Frankly, I have no idea. It does have controller support and you can move around with D-pad. Though it's the first time I've heard about this device. The demo is free, however, so nothing stops you from trying. If it supports windows, mac or linux games, it should work.
Rusher_go
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Ironically, the gameplay was supposed to be the main appeal. And all the different endings were supposed to make replaying it fun. But, I guess, there's indeed not enough variety. Or it's just not for everyone. Either way, I just added "Story Mode" which takes less than a minute to get through. So you can now see all the endings much more easily.
Great asset! I gave it an edgy makeover and used it as one of the player's units for my game. Really like that it has both attack and cast animations. Makes the sprite versatile.
https://rusher-go.itch.io/dawn-of-the-bone
Thanks for covering it. The replayability is indeed supposed to be the main appeal. I based a lot of this on my experience with Age of War and it was fun to try out different strategies in that game. I thought a branching story could enchance it, so that in addition to different strategies, you could also see different endings.
And you may have a point about ability sounds, but the lack of "attack sounds" is intentional. Listening to a cacophony of a million slashes would not be a fun experience. And, in my opinion, in Age of War the attack sounds only distracted from the glorious soundtrack. I did add the essential ones thought - to let the player know when an enemy gets through and when a story event pops up.
Either way, I'm glad you enjoyed it. Also, I fixed one bug that caused the story events to progress when they are not supposed to. So you shouldn't experience them popping up so fast if you choose to replay it.
Yeah, I thought of it when testing but didn't know how to implement it. Then a few people asked for it as well and after some trial and error, I managed to do it.
And it was confusing indeed, I agree. I mean, the "Exit" button does nothing for obvious reasons. The logo up there indeed darkens the button too. But I want to leave it up there in case the game ever gets translated to other languages. Then the language choice would be neatly under the start button.
I was certain the bright buttons below would be self-explanatory. In the sense you're supposed to pause and read everything. But, turns out, it's not that intuitive for everyone. That's why there's an instructions pop up now. So I certainly agree it's both interesting and irritating. And sometimes confusing. Still, the most interesting part about it was optimising it to be used with just a click/touch. I could make the info pop up when hovering over a button. But on tablets and such you can't exactly hover over anything. So that's why there are buttons with question marks.
Thanks for the detailed feedback.
- I've changed how it functions now, so it should work correctly. You can also use Spacebar to pause now. It used to be tied to a timer. Now it's a more proper toggle.
- The buttons are now bigger. The whole frame acts as a button. I just didn't think of that earlier, so thanks for pointing this out.
- I rearranged the menu for the Start to be on top. So it should be pretty easy to spot now.
- The Restart button now won't show up until the game actually starts. This should eliminate any confusion. And yes, it's essentially a "clear progress" button indeed. One playthrough is just 10 minutes and there's absolutely nothing that needs to be saved. So that solution seems to be optimal.
I'm glad you enjoyed it.
The difficulty indeed depends on the path you take. But if you know what you're doing, you end up with plenty of resources to spare no matter what.
And I looked through all the events again and found one thing that caused the text to progress when it shouldn't. On the "continue" screens. It should be fixed now. Thanks for pointing this out.
So I've been looking for a good ghost asset for a loooong time. And this is simply perfect. I recoloured it heavily and used it in my game. It only appears for a bit in one ending, but it is amazing nonetheless. If all goes well, I'll use it in more projects. Although, I recoloured it heavily.
https://rusher-go.itch.io/dawn-of-the-bone
Great asset! The walking animation has a lot of character to it. So I ended up using it as a zombie made out of a paladin in my game.
https://rusher-go.itch.io/dawn-of-the-bone
Great tileset! I ended up using it to make the lich's tower in my game. The green pillar happened to be a nice way to represent the phylactery.
https://rusher-go.itch.io/dawn-of-the-bone
So those are some really great assets for a sci-fi game. I ended up using only 1 though. The alien. As an enemy in my game. It's one of the stronger ones. So big thanks for sharing this.
https://rusher-go.itch.io/dawn-of-the-bone
An amazingly animated asset. Both the creature itself and the spell. I ended up using it as a mini-boss in my game. As per name, he totally brings death.
https://rusher-go.itch.io/dawn-of-the-bone
A really great asset. And a great colour palette too. I ended up using it for a lot of enemies in my game. And this fellow in particular is one of the strongest foes. So big thanks for sharing.
https://rusher-go.itch.io/dawn-of-the-bone
Fantastic asset. I used it for my game as one of the units. Although, only utilising a fraction of the animation. I nabbed it when it was free all the way it October though. But once I'm able to actually buy stuff online, I'd be happy to donate a bit. Kind of hard to buy things when living in Russia these days.
https://rusher-go.itch.io/dawn-of-the-bone
Amazing work. This has a very visceral feel to it and the animations are simply gorgeous. If I could make a request, however, adding a version without white outlines would be great. I ended up just painting those black for use in my game. Either way, fantastic work. And the ground tile is great too. I edited it quite a bit and used it as a nice road.
https://rusher-go.itch.io/dawn-of-the-bone
Great asset with a great colour palette. I ended up using it as one of the enemies for my game.
https://rusher-go.itch.io/dawn-of-the-bone
Really nice animations. The addition of separate legs and torsos is a very smart move that I only realised was genius after a while. I ended up using the heavily edited animation of the hero running and shooting as one of the units in my game. Scientists, to be precise.
https://rusher-go.itch.io/dawn-of-the-bone
Great asset! The over-dramatic death animation is perfect. Because when reversed, it can be used to make the crusader dramatically get up after death. I used it in my game as one of the units. Paladins, naturally.
https://rusher-go.itch.io/dawn-of-the-bone
This and the viking assets are very nicely drawn. I ended up using them in my game as enemies. Although, heavily recoloured.
https://rusher-go.itch.io/dawn-of-the-bone
The free body parts are very nicely drawn. I used the bone and brain images as resource icons for my game.
https://rusher-go.itch.io/dawn-of-the-bone
Those are some very nice bones. I used one image for the "bony spikes" spell in my game. So big thanks for putting this here.
https://rusher-go.itch.io/dawn-of-the-bone
A very nice asset. I think the bandits have an oriental feel to them, so I used them as desert nomads in my game.
https://rusher-go.itch.io/dawn-of-the-bone
A really well-animated bony fellow. I used it in my game and some people told me they really like the unit designs. Especially this one. So big thanks for putting this here.
https://rusher-go.itch.io/dawn-of-the-bone
Your backgrounds are really nice. I edited this one and combined it with some from the Sci-fi collection to get a nice desert background for my game. So thanks for that and for 1 explosion included in the sci-fi pack.
https://rusher-go.itch.io/dawn-of-the-bone
The skeletons are really great. I used them as the main units in my strategy. The hero is amazingly animated too, by the way.
https://rusher-go.itch.io/dawn-of-the-bone
That's one really amazing asset. I recoloured it heavily and used it for a lich in my game.
https://rusher-go.itch.io/dawn-of-the-bone