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Salvador

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A member registered Jun 04, 2023 · View creator page →

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They are experimental versions, by having a discord community Im able to gather more personal data about what I need. For example, Im going to deploy v1.3 on discord later this week, and it has a big focus on new enemies. If I were to release that on itch.io, people would almost never give me feedback on the new enemies.

Hey thank you for playing! If u want, join the discord, the are some experimental versions with a lot more content. Im even gonna deploy v1.3 (which has a lot of new enemies) there in a few weeks. Enjoy!

Most people that play the experimental version will probably know that by reading the discord. But I added your suggestion regardless :D

You mean pressing "K" to end the run? It is just a temporary solution, in v1.3 there will be a proper button to go back to the campsite

Hey thank you for playing the game, I'm assuming that if you played the experimental version then you are already on our Discord server.

About your suggestions:

1. To quit a run you can use the "K" key for now and in version 1.3 there will be a proper button.

2. v1.3 will have a lot of new enemies (v1.2 - 8 enemies, v.1.3 - ~40 enemies) to give variety to the game. After round 60, I intend to cycle the enemies again with exponentially increasing stats.

3. Purple turtles were supposed to drop embers as well but I forgot to add that feature. 

don't worry I have a solution for u

https://salvadorpalma.itch.io/wildfire-experimental-version

The password is "wildfire"


this is a web experimental version, the problem is that the memory relies on the browser cache, so if it ever gets cleared your progress will as well

Hey, have you tried the experimental versions on discord? There's a big update there with tons of new abilities

We have experimental versions on Discord (v1.2.4) and I'm currently working on v1.3 which should come out in a few more weeks. You can keep track of how the game's going in the discord as well, I post regular videos and screenshots of the game's development (except right now because college is a bit tight)

If you haven't already, you should check out the discord. You'd be surprised by how much the game changed

This version is about 4/5 months old, so Im not even sure what upgrades there are on this one. Right now I'm working on reworking the UI so I can include the caps there

Yes don't worry I will fix this issue in future versions

Yes, for now the game ends at round 60 since this was a college assignment and the deadline didnt allow for me to make more enemies

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thank you that feels great to hear! If you wanna try the experimental versions they are available on the discord :D

Thanks for the feedback this is actually really useful. I will try to address every point you made:

  • Some initial unlockable augments are indeed very weak, this is to create a sort of duality between picking that or improving the ones you already possess. This same duality also applies to the pool, since once you max out certain skills, the respective cards leave the pool.
  • Yes I agree that accuracy sort of becomes useless after 50%, furthermore, the enemies get bigger, rendering upgrading accuracy even more useless
  • I actually never thought about it that way, my objective was to make something similar to the attack speed multiplier but never sat down and made the math. I'm gonna adjust some values for sure.
  • I also like the atk speed prismatic as it is a way more situational card compared to the just flat out +60 atk speed.
  • That's true, and I've already had some discussions about this in the discord. What I'm gonna do is either cap armor pen at 50% or make it so skills like statik or orbital stop proccing assassins
  • I've only made blue flame max out at 0 interval because I wanted the player to be able to go all blue (its a cool effect). This build is hard to play with if you pick it as a first skill just like burst shot, but picking it at 2nd or 3rd can give you a major advantage. Regardless, in the new version of the game this was tweaked a bit and Blue Flame can be really powerful.
  • When multicaster is activated, a second flame will be released together with the first one, there might be a probability of those flames being spawned in the exact same place. In previous versions there was a delay of 0.4s but some browser user complained about how that bugged the whole thing.
  • Yes lava pools scale really well, most runs with 1000+ rounds were made with lava pool builds
  • In this version there is a bug on slow effects where some Slimes/Snails suddenly get a lot of speed and start sliding across the screen. This was fixed already in the most updated version. Also, the Ice effect was a tweaked a bit since I added a similar slow effect (Snow Pools)
  • IMO Vampire is by far the best augment in the game precisely for the reason that its the only passive way of healing. However, there already are other augments such as the Regeneration that you mentioned in the updated version


I've mentioned this "updated" version a lot throughout this comment. The reason this page doesn't have the most recent release is because it's actually just an experimental release. If you want to check it out it's for free in the discord. There are a lot of new skills and systems and you can keep a close eye on development.

