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PTrefall

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A member registered Mar 17, 2014 · View creator page →

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Plays very polished, nice take on a usable 3d view, and cool to have a 2d option as well! I will have to play this some more!

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In the end I had to submit the game as incomplete. I lost 2 days and barely managed to scrape 2 hours of work in on the best days. Hard to complete a project of this ambitious level within the allotted time then. I had a lot of fun though! Good luck to everyone else doing the challenge!

https://ptrefall.itch.io/ark-remnants

Day 4 pretty much went without any time at all.

Day 5

  • Got started on some enemies

Day 3 done

All in all I think the weapon handling is pretty much done now and I can move on to enemies and dungeon gen.

  • Lot's of little gun handling and effect details.


Day 2 done

  • Linked sword animations to sword items
  • Added guns with aim rotation



Always a treat to  play your entries! 

Thanks NorthStateGames! Now let's see if I can find enough time to execute on the premise!

First day is in the books. Weekends are particularly busy these days, so didn't get much done. 

  • Aria character is in
  • Idle animations are set up
  • Sword front and back with sprite order sorting based on direction is in
  • Eye blinking (the bare essentials!)

will it have a balatro style trailer? 😆 cool idea!

awesome fluid sim!

In the shadowed expanse of space, the remnants of humanity's last hope drift silently—the Arks, colossal vessels once brimming with life and promise, now lie in ruin, shattered by an unforgiving alien onslaught. Among the stars wanders Aria, a young scavenger burdened by her family's colossal debt to the ruthless Forces of the Motherworld. Her fate, tethered to the debris of the past, guides her to the ghostly husks of these once-majestic Arks. But can she find the heart of the Ark, the artifact that would surely fulfill her debt and set her free?

Unity. I've just got too much framework and knowledge invested to jump engine right now.

Just released v1.8!

I spoke with the composer btw, and he said to dispute the claim with YT, that way the composer can clear it on his end. A bit cumbersome for sure, but it sounds like it's our only option with this music.

Oh really? That's super interesting! I will have to join your hunt for this unknown gem of a game. I was surprised this worked so well turn-based!

Awesome!

This should now be fixed.

This should now be fixed.

I managed to reproduce. I'll get a fix out asap.

This is a unity bug, but it seems to have appeared more frequently after the last release. I will have to analyze the changes and see whether anything pops up. Thank you for the report.

Thanks again for all your feedback. I agree that dragon fire stopping you from fleeing away from the dragon in a straight line is a great idea, and I also agree that the bosses tend to draw out a bit much right now. More than anything I think there is a lack of content problem in the game right now, it needs more abilities and items, but this has to grow over time as the game slowly matures.

I'm on vacation this week, so no new game update this week, but I'll be back at it soon!

hm, is it the webgl version? If so, would you have a chance to hit F12 in the browser and see of the Console section holds any red error messages?

Thank you! Awesome to get these videos to get some insight into how players play the game and what information doesn't come across perfectly!

oh that was an amazing run, that artifact makes the sparks so powerful! I see on the summary that the artifacts probably spawn a bit early. There's really not many items of significance after that. 

I watch all the videos carefully, it's a great opportunity to get some insight into how others play the game. I get quite blind to that in my own runs since I read the game with complete knowledge of its inner workings.

I'm glad the new boss procs added some epicness! Rest assured this was only the first pass on this concept, and more variety and harder procs should come in the future! As always, please share if you have any ideas.

I'll buff the archer back up a bit. Next version will hopefully see a fairly big rewrite of the spawn phase system I've planned for a little while now.

Good catch on the super healing potion vs normal potions. That's a bug! So thanks for bringing it to my attention!

There is a pretty huge difficulty curve from when the dragons spawn until the black dragon appears. I'll have to think a bit about how I can add in more spikes like that which tests that you're on top of the powercurve a bit earlier in the game. I think the new spawn phase system will help with that.

Thanks again man for your continuous support! Invaluable feedback!

1.7 released today. Enough new features that I wanted to get it out there rather than keep adding new stuff. Rest assured some of the suggestions you've supplied is on my todo list ;-) As always, let me know what you think of the latest changes!

I know it all too well, it's surprisingly hard to get the core of a cool concept in in 7 days, because of all these other things that take up so much time in the project. I still think the game had some cool bits. The little animations, and the power curve felt pretty good, even in its basic form!

I agree. Some new fun challenges ahead for 1.7 ;-) better not change too much of what's already there!

Thank you! It's been fun dabbling with in my evenings ;-)

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The animations on attacks from both melee and ranged enemies made the turns very readable, so well done on that! I even managed to destroy a Tank! The power buildup mechanic is pretty cool. After a while I was one-shotting most things in the dungeon! I'm not sure I fully grasped the intricacies of the retalitation mechanic, but the premise is cool!

