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Yongjustyong

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A member registered May 14, 2018 · View creator page →

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Thanks for playing! I can see why you would think that, but I think this is mostly a demo issue. The full game will have more things that should complement other dice values well. Nevertheless, I will be keeping an eye on this. Thanks for the feedback!

Thanks for playing! :D

What's the specs of your laptop if I may ask? Do you notice any drop in framerate?

I think I get what you mean. Perhaps I'll add something that randomizes the start of each run to add more variance. Thanks for the feedback!

Are you talking about playing on android phone? If so, this is unfortunately a pc-only build. Mobile versions will probably be quite a way off in the future.

The screen shake problem should be fixed! Please give it a try when you are able. Do let me know if the issue still persists.

Thanks! Glad you like it. Full version coming early 2025 ;)

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I see. Yes, your resolution could be the cause, but I should be able to fix this. Thanks for the additional details, let me check it out!

Hi there! Thanks for the bug report. So this only happens after the screenshake from a high score right? May I know the resolution you were playing in? Were you in fullscreen or windowed mode?

Thank you!

Thanks for the feedback! Yeah, the music is just a stand-in for now, I'd probably get them replaced in the future.

I do agree with you regarding the Boons & Banes, it was even less impactful in the previous iteration believe it or not. I'd need more time to figure out how to go about this.

Thanks again for playing!

Thank you! Yeah, the music is temporary for now. I think maybe something more jazz and less upbeat than Transport Tycoon?

I'm afraid I don't know what that is. A game? Anyway, I am using royalty free music by a musician named Ozzed. You should be able to see the music credits on the game's titlescreen.

Very good points, thanks for the feedback!

Thanks!

Thanks! :)

Hello! This is a new game I'm currently working on - Cats & Dice, a dice deckbuilding roguelike all about getting the right synergies to pull off crazy combos and attain as high a score as you possibly can.

It's primarily inspired by Balatro, and also a little by Slice & Dice (the aspect where you can customize your dice, not the combat, as there's none). 


The Cats (maneki-neko) are the mainstay of the game. Every Cat has its own passive ability that can affect how you approach a run. All Cats generate a dice unique to them at the start of each round. There is no additional drawing of dice from your draw-pile and the like. These dice are then played to get a score. Reach the target score and you'll win the round.


The dice play as important a role as your Cats. You can get bonus points out of specific combination of dice. There's a number of rerolls per round you can use to reroll specific dice until you attain the desired outcome. Some dice can also have special effects that help in various ways, from adding scoring multiplier to gaining more rerolls.

Try out the demo here and let me know what you think :)
Cats & Dice (demo) by Yongjustyong (itch.io)

Hey, thanks for the feedback! I've been thinking about the starting deck too, and my rationale for a very vanilla deck is to incentivize players to pick up more cards either from rewards or the merchant. I'll keep an eye on it though, certainly could change in the future!

Thanks Daryl ;)

Hey thanks for trying it out even though it's not your type of game haha.

Hey thanks for the feedback! Yea, there will definitely be more stuff added on (enemies variety, things to interact with that will affect the grid etc.) as I continue development.

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Thanks for playing! Watched your video, good feedback, really appreciate it :)

Hi! Thank you so much for playing and for the feedback, really appreciate it! :)

Haha, I could have communicated that better for sure. Now I know what to improve on, so thank you :)

Ah yes, I see. You have a relic that allows you to burn a card in exchange for drawing another card. The thing is you DON'T always have to burn a card, you can just not burn anything. I probably should communicate that better though.

Hey thanks for playing! Yeah, once you have a unit die it might be really difficult to overcome the odds, I'm still trying to find the balance there. What do you mean by ended up with all your cards in the discard pile though? Cards in discard pile will shuffle back into your draw-pile.

Noted, thanks for the bug report!

Yea, Slay the Spire is a huge inspiration, I wouldn't have made this game at all if not for STS. Thanks for playing!

Glad you like it, thanks for the feedback!

Yes! The demo is for windows. Sry bout the lack of indication I forgot to tick the checkbox.

Game page with Demo.

Hello everyone, I'm currently making Sigil of the Magi, a game that combines roguelike deck-building with turn-based tactics combat.
My main sources of inspiration are Slay the Spire and Into the Breach, as well as the more old-school tactics games such as Fire emblem and Advance wars.

You control a party of three champions and traverse through procedurally generated maps, encountering battles and events along the way. Every encounter offers an opportunity to build up your deck of cards - which are essentially skills unique to each champion. Every champion has their own unique pool of cards and can only play a card that is theirs. By working together a party can pull off powerful combos that would not have been possible to achieve with just one champion.



A typical gameplay loop consists of winning a battle and drafting a new card into your deck.

This is still a very early demo and many elements are yet to be finalized. Which is why I'm here seeking feedback! Please play the demo and let me know what you think :)

https://yongjustyong.itch.io/sigil-of-the-magi-demo

ITCH STORE PAGE

Hi all! After more than 5 months in early-access Gunkid 99 is finally ready for FULL RELEASE!
It costs $5.99 and there is currently a launch-week discount of 20%.


