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Ranmantaru Games

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A member registered Jan 26, 2014 · View creator page →

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Thank you! I agree that game like this needs a variable zoom.

Thank you. I made a little thingie with menu, resolutions, sound/music volume etc. that I reuse for each jam that allows that.

Materials in HUD are tricky because they are by access, you can have 2 cores on 2 different networks that have access to different materials. You can also use enemy's materials if you connect to them.

Thank you! I didn't have time for the sound effects, so it still has the default ones from my jam stub.

Thank you!

Thank you, I'm not sure when I'll get to making it into a full game though.

How was it?

Thank you! I guess I'm going to make it into a full game eventually.

Thanks for the suggestions! I was thinking of making something like this for a while too, still hard to believe I managed to pull it off during the jam :)

The products (except for food and toxin) are arbitrary, they are supposed to be signalling proteins/molecules you can use to do stuff. I actually want you to be able to add and name them, but I didn't want to write text input etc. during the jam, I spent most time writing UI and physics sim already.

Breaking a product just removes it in an exponential way, no byproducts are produced. You can break down toxin, but it's much much slower to make it hard. I want special chemicals and reactions, designed for each puzzle/level, like food and toxin now, but I didn't have time for that. And food is a simplification too, should be something like "energy" that is needed for the cells to grow, which you can get by breaking down food etc.

I wish I had time to get to more advanced stuff, like cell specialization and migration. If you can think of anything you want to see in this, please let me know.

Rated and commented on the submission page.

Rated and commented on the submission page.

Good design! Unfortunately it didn't work with my PS4 gamepad, and keyboard control is crude. I guess it would work better with a mouse control.

Somewhat confusing, sometimes hitting red triangles counts as a win. Nice concept though, and a good variety of levels.

I guess I should have been much more clear about controls, many players have this issue. You can actually move diagonally with QEZC or numpad 7913.

I see, thank you, that's very useful feedback.

Thank you. Can you please elaborate on what do you find difficult to understand? Is it fights? Or goals? Or something else?

I guess I'll polish it a bit after the jam voting is finished.

Yes, it definitely needs more work and balancing.

Here's my roguelike game, Pick Your Poison, more info on the game page: https://ranmantaru.itch.io/pick-your-poison


Thank you! I added a note about controls to my todo list. I might do a polish pass after the jam voting is over.

I was thinking about starting to give the player crazy bonuses when the game runs out of poisons, and then pitting them against a hard final boss, how does that sound?

Thank you! I need to make the dungeon smaller - I added vision in the last hours, but didn't playtest much, and it's much easier to get lost when you can't see other rooms.

Do you know any good solutions to the "walking around is tedious" problem that other roguelikes use?

Thank you! Do you mean the skeleton walk or attack noise that is irritating?

You upload it to itch.io like a regular game and then you register it on the game jam page (on itch.io), as far as I remember. 

Anyway, go to the jam page and click "join" if you haven't already. When the jam starts, there will be a thing on that page to upload / register your game, so you'll figure it out. You can practice uploading projects to itch.io if you never did it before and have concerns about that. (You can keep them private, there's an option for that).