Of course it did take some effort to get the game to run when I had to load up the folder in VS Code, install all the plugins, run cmake, build the game, and then be able to play, but it felt like a real achievement once the game popped up on the screen finally! I've got mad nostalgia for the classic libtcod look, so its ok :-D

The game did crash when I tried to go down to the next level.

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This seems like a cool little project that seems to have focused on the technical challenges of the Vale language, while at the same time getting a client/server thing going and a full gameplay loop of combat, death and win-state. I would have loved to give it a go, but I don't have a Mac :-) Oh yeah, and I really love the look of the grid! Super cool with the irregular shapes!

The graphics in this game is pretty amazing! And finally I have an opportunity to learn some Latin, but while playing ping-pong? Super hard! I would have loved to try this without my constant ping-pong failures making me sleep in class or get defeated in battle. The layouts of the class room, parties, etc were cool. Amazing drawings of both areas and characters, and cool little stories that got presented, which I would have loved to read if I could concentrate on anything but the ping-pong :-D I see that a lot of good work went into the world map too, which I eventually chose the cheat option to get to. Super cool to see monsters moving about. I wasn't able to consistently engage in combat with them, so it felt a bit random when I'd trigger an encounter, so I can see that there was a lot of cool stuff planned here, but as is very common with the 7drl, it's hard to get a full and complete game in that short time ;-) I was struggling to see the "roguelike" in here, but I think the premise is pretty cool, just drop the ping-pong! Would have been cool to just note down different words in class and try them out against monsters on the worldmap.

I didn't quite get the mechanics. I'm able to walk, pick things up and attack the creature with abilities, but once I start to somehow change characters I control, I wasn't able to figure out how to switch between them. Some seemed to have useful abilities for combat, while others didn't. I wasn't quite sure to what extent this game was completed, so not sure if there's something missing from the game here, or if I just didn't understand the different input possibilities. 

The graphics look amazing, and the prospects of the different abilities and characters are really cool, the canons bumping along behind you is amazing! 

Some awesome ideas in there Evolvent! Thank you! I've been trying to think about cleric style spells too. So if you have any ideas in that direction let me know ;-)

Lifeseed is a very powerful artifact isn't it! I probably need to nerf it a little bit, but fun to hear you've been able to discover some of these artifcats. Sounds like the end was hectic enough to where it ended up not being just a total OP item, so perhaps it's ok.

and yes, projectiles do spawn a little bit in front of the character, I'll tweak the distance so that it doesn't skip over any super huggy monsters 😅thanks!

thanks again for providing such thorough insight and feedback from your experience! I've been considering giving the starting ability per character an extra level in that ability at the start, so that the archer would start with 3 arrows, while if a mage picked up the ability he would start with 1 arrow, and would then have to invest another point into it. 

I have also considered whether a weapon would come with a given ability, that wouldn't take up a character ability slot. So that if you are a mage you could decide to wield a bow to get bowshot, even if you already had 4 abilities from levelup. That could be interesting, specially once more abilities make it into the game so that the build choices are much wider than they are right now.

I'd very much like to get to the point where a spell caster "can" operate as a pure caster "class" if you want to, but its intentional that the strong spells feel less controllable. Let me know if you have some cool ideas for new spells.

I'm the same way I'd like the archer to feel like a hunter, so maybe he's adept in laying down snares and other hunter things.

I'm glad to hear that the whirlwind warrior is viable now. Did you use fireballs or did you go pure warrior spec? When I eventually get around to add achievements, more meta incentive could be added to gain different types of achievements, like pure-spec'ing classes vs hybrid. Battlemage and Paladin are of course very typical class choices in rpgs.

haha awesome! Artifacts are supposed to feel extra powerful 😎

I tweaked the spawn phases a bit for 1.6, do let me know if you think it helps or if more tuning is needed ;-)

Some of your suggestions made it into v1.6 that just got released. Thank you again!

Awesome feedback! I'll make sure some of these makes it into the next version ;-)

oh wow, that was a powerful build! Even got the winged boots there, paired with freeze control!

I completely agree that the Archer right now is the very definition of "be the bullet hell", and scales up a bit too fast. When you have more kills than turns there's something off! Haha!

Well done though, you made a lot of small tactical choices there that gave you such a dominant powercurve, but the archer is definitely a bit OP right now. And this was even without an artifact bow!

I've got some work to do to rebalanced this for 1.6! But thanks again man, super valuable insight!

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welcome back!

Yeah, with this many changes a lot of the balance was going out the window. I'm working on finding back to a good pacing!

I agree that it's a bit too easy to stay on top of the power curve now and deal with monsters faster than new spawn phases trigger. I'll massage it some more for the next release Friday!

Your feedback is much appreciated!