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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: August 31, 2019, 06:38:09 AM
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Hi quantumpotato, Thanks a lot for the feedback! Really appreciate it. Would love to hear the name of the storybook/card-game you're talking about; sounds interesting. I understand the points you're making and I'll keep them in mind. I doubt if I will extend the game much further, though. Time is scarce again and I also want to experiment with other mechanics, like more freedom to explore, and see if I can make a new game out of that. The downloads on Android are a surprise to me too! I haven't spend a dime on marketing, nor much time on social media. I just made the game I wanted to make, and hired an artist to make an awesome titlescreen image and icon. The game was featured a few times on the Playstore (like trending game, or trending RPG, or something) and that did a lot. Also, I think a trailer is a must-have. I can't get the trailer up on the Appstore (wrong sizes and whatnot) and there the downloads are waaay less. All in all, I think I have to thank Google's algorithms. About profits, they are surprisingly good, too. Although, not really covering up for a year of being unemployed, so I recently took a job and started saving again 
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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: January 25, 2019, 01:05:20 AM
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iOS port is done! The App Store's ecosystem takes a bit of effort to get used to (to put it mildly) but when it's finally there, it's all worth it. Downloads are doing great, from what you can say after a few days. And it seems the visually impaired community has now definitely picked it up and is very enthusiastic about it. I will improve accessibility a bit more soon and then work on more content. It's a great feeling to see your game finally be played by more than your friends 
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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: January 11, 2019, 12:34:55 AM
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New update for Android!
- Corrected and improved texts - thanks to Anthony Crockett! - Improved accessibility; screen readers now read stat icons - Improved error handling - Disabled character unlock purchases; unlock new characters by finishing the game - Added rating request dialog - Fixed some bugs
And I'm working on an iOS port! So far - installing things on a Mac - it's going great.
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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: December 22, 2018, 08:26:15 AM
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A quick recap from the last month or so... Title illustrationI went scouting for an artist to make a pretty illustration for the game. I felt that would be really important for a game that’s pretty much only text. Being completely new in the field of hiring a freelance artist it was quite a struggle, but I’m happy to have found Annika Maar, who did an amazing job and created an awesome picture. Finishing the gameAfter many plays I felt there were a couple of things missing, so I went fixing it. I added another way to get rewards; by taking on small quests of defeating a wraith. Wraiths are interesting because they destroy the weapon that destroys them. So you got to figure out if the promised reward is worth it, or if you have a way of dealing the deathblow with your bare hands. Another thing is a returning knight that’s gotten himself locked up in some bizarre way. When you unlock him, he’ll give you one of the three consumable items that can’t be bought at merchants; Mana Potion, Tome of Fungi and the Sharpening Stone. And finally I spend days playing and tweaking the game. It’s unbelievable how many dials and switches there are for tweaking a game when you start looking for them, and how easily they change the entire experience. You have to be careful not to be carried away entirely. The first character is now pretty easy to play, but the last one is so hard I had to give up. And I think that’s a good thing; leaves something for the hardcore players Freemium modelAfter much internal debate and weighing all the options, I decided I wanted to have a shot at making some money. It’s a dream I have for many years; to live off making games. So, I created a freemium model. You can play it for free until about a third of the story and then you’re kindly requested to make a small purchase to unlock the rest. I’m scared and excited to see how this will work out. It could be the final straw for the already faint changes of success; it could also mean I could do this again without saving up for it for 5 years. On top of the freemium I added a couple of extra purchases to 'catch the whales' as they call it, but only a few. Android buildAnd then the scariest part of all: porting it to Android. I got it working within a couple of hours and then spend a couple of weeks making it work like I wanted. And then of course the testing and the variety of devices and Android versions. But, having that icon of your own game sitting there in your home screen is extremely gratifying. ReleaseNo wait, there’s something far scarier than making the Android version: releasing the Android version. Something inside me just didn’t want to press that evil looking ‘RELEASE TO PRODUCTION’ button. But I fought it, and now it’s there. Out in the open… looking a bit silly... and hopeless... Anyway, it’s done  Check out the game on Google Play!
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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: December 21, 2018, 06:46:05 AM
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I've completely neglected to keep up this devlog during the last phase of development...  It was quite a ride with fixing the last bugs and tweaking it to near perfection, all while time was pressing. But... It's done! Path of Adventure is now available on Google Play! I'm very happy to have it done and very curious to see what people think of it. Reviews and feedback are very welcome! Thanks all!
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Jobs / Offering Paid Work / [PAID] Game logo (closed)
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on: November 30, 2018, 12:24:43 AM
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I'm looking for an artist to create a logo for my text-based roguelike, for mobile, called Path of Adventure. See https://keeweed.itch.io/path-of-adventureThe title screen image is already worked on and currently looks like this: I need the logo to go on top of it. The theme of the game is fantasy RPG. It is quite lighthearted and not too serious (but not cartoony either). Some elements that *could* be used are: a path, a signpost, a sword, a scroll, a dungeon/cave entrance, treasure/gems, magic. I'm looking for an elegant/stylish logo with few colors. It doesn't have to be super fancy. I imagine something in the line of Zelda: Breath of the Wild: - I'd prefer to pay through Paypal; 50% after first sketch, 50% when done.
