dandelion.

Observations of the game:

  • The cards that arrive from the deck are random.
  • This means the colors are random.
  • This generally means you are going to get all four colors, eventually, if you keep clicking. This is especially true if you need to generate more cards.
  • Colors cannot go on each other without having a similar number.
  • But since each color can be stacked on top of itself, that means you only need to play, for example, 1 yellow card in order to play the rest of your yellow cards. This could be considered a strategy.
  • THEREFORE, most of the game, is waiting for the correct number that will allow you to stack one color on top of another.


Consequently, this means the baseline strategy to beat any level is as follows:

  • Get each color in its own pile.
  • If two colors have a matching number, let the number stick out to be easily found. For example, if you have a Yellow 2 and a Green 2, put these aside. These different-color-same-number pairs are what I am referring to as connectors.
  • The player does not need each color connector pair, but does need connectors for the "middle" colors. An example breakdown would be having Blue 3 and Green 3; Green 6 and Red 6; and Red 9 and Yellow 9. Blue only needs an "out," Yellow only needs an "in," but to connect the two colors, both Red and Green need both and in and an out.
  • Then, you play all of one associated color. Then play its "out."

Following the example from before (Blue 3 and Green 3; Green 6 and Red 6; and Red 9 and Yellow 9):

  • Play all of your Blue cards, except 3.
  • Play Blue 3.
  • Play Green 3.
  • Play all of your Green cards except Green 6.
  • Play Green 6.
  • Play Red 6.
  • Play all of your Red cards except Red 9.
  • Play Red 9.
  • Play Yellow 9.
  • Play all of your Yellow cards.
  • After playing your last Yello card, the game should be won.


The game design fascination I have, is that the random card generator practically guarantees that each "level" is beatable, because you only need to find the connectors between each color.


I apologize if I sounded obtuse and abstract in a previous comment.

Submitted a survey response.

One good way to get used to your engine and reinvigorate you to work on your projects, in my experience, is to participate in a game jam. Trying to make a different game or create a different genre - yes, even in an engine literally called "RPG Maker" - can help you come up with new ideas to explore and use as solutions to problems you have in the future, or even in the present. And since there is a time limit, it helps you focus on the game. And, if you finish, you get to see the fruits of your labor.

Godspeed, nicochism.

There is a subreddit called r/gameideas, and they have a few rules.

Did you wish to stipulate that, say, for example, the people creating these games get to keep control over it or anything? Specifically, they have rule 6:

6. Your Idea is Public Domain
Ideas shared on r/gameideas are free to be used by anybody. You may ask for credit if somebody decides to use your idea but they are NOT required to credit you.

Otherwise, I went ahead and subscribed to the thread! Should be exciting!

Just played your game. I played level 1 and left a comment.

I encourage others to enjoy kard gaem, by theapplesguy2. <https://theapplesguy2.itch.io/kard-gaem>

At first I was somewhat frustrated it was random, but then I realized that all you need to do is look for connectors between colors, at which point everything breaks down.

I have to say, I'm inspired.

Proud of you, theapplesguy2.

Looking at the two games on your profile page, I would be interested in your take on a driving game.

It is cool you are interested. My advice as someone that spends a bunch of time thinking about and developing card games:

Design: Start with a core activity that the player can do, and have them naturally move toward that goal over time. Also, since your starting out: keep your scope small. You can make it bigger later.

Engine: I had some trouble with my engine at first, so I would start thinking about ways your engine handles lists, arrays, or sets of objects. If worse comes to worse, you could roll your own data structure. Also, each card is obviously going to want to change between them, so, cards will need a few variables.

Inspiration: On your smartphone, if you don't already have a program or a file like this, download a word processor, and make a new document called "Ideas 20XX." Whenever you have an idea, write it down in this file. You are going to make a new file at least every year, because large text files can get sluggish, even if you use Microsoft Word on a modern desktop (ask a dude with a 200 page GDD).

Plenty of my ideas right now are card games and RPGs, so I'll stick to one of each for now.

-

Single Player Card Game: Cats versus Plants - You play cat cards. You are trying to knock over the opponents plant cards. You may play 1 cat per turn. Each cat gets to swipe at the plants. Flip a coin or roll a die to determine if the plant is knocked over, broken, or untouched. Once all plants are knocked down, or destroyed, you win.


Single Player RPG: Band Battler - Psuedo-Combat - You walk into venues. When you do, you encounter another band (Reduced Scope: You are a solo act). You get into a battle of the bands. Instead of reducing hit points, your goal is to move the crowd meter to your side, starting in the middle at 0. Different plinks and plonks effect the crowd and your opponent in different ways. You gain experience and confidence and move on to the next venue.


Single Player Weird Puzzle Game - Could be Horror if you wanted it to be: Please Fix My Teeth - Use weird or normal dentistry tools to fix different issues with this person's mouth. You'll need a different tool for each problem.


Single Player Visual Novel: From the Heart - You play as a character trying to cheer up her friend by writing a poem, and you have to talk to 3 other NPCs to come up with or get inspiration from to write the lines. Could either have a top down 2D traversal, or Psuedo-3D dungeon crawling, or just menus to navigate neighborhood.

Since I am, in fact a developer, I would like to ask what genres you would like. Any preferences?

I might cook something up if you really can't find anything.

I am using this font to develop my game, Get the Fleshstitcher and Leave <https://neuronbureau.itch.io/gtfal>.

I picked it because I though it would be easier to read the card text this way.

Thank you for the free asset! I like its soft sophisitcation!

Released Yesterday, Monday, April 8th, 2024 at about 3:30pm Pacific. I, NeuronBureau, present to you...

Get the Fleshstitcher and Leave


https://neuronbureau.itch.io/gtfal

Get the Fleshstitcher and Leave is a card game adventure in which you, the player, play cards against an encounter deck in each encounter. You will pick up more cards as you continue your adventure. Along the way, you will encounter dangerous fauna, known in this game as “beasts.” Sometimes you will need to deal with them before they deal with you. You will be able to replenish your strength with a limited number of snacks. Duodesa, the player character, has two goals: First, get the Fleshstitcher, and second, leave with the Fleshstitcher. If you do both, you win the entire game!

Get the Fleshstitcher and Leave


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Remembered this game from a YouTube letsplayer: "what body" by bun_tired

<>

<https://bun-tired.itch.io/what-body>



EDIT: From this video: <

 >

I liked this brownie-square cut angle of the life of a character. I also liked the bit of reflection it had to offer as the story moved along.

The pomp from the magpie was fun, especially not knowing to whom they called.

I really like the artsyle of the monsters, and of this interpretation of "Halloween."

The "vampire sleep makes you forget" mechanic is interesting.

Straightforward and effective.

I enjoyed it.

What engine are you using?

Sent. :)

Has the appearance of something I would genuinely enjoy if I was sitting on a couch with a Game Boy Advance SP. Nice.

The description of the mechanics make it self-evident that quite a bit of thought went into this! Looks good!