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Niemi Bros Entertainment

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A member registered Mar 13, 2017 · View creator page →

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Thanks!

Unfortunately for mac users, the itch app may be required:  https://itch.io/docs/itch/integrating/platforms/macos.html

"For players that are not using the itch.io app, you might get reports of your app being "Damaged and can't be opened" and that it should "be moved to the trash".

Player who do use the itch.io app do not encounter these issues, so you may want to encourage them to use it."

Thanks!

Thank you! 

Yeah, the pursuer only becomes an issue when you last a certain amount of time, or play very cautiously. I think the majority of players wouldn't have their first game over to the pursuer.

As for shaders, Godotshaders.com is an excellent resource. All the custom shaders we used were at least started from sources on there. We have all the links on the game's store page. If you have any specific questions feel free to ask.

Thank you!

Thank you. 

Agreed, there's definitely room for improvement in the gameplay, it's quite simple and play sessions usually do not last very long. We had ideas for environment hazards, different weapons, and varying obstacles per stage, but were limited on time.

Thank you!

Thank you, haha. Yeah, the cpu isn't that bright. Originally, we were just targeting 2-players but figured it'd be better to have at least some sort of single-player. Playing with another person is definitely the way to go.

Thank you! Agreed, some of those foreground elements are a bit invasive. I think I know what you're suggesting, a mask/cutaway around each fighter? That's a good idea!

Thanks!

As of v2.0 you can now use:

'alt/option' - roll/pickup/drop

'/' - special

Sorry for such a delay... 

We've used Xbox 360 controllers on Windows. If you're on macOS, PS3 seems to work auto-magically. Any XInput supported controller should work on Windows, this would include XBox One.

If anyone else has confirmed other controllers, feel free to list them here too.

Possibly... But not anytime soon. 

We are currently taking a break, but do plan to keep working on it.

Keyboard controls are as follows:

  • W,A,S,D or arrows = move
  • Ctrl = attack
  • Space = jump
  • 'E' while moving = roll
  • 'E' while stationary = pickup log/chair, or drop what you are holding
  • F = Special mushroom power
  • Sprint = tap shift while moving left/right, or double-tap left/right

Advanced moves:

  • Sprint then 'E' = slide
  • Sprint then 'Ctrl' = lunge
  • Sprint then 'Space' then 'E' while in air = ground pound
  • Ctrl + Space = back attack

There's a  help menu in-game as well. Upper right-corner button ('?') in the title screen.

Also, just wanted to make note that even though the build is labeled as linux-universal, it's only 64-bit-support right now. Haven't figured out how, or if, build channels can be renamed without making a new one, yet.

Uploaded. 

You're welcome! We hope you enjoy it.

Sorry for such a delay... To pick people up hold block (Right-mouse, or L1/Left Bumper on controllers) and then while looking at them, press interact (E on desktop, X (PS), or A (XBox)).

You should notice the cursor icon change, if it's not bugged, while holding block and looking at something that you can pickup/heft.

https://niemi-bros.itch.io/chipmonk

Glad you like it. :)

Yes, we are still shooting for the next TAR release this year. Unfortunatley, this one's going to be quite buggy... We spread ourselves a little too thin on this version and will have to improve how we prioritize tasks in the future.

Turns out the arcade was purchased used and we don’t know exactly what sticks are on there. The arcade setup uses I-PAC 2: https://www.ultimarc.com/ipac1.html

…and we think the hardware was acquired from the same store. We’re pretty sure the E-stik is what we are using. 

http://www.ultimarc.com/controls.html

  

Fightstick support would be excellent!

In the coming update (v1.1) 'unsupported' devices can actually be used to play, but they will have random button mappings. A fightstick should be useable… We are working towards in-game user customizable button mappings - to be released in a later update.

As for the joysticks, we’ll have to get back to you on that. We plan to be meeting with our friend, who knows more about that, this week. 

Yep. We are still working on TAR and are aiming to release the next update some time this year.

For certain enemies, we plan to. 

Good point. We're adding an invulnerability effect that's given to newly revived players for a short bit. Should be in the next release, sometime this year...

Thanks for posting. We appreciate the bug hunting! 

We have encountered this a few times, but haven't been able to reproduce it consistently. We  never suspected the level up to be the culprit... We'll have to look into this.

That's the plan. We're working away and should be able to get the next version available sometime this year. Hang in there.

Nice video. Thanks for sharing. 

As for your questions, here's our answers:

  1. You better believe it! We plan to. Currently, we’re preparing our prototype game, Chipmonk!, for Steam now, so we can familiarize ourselves with the process. 
  2. We’re not sure yet. We will most likely start in Early Access with a lower price (maybe $5?) and increase it as we progress.
  3. Yes, but not publicly. We used to post loose outlines of what we were working towards for each version, but we stopped… We may start trying to get back into that habit again.
  4. Unity, Blender, Cheetah3D, GIMP
  5. Yes. We plan to work more on improving and polishing the graphics.
  6. At the moment we won’t be hiring anyone, no. Later, maybe. We have found some individuals, friends we know and can count on, that we have been assimilating into TAR’s development. We want to keep the team small so we can maintain our vision of The Arcane Relics.

It's not supported, yet. In the next release it should work.

It is a bit wonky, but since there's no equip button that appears, you have to click the desired ability button (should highlight blue) and then click it again, while it's still blue. That should toggle its equip/active status.

Illuminate's brightness also scales with your magic attribute, so it may not be that noticeable at first.

Glad to hear the Linux build worked well and, yes, Oblivion is one of our many influences. At this time, programming is what we need most for development. Unfortunately, it would be difficult to add outside help, especially remote, for what we are working on at the moment. Perhaps in the future, after things are more cleaned up and more clearly designed there may be some systems/tasks that we could possibly outsource. Some things such as Unity editor tools, or shaders come to mind. We'll have to make a list of things.

We'll check them out. (Agreed, the UI does need work.)

What kind of controller are you using?

We are working on shield crests/images for the next release, including the ability to make your own. Hang in there.

As of v0.1, pressing F12 should capture a screenshot, placed in the game data folder. If you could show us a screenshot of the bug, it could help us figure out what's happening.