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Sliver1002

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A member registered Jan 01, 2017 · View creator page →

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Found an issue, not sure what causes it, but it goes away when I turn off the Press Turn script.

I'm trying to make a skill that triggers a special effect if the target isn't guarding,

Using (target.isGuard()) in a notetag triggers the effect, but for some reason this variable always returns false when I attempt it with Press Turn active. Any idea what could be causing that?

Like how in the Shin Megami Tensei games with Press Turn, the player and enemy turns have the same icons, but the player's version of the icons are blue and the enemy's version is red.

I think just taking the existing ones and recoloring them red would be the better option, tbh

I was on the fence about getting it, and the sale convinced me to pick it up, so I already had some ideas for how I wanted to use a Press Turn System in my game, haha

Yes, why do you ask?

Alright, I hope it gets added because I think it would be interesting to have a TP Meter attack that gives an extra turn!

That would be incredibly helpful!

Is it intentional that it seems like the enemy turns don't show any Press Turn Icons?

Is there any way to make an ability that gives you more turns?


I wanted to have a skill similar to Beast Eye/Demon Eye and an item like the Turn Ring from DDS2 that give the team more press turns.

I still want to have a cap of 8 actions normally, but the skill wouldn't count for that cap and the turn ring would add two to it. Is there any way to do this?

W and S control the left paddle, Up and Down arrow keys control the right paddle 

I have a coupon for this game, it's expired, but surely you can make it work for me?

I enjoyed this game, but there were two major flaws I noticed:

First off, why X to airboost? That feels kinda awkward and out of place. I would suggest E, because most peoples fingers are naturally closer to that key while moving.

Also, the Low Res aesthetic felt more like a hindrance then a style, it made going through some areas a major headache. The game managed to have surprisingly good graphics for the aesthetic though, with each weapon having its own subtle lighting to it, and other nice touches.

Oh gosh thank you so much that means alot, and yes, a ton of the issues were due to time constraints, I'm hoping to redo this game sometime after the contest as I still have the team together, and i believe there is an add on script to the one i used that allows idle animations, i'll have to mess around with it. i finally got the team together near the deadline so that cut into quite a bit of the time, and TP was meant to be used for limit breaks, but as you won't reach level 15 without quite a bit of grinding, so those are basically unseen. The MP regain was meant to not fully regain your mp, i should've made that clearer, and i definitely am kinda disappointed in the end sections, the mafia tower and the temple were originally supposed to be their own dungeons, but we were running out of both time and creativity so those just kinda got cut. I'll be sure to tell you if I ever do get around to making an extended edition!

Also, if you press X, and then pick up a weapon, you will instantly throw it.

Is every level in campaign supposed to be the same? will new levels come along?