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A member registered Jun 10, 2020 · View creator page →

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Gotcha, sounds nice! Learning Unity is a process, but as you get more familiar with it/learn more it's super empowering. Animation in particular can be very tricky to get the hang of in terms of best practices for setting things up. Seems like you're moving in the right direction though! 

Thanks for the feedback!

Yeah, right now the game is very easy, especially the boss. For the goals of the class, we wanted to tune the balance so anybody of any skill level could reach the end in like, 10 minutes. Now that the class is over, and more skilled players are playing, I think it makes sense to make the game a bit harder.

Later tonight (hopefully) I'm going to write a quick dev log update pretty much going over my plans for the future, but the tldr is I plan on making it a bit harder and more engaging for players (especially adding a bit more difficulty to the boss lol).

Again, I really appreciate the critique, you gave a lot of actionable/insightful feedback on improvements and that's super great to hear!

Hey! I totally feel you on being a dev that never finishes things. You're pretty early on, so I don't have a whole lot to say, other than that the vibe seems neat! I like the angle of the main character being a harvester, and am curious if/how that will translate into the gameplay (will weapons be farming equipment? will there be some side farming mechanics?). Nice job making this post, game development can definitely be tedious and difficult to hold yourself to, but I think doing things like posting dev logs are a great way to hold yourself accountable/motivate yourself to do more.

Also, for the character animation stuff, did you have to redo all the animations because of the eye change (like, changing every sprite to have the new eyes), or was that unrelated? Don't mean to backseat dev, especially because I don't know how you have your animations set up, but if you aren't already doing this, it could be useful to maybe have the head/face be a separate sprite object from the body? That way if you're changing things about the eyes/expression you could just change out that specific sprite, but keep the rest of the body the same. Could be nice if you want to have character expressions that change during gameplay, but don't want to make a copy of every animation for every expression. Down the line depending on how deep you go you could use that to generally customize your player a bit more (like, having different hats they can unlock, etc.).

Overall, keep up the good work, I'm excited to see where the game goes, and good luck on your game development adventure!

Let's goooooo - congrats!

Yeah lmao - we didn't have enough time to add anything to crazy to it, so it's pretty easy to take out. At one point it didn't even have the invincibility, which made it even easier to spam it into submission. Thanks for playing through all the way!

Thanks for playing - and truuuue - maybe that could be something I add in the future!

Yeah, I feel, thanks for your understanding! My hands are def tied with some of the art (I'm definitely more of a programmer) but I think now that all the systems are in place, if I do more with it I'll be able to experiment a lot more with larger/more engaging level design.

Thanks, I really appreciate it!

Thank you! Yeah, the Rogue Legacy parallels are def there - when I was working on trying to tune the controls I bought Rogue Legacy 2 to compare how their character felt to play/control! I really enjoyed the playthrough, thanks again for the feedback/follow!

Thank you so much! I def agree - the difficulty def needs more tuning and I'd love to add more content to make it more of a "full game". I'm happy that on a base level it feels good to play for you!

Yeah, ha ha - map is the same, though the starting weapon differs after your first run. It's intended to be more of a rogue-like/lite in the future, and I guess the persistent upgrades in between runs fills a similar mechanical niche, but right now it's waaay more on the Metroidvania side of things.

Thanks! It took me waaaay too long to upload it to itch but it's finally up!