Well, the game is not being developed for the web, so I'm not properly worried about fixing that specific bug. If you download the windows version that bug wont probably happen

Are you playing in the web version?

Hey I have good news for you, this problem has already been solved and there's a version on the discord right now without it. 

Those features havent been implemented in any version yet but thanks for playing the game!

the space key isn't mapped to anything. Maybe you pressed K which kills you instantly. This is just temporary

Ye I know I'm still not sure what causes this. What did you build? Knowing that might help me understand the bug a bit better.

Either way in a couple of days I will deploy an experimental version on the discord with the new stuff, hopefully that's fixed there

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Thanks for playing! In this version the most reported bugs are the Slow/Ice and the Fireballs not registering. Im pretty sure I’ve figured the Slow one out, and regarding your bug I’ve never had reports of that happening on turtles. Normally it was just on the red catterpillars. Im assuming that the bug is due to having to process the collisions rly quickly at a high bullet speed. The way Im working this out is by optimising the game in other areas so more processing power can be atributed to collision detection. The thing is that I was never able to replicate this bug so its a bit tricky to solve it since I cant just test it


Edit: If you are interested in the state of the development I often share updates on the discord server

Yes this is a bug in this version. Im pretty certain that I figured it out and it should be ok once I update the game

this is a common bug right now, I will try to take care of it in the next update

the development was pretty much paused during this last month due to my college exams. It will continue after January 15th. You can keep a closer eye on the development in our discord

Thanks for playing! I've had some other reports for that glitch. Besides the ice, what were you building? I'm trying to understand the bug better

Thanks for playing! Well, the development was pretty much paused during this last month because I'm in my college exam season. After 15th Jan I will pick this up again. The first version of the game with the skill tree should take less than two weeks, I hope. However, since there will be a lot of balancing issues and bugs to fix, a stable version will take a bit longer. You can always join the discord to be a part of development discussions and be updated about the game's development

It's just a matter of figuring out the optimal paths/builds. But don't worry about it too much, since I'm making a meta-upgrade system you will be able to get stronger outside of the main game loop and eventually reach higher rounds.

For now, I would say that going Burst/LavaPool, Orbital/Ice or Statik/Vamp are the most broken builds with the latter one being the easiest to pull off

Thanks liking the game and for making a video about it! 

I have good news for you! Im working on a meta progression system where you will be able to upgrade the augment cards. So, for example, your “+30 attack speed” augment could be upgraded to give +45 instead. As well as a skill tree system. You can check for more in the discord. But until january 15th the development is pretty much paused

I'm glad you have discovered that "easter egg" :)

Congrats! Its so funny that all I can see in the background is lava pools

I dont even know what to say 😭😭

Betsy is actually a cool name ngl. But having two characters with an S starting name seems a bit odd. I liked Starla and Stana as well

Yes you are correct, each of those characters will correspond to a certain menu:
-Fox: Skill Tree
-Sheep: Bestiary
-Deer: Starting Stats Upgrades
I opted for this instead of implementing a menu with multiple tabs because I think its more interactive.
Notice how the characters don't have a name yet, I'm still trying to come up with ideas for them, as well as possibly other new characters if more menus end up being necessary

Yes it is intentional. Actually its just by pressing K. I made this just so I could reset a run quickly. In the next updates it will be an actual button on the menu

Oof! That will take a while unfortunately. This is just a side project as Im a full time student. The next update will include the skill tree system and almost double the effects that we have now. It might come out on itch.io in around two months (?) maybe less with a bit of luck. Eitherway you can keep a closer eye on development in the discord

Yes if you die with the menu tab open that bug happens. Its not a hard to solve and I will fix it once the next version deploys.

Admittedly, the only thing hard about the turtles is seeing them die :(

ahaha the game is still in need of some balancing. I will try to improve the blue flame and burst shot base effect to not have such a difficult early game. As for the blue flame late-game, I'm gonna try to buff it a bit when the meta-progression/skill tree update comes out.

For the new and returning people

We have created a discord server in order to keep the community more tied together. If you want to have a closer look at development and/or have suggestions for enemies, augments, abilities, etc... Please join us!

https://discord.gg/nvmJcgpHEq

I guess I can add one in the next update