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The Fifth King

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A member registered Jul 25, 2020 · View creator page →

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Hey! Thanks for playing and your great feedback!

Like I described in the post, the movement mechanics serve as a prototype to give you an idea of what Chester could feel like to control. There simply wasn't enough time to polish it out and make it feel perfect. The camera special perspective however was intentional, as it is meant to slow down the pacing of the game and make player actions more thoughtful, as it should be in a stealth game. Hidden passages and secrets would further enhance this aspect while also giving the player rewards (feedback loop, perfect!).

Playtesting has shown that there is a large difference in how well players pick up the targeting. Some seem to prefer the camera controlled one (as it is in the build) while others would expect movement controlled targeting (had that in an earlier version but it did not feel right to me). A combination of both would be ideal I believe.

The pots are not supposed to deal any damage, they are there to distract guards. The explosion effect is a pure placeholder (not the most intuitive, but the only one we had at quick disposal). I had some interesting discussions about how to overhaul the guards though: 

  • Guards are only eatable when unaware or stunned
  • They can be stunned with a pot if shot at directly
  • Gives the player a better escape tool and guards are more threatening

Of course this would have to be tested, but I like the idea a lot.

Ahh! You caught me on my cheap animation transitioning! Evidence of how much of a crunch time project this was, especially since it was the first time using external animations for me.

There are exactly two locked doors in the prototype. One of them requires a key, the other one is opened by the guard when the player successfully hides in the tutorial area. Are these the ones you meant or am I misunderstanding?

Collider placement and player constraints is one topic for itself. You can spend days making sure the player mechanics, object placement, state machines (or anything really) allows for no loopholes, and players will figure out an obscure way in seconds, I guarantee it.

Again, thank you for your feedback and I hope you found our insights interesting!

We had a similar idea at the start! Very impressive that you managed to fit to 2 jam themes at once!

Neat idea presented in a super cute way! :)

A bit slow, once you know the rules, but fun to play and very polished! :)

Fun little twist to an all-time classic! The pathfinding confused me a little bit, but that aside fun to play :)

I didn't expect this and I think neither did anyone else! It's more a movie than a game, but a damn good one :kekW:

The game itself is nice and clean! I think interpreting the theme as "random" is a bit uncreative though. Overall fun to play though!

I like the D&D reference and the flavor texts! I find a bit annoying to not be able to skip the animation though. Overall a nice game!

I like the simple graphics and the basic dodge game is fun. The theme-idea didn't really connect with me and I think being able to re-roll indefinitely diminishes the whole purpose. Overall nice game though!

Looks are nice and simple and it's a nice puzzler that makes you spin your head looking at the cubemap! It's nice that you give one side as a reference each time! The basic idea is quite close to ours actually ^^

I would have wished for music, but overall really nice game!

I like the idea of rolling for your turns and you presented that really well! I think the player turns and the enemy turns should be separated to equal the left or the right dice accordingly though. Overall really nice game!

It might appear cute, but this game is a unforgiving bullet hell! 

Great job on presentation, especially with transition effects and all the models - loved that the enemies change dice shape the bigger they are! Having a dodge roll dice roll is also very cool! Unfortunately it's a bit laggy, but overall great job!

Cute game with a nice feel to it! The platforms can be a little tricky to catch if you barely make it and sometimes you don't get to see all the levels because of bad luck, but overall cool game!

Fun little game that gets really difficult with the rigid physics of the dice. I like that you are also able to push it around with your body to deal damage. Good job overall!

Fun idea with a lot of charm! Only thing I can complain about is the frustration you feel when you get unlucky and have to keep reloading with just a single dice in hand. Overall great game that is a lot of fun!

Interesting idea with crazy graphics! I suck at it, but it's for sure fun to play!

No it wasn't! Nice job on finding that out, we didn't even think of that LMAO! We're glad you still enjoyed the game.

Thanks for your feedback! I'll include the controls to the description page to make it more clear.

Thank you very much for the feedback! For the overlapping problem, I think it isn't the case if you enable Fullscreen. We apologize for the trouble and are all very glad you enjoyed the game.

Hey there!

The Game Maker's Tool Kit game jam is coming up in 2 weeks and me and my team are looking for experienced artists. We are based in EU, so similar availability or time zones would be convenient.

Currently our team consists of 4 people:

  • A programmer
  • A composer, singer and sound FX engineer
  • A composer and musician able to record his instruments for music
  • A voice actor, game designer and programmer

We are planning to make a 2D game, but the game itself will be concepted, when the theme of the jam is announced. Things we will be needing for sure are tilesets/environments, characters, visual FX. Possible additions are icons and UI.

If you are interested, reply here or DM me on discord via The Fifth King#0005

Greetings adventurers,

my name is Marcell and I'm the Game Designer and Lead Programmer in a 2D platformer game project named "Rock Bottom Recoil" we recently started in making. At the moment we are a team of 3 working on the project, but have some more amazing people helping out. While we do want to keep the team small, we do have one problem: the lack of an artist.

We do have someone who'll eventually be do concept art, but we need someone capable for creating

  • Player sprite and animations
  • Multiple different enemy sprites and animations
  • Environment tilesets
  • Various traps
  • VFX Effects
  • UI
  • Backgrounds

If you are unsure about some of these bullet points, don't worry! While we are all quite skilled at our craft, we do want to do this for portfolio and experience, so you'll have the chance to grow into the role. However, as artist, you should be familiar with the basics of animation, color theory, shading and proportion. We also do expect maturity and the capability to communicate and take feedback.

For further information about theme, gameplay, style or any other questions or concerns you might have, feel free to add me on discord and hit me up at The Fifth King#0005 or post a comment here on itch.io!

Thanks for the feedback! Hope you still enjoyed your tries :)

You're totally right and we wanted to add it, but that's where the lack of time and resources hit us! Thank you so much for playing and the great feedback <

Thank you! Love to hear such great feedback <3 We'll keep your suggestion in mind :)

Thank you so much! You're totally right, that would give a lot more clarity to the player. Glad you still enjoyed <3

Thanks! We had that in mind, but that's where the lack of time and resources hit us. Glad you still enjoyed <3

Thanks for the great feedback! Will surely check out your game too :)

Thanks! Love to hear that <3

Thanks for the feedback! Surely gonna check your game out :)

Yes, we should have focused a bit more on that! Thanks for the feedback, glad you enjoyed it <3

Thanks!

Thanks <3 glad you like it

Thanks for the awesome feedback! Glad you enjoyed <3

Thank you so much <3

Thanks for the feedback! It's meant to be challenging, especially at the start with no items, but we hope you still enjoyed :)

You're totally right! We had that in mind, but that's where the lack of time and resources got us. Hope you still enjoyed :)

Yea sorry for the confusion ^^" seems like the tutorial entry got lost, updated the description now, so it should be clear for everyone! :)