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Nikola Vetnic

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

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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!