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Nikola Vetnic

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A member registered Aug 09, 2022 · View creator page →

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Thanks!

You mean to the project I am using that in? Sure, just confirm that is the case, I don't want to spam your page with my stuff.

Ah yeah, I recognize the yellow robot :)

Sure, it's deleted. Please check but of course clear the cache before hand :)

Glad to be able to contribute to the collection I myself am using to great extent :)

That's correct, and that is an "issue" in the original pack as well. Fixing this is of course possible but would be quite time-consuming. I am grateful for such a high quality PC at a minimal price, and I think this is an issue that doesn't affect the overall result much.


I manage to get around and draw proper left and right sprites during the development of my own game SODHARA, I will contact ansimuz to add those to his collection if he agrees.

Hey there, here is your Caves Hunter atlas with my stuff added in: https://drive.google.com/file/d/1aDXNF8sTrZTkGsfth8g_7G1bcamOnUwp/view?usp=drive...

My frames have the green bar at the base of the frame to make them stand out easier. Feel free to reorganize it however you like.

Sure, I'll prep the files during the weekend at latest.

Great stuff man, if I knew you were on it I wouldn't draw my own :D

In addition to that I did the airborne ones as well:

I'll certainly check out yours as well, I have more confidence in your drawing skills than mine :)

My pleasure, top quality work. Love it.

Would you please consider doing a few melee attacks for the purple female protagonist that used to ship with the Caves environment? As for the weapon, anything - a light dagger/sword/axe, or something else.

Hello there!

Your art really got me going in the right direction I think: https://nikolavetnic.itch.io/sodhara

Check it out if time permits :)

Hello there!

I am the developer of Sodhara, first of all thanks for investing time into checking out this small offering, I really appreciate it! Let me address the issues you mentioned:

  • this game started out as a Udemy tutorial so some stuff are leftovers from that time, keyboard mapping being one of them... As there were more pressing issues, I didn't bother that much with the key bindings (moreso due to me being used to it already), but that is something I want to fix in the future. I would be very grateful if you would be so kind as to give tips on what a good keyboard layout would be - I am playing a lot on controllers these days so I kinda lost sense for the keyboard;
  • character sprites are free assets made by Ansimuz and I agree, those are great. I myself am only starting to dabble in pixel art, my quality is very poor at the moment I would not manage to complete my entry if I were to do the art as well - that is something I am planning to address in the future;
  • I have already updated the map to show much more of the level geography, it will be available in the v0.4.1 that I am releasing shortly;
  • the idea with crawl spaces is to pick up the morph ball (I am copying Metroid after all) and then the character will morph into a ball when climbing directly into the tunnel - much as is it is the case in Metroid Dread for example.

There are problems in terms of being able to land in places and not get out - a crude workaround for the game jam entry purpose is the X binding which hurts (and ultimately kills) the player, letting you respawn at start of the area. If that doesn't help, one should start a new game - not ideal, but time was an issue (I already squeezed an unreal amount of time during April to make this all work).

Once again, thank you for your time and I am kindly asking for any feedback you are willing to provide as that info is precious. 

Ah, yes, yes, I see what you mean with the fog of war... Will definitely increase the map zoom range then, makes perfect sense.

Hey there! First of all thanks for playing, and second - thanks for reporting the bugs :) In particular:

- that was a design decision so as not to reveal too much of the level in map view (kinda like the fog of war), but I may have taken it too far, in fact I increased the maximum zoom out level twice already, I will increase it further in the next build and then we'll see how it works;

- yeah, that is known bug, I am right now refactoring lots of stuff and those checks are right now caught somewhere in between... On the other hand, there was a wrong setting in some of the terrain colliders, I fixed that already (as it's only a checkbox) and the proper tunnel checks are next in line;

- it's not the grid that's flashing but tile seams, at least I think so... I belive it's a problem with my placeholder graphics as it didn't happen when I used other tiles (in particular those by Ansimuz)... I decided not to waste much time on that because the game jam deadline and also due to it not being real graphics (and may be solved on its own when I introduce those)...

Thanks again for playing as well as valuable comments!