GUNKID 99 is a fast-paced, 2D arena-shooter that will seriously challenge your skills and reflexes.  Inspired by Super Crate Box and old-school arcade games, the goal of the game is to earn as high a score as you can by collecting weapon drops throughout a run (and thereby changing your weapon in the process). Gunkid 99 is all about entering a flow-state as you forget about everything but chasing that new high-score.

 

Unlock a large variety of weapons as you progress through the game. 

Craft your own unique play-style and develop crazy combos with the numerous weapons and abilities at your disposal!


You can also find me on -
DISCORD.
Twitter
Instagram
Email: yongjustyong@gmail.com

Gunkid 99 has exited First-Access and is now officially released!!

You'd also get a free Steam-key when you purchase Gunkid 99 on Itch.

Thank you! :)

Update v0.3.0 - Final world, World-5!!

After more than a year of development, we've finally arrived at the end-game!

World-5 will be the last and final 'World' in Gunkid 99. Rather than having a new theme, World-5 will mash-up everything you've seen thus far to create the most unique and challenging stages yet.

Because the difficulty has been upped significantly for this final 'World', the pacing will need to be adjusted accordingly. As such, there will only be four stages instead of the usual seven.


Here we have the bounce-pads originally of World-4 implanted into World-2's lava stage. Needless to say, bouncing around in a lava-filled stage is not safest of activity so players will have to pay extra caution to the environment!

Environmental hazards are not the only things that have been mashed up. Enemies too are no longer restricted to their original worlds, so be on the lookout for some unusual combinations as enemies from the four different worlds come together.

In this particular stage, the laser-traps of World-4 have also leveled up into an 'extreme edition', with every inch of the stage being reachable by lasers. Certain attack-patterns (like the one above) will force players to utilize the dodge-roll or get hit!


A new enemy?!

Previously, the rule has always been that players will need to collect a certain number of weapons before they can clear a stage and progress to the next one. Well, this rule has been upended in World-5 so get ready for a surprise... ;)



Steam Leaderboards has also been implemented!  (only available for Steam version, of course)  Pit yourself against other players and compete for the high score! You can try it out now in the demo on Steam.

Each stage will have its own leaderboard, with 'Normal' and 'Equipped' modes having separate leaderboards. This is where customization comes into play, especially for the 'Equipped' mode. You can equip yourself with weapons and items that will take advantage of each stage's unique layout and enemies combinations to get the highest score possible.

I genuinely believe that this is what will drive replayability (of course you can also have fun overcoming your own scores) and hopefully you guys will have a blast competing on the Leaderboards :)


Gunkid 99 is currently on 15% discount for the Lunar New Year sale here.  You can also join the Discord group for updates. There's currently very few people in the group and honestly not a lot going on but hopefully that will change once the game launches and players start to discuss strategies.

I'm finally nearing the end of development. All that is left now is to tie up loose ends and make sure that the game is bug-free. Release date to be announced soon!

I probably should upgrade too. After this game perhaps, I didn't want to switch engines mid-production.

Thanks! I made this using Gamemaker studio 1.4

Update v0.2.0 - World 4 is here!

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World 4 is robot/tech themed. Expect a much higher difficulty, even the environment is out to get you! Some stages can be rather tricky(but fun!) to navigate, like the bouncing pad below:

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Make use of the pad to overcome the height and traverse the stage quicker. Your survival might depend on it. Even the enemies of World 4 have a few tricks up their sleeves.

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The happy flying-bot looks deceptively slow at first glance, but with each hit it takes, it becomes faster (and angrier). You can't really tell from this gif but at its fastest the flying-bot is even faster than the player, making it the fastest enemy in the game.

[IMG] 

The Shield-bot has a sturdy shield that makes it difficult to deal with head-on. However it is pretty weak if you can bypass its shield.

And of course, with a new World comes new weapons!

[IMG] 

A big ass weapon that is both melee and long-ranged.

[IMG] 

These bubble bullets may be weak, but they can linger around the stage and act as traps for approaching enemies. Set them up properly and they can easily overwhelm any enemy.

And many more weapons I shall leave to you to discover yourself ;)
As always, feedback will be greatly appreciated! You can reach me here or on Discord.

Ah ok, I see I see. Thanks for all the details, I think I understand better now.

Thanks again for the feedback! :)

Thank you for the feedback!
I've got some questions of my own too, if you can answer them that would be really helpful for me :)

- Difficulty is a tricky thing to balance, more so for me because I've played the game to death. Would you say World 3 is too easy partly because you've gotten better as you play? Or is it just WAY too easy for you? Also, did you equip any items that helped reduced the difficulty? I have an inkling that Stage 1-7 might be too difficult, I'd definite adjust that.

- Regarding running out of ammo, did you realize that the crosshair is different depending on whether there is ammo? When ammo is at 0 the crosshair changes to the thin version. Since you had trouble with running out of ammo I assume the crosshair was not effective at all in catching your attention?