- It being a logo I need the exclusive license to use it anywhere and anytime I want. You may show it on your portfolio, of course, but not sell it.
- I kinda need it fast
 - Might result in more jobs in the future!
Interested? Great! Please reply (or direct message) with: - Link to a portfolio with logo's
- Your price/rate
- When can you start
Thanks!
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Community / DevLogs / Re: Path of Adventure - A text-based roguelike, for mobile
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on: October 19, 2018, 02:55:53 AM
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Hi motorherp, thanks for your feedback! It really helps to read how people play and experience it. And what they like and don't.
I agree the RNG is quite heavy at times. It's possible to start out with the wrong gear, not finding anything special and then die at the first boss. That's something I have to smooth out, for sure. Some planning and strategy kicks in later with certain mechanics, like mushrooms and spells. But I agree with you again, there should be more focus on this.
Thanks again!
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Community / DevLogs / Path of Adventure - A text-based roguelike, for mobile
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on: October 18, 2018, 11:15:23 PM
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A text-based roguelike, for mobile
Are you ready to fight monsters, crawl dungeons and hoard treasures? Then take the Path of Adventure! Follow it to the end and reveal the mystery… Words and choicesThis is a game of words and choices. Submerge into a world of fantasy and decide how you want to act. Will you enter the skull-cave? When to use magic? And what to buy from the merchant? Gameplay firstDon’t let all those words fool you – this is a true game! It requires wits and tactics; and some luck. It features: - Turn-based combat
- Procedurally generated dungeons
- Permadeath
- Loads of weapons, items and monsters
- 5 unique playable characters
Easy to learnNever played a game like this before? Perfect! Just start with the tutorial and continue your way. The intuitive interface and the simple, yet deep mechanics will teach you all you need to know.
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Community / Townhall / Kill2Kill
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on: February 16, 2014, 09:06:08 AM
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I just finished an alpha version of a platformer shooter I'm making  The game's called Kill2KillWhat makes Kill2Kill unique is the 45 degrees auto-aim mechanic. Characters aim at their closest enemy automatically, but only as far as the best of 8 directions. This way players can fully focus on their movement and further develop tactics. At least, that's what I hope  Here's a trailer that should show what I mean:  The alpha is very stable and playable. It features: - Single player + local multiplayer 2-4 players
- Deathmatch + Coop
- Online highscores
Please download from here: http://www.keeweed.com/kill2kill/All feedback is welcome! Thanks guys! 
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Community / DevLogs / Re: Sticky Bump
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on: May 18, 2012, 02:32:33 AM
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There will be a Windows version as well! But playing with 4 people behind a pc screen isn't that... popular  But if you have your tv connected to your pc, like me, it works great 
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Community / DevLogs / Re: Sticky Bump
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on: May 17, 2012, 06:30:17 AM
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Last weekend I finished the game! More or less. It has a new level that needs to be playtested (see pic), and I need to record some gameplay, edit a trailer, and that sort of thing... but unofficially... I'm done   The game is still in playtest by the way! Check here: Sticky Bump playtest App Hub if you are an XBLIG developer. Thanks!
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Community / DevLogs / Sticky Bump
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on: May 08, 2012, 05:10:44 AM
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Sticky Bump is a local multi-player game, supporting 2-4 players, targeting Xbox Live Indie Games. About the gameGoal of the game is to collect as many traffic cones as you can and bring them to a drop-off point. Point is, this can only be done by the "Stickies"; cars that have a white glowing bumper. Stickies that hand in their cones, score points, but loose their white bumper as well. They've become a "Bully". Now, Bullies cannot collect cones and thus cannot score points. All they can do is hunt a Sticky, and bump against it. This will swap the roles of both cars and destroy the cones that the used-to-be-Sticky was driving around with... The resulting gameplay is that of a quickly and continuously changing gamestate. At one moment you run, dodge and escape, while trying to collect cones, and the next moment you hunt, chase, and cut-off routes to the drop-off point. With controls that consists of bare movement (1 stick), the challenge comes down mainly on tactics and player's flexibility/adaptability.  About it's developmentI've put the status on 80%, which means for me that the game is done, except for a couple of details. The game has been playtested intensively, because the gameplay is quite unique and experimental. Basically, I wouldn't allow friends or family leave the house before they had sit back and played it for a couple of rounds  I think the result is a really fun, and sometimes hilarious game that does good at a party/gathering of friends. This is a video of such an (early) playtest. It's quite old and the game looks a bit slow there, but still, it gives you an idea: I've already showcased the game at 2 events, of which one was Festival of Games (a Dutch games fare). Reactions were pretty awesome! In playtest now!Sticky Bump is now in Playtest on App Hub / XBLIG. If you are an Xbox developer, you can download the game here: http://catalog.create.msdn.com/en-US/gamedetails.aspx?catalogEntryId=ac95a64a-d65a-4849-a395-92957af1e629&type=1Feedback is highly appreciated! Thanks in advance!
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