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21
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Community / DevLogs / Re: Bones (working title)
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on: May 27, 2016, 03:31:27 AM
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Well, I'm resurrecting this devlog. First, an announcement (a bit shameless self promotion). After 2 years, I finished a new game, Eklips. It's a small puzzle game based on completing squares around a dot. Of course you have the liberty to not believe it because I'm the maker of it, but imho, it turned out really fun to play, it involves a bit more strategy than your usual block game and has a unique feeling.  There are no ads, no IAP, that kind of stuff. Here is the townhall topic I've created for it. Here is the game website...or if you're already ready to put your faith in me, here is the app store link where you can buy it. I really hope that it brings some extra income so that I can spend more time on Bones, and hopefully other projects.. .... And about Bones...Bones, though still lacking a proper name, is very much alive, and have some new & neat features that are already in the game. I also tried to adress some of the problems I figured out in the first phase of testing, especially introductory levels which were supposed to ease your way into the game. It was a rough process, I'm not gonna go into details, I'll check it out with another testing phase. About porting Bones to mobile, Eklips helped me learn mobile stuff (thanks to friends who helped a lot) and I'm now less afraid to dive into it, but I don't think it would be easy enough to port Bones with it's current structure. I think it was already hard because of twitchy controls. So, first PC, as in the original plan. There is also the usual worries. How much time will I be able to sink to this project, how much money will I spend, will Eklips gain any extra time for this one as I hoped? Well, we will see. Also, itch.io's new refinery (closed testing system) sounds really good. I might try it for this one, but also I'm not sure yet, my budget (and the time it buys) is going down very quickly. May be I should try an indiegogo campaign to widen its reach (I can't use kickstarter where I live). .... So, that all for now. I will just put this here in case you missed those links above, feel free to buy Eklips and support me .
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22
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Community / Townhall / Eklips - a new puzzle game [ios]
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on: May 27, 2016, 01:47:07 AM
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Hi everyone, I've released a new game after 2 years of unfinished projects, so that's kind of important for me and I wanted to share it, ahem, anyway... Eklips is a minimalist puzzle game about completing squares around a dot. It's like tetris with a new gameplay twist, but it is harder and requires more strategical thinking as you go by, because of it's gameplay space. Basically all you can do is to drag the pieces along the borders. You can also flip asymmetrical pieces by sending them to empty walls. You also have one-level undo, which is not only helpful for correcting mistakes, but figuring out how game logic works (when squeezing outer blocks when a square is completed) and planning ahead, because sometimes completing a square would put you into a harder position, you have to wait for the right time.  It has two difficulty modes, normal and hard. There are no ads, no IAP, that kind of stuff. -------- game website, including gameplay video & stuff -------- You can get the game from app store ->

Thanks for reading.
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25
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Community / DevLogs / Re: EL AZOR 1bit goshawkman jump&slash
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on: April 07, 2016, 02:20:53 PM
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Hey, game is definitely looking better with new backgrounds, and camera update seems great! Now, I am thinking if there can be a better replacement for the tiles at the foreground (the ground that is filled with squares). The first thing that came to my mind is, what if you put some stone-like texture near to the borders of ground (dithered like the background images but mostly consisting of black instead of white), and leave the middle parts of ground texture-less (white)? That way, perhaps you can also change the texture in different places to break monotony, without having to think about creating a seamless pattern that looks good in every direction everytime. Of course, just an idea, final decision is yours  Keep up the good work! 
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27
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Community / DevLogs / Re: Bones (working title)
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on: February 11, 2016, 04:50:27 AM
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It's great that you are still working on it just make sure to give us regular updates. Also what was the goal of the game I just never really caught that.
Gameplay-wise, goal is to collect all red-heads and reach the end on each level. Story-wise, well, I'm still trying to figure it out. Probably it'll be something concise and goofy, since what I want to focus is gameplay for this game.
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Community / DevLogs / Re: Bones (working title)
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on: February 06, 2016, 12:24:26 PM
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Hey, thanks man! I was pretty sure everyone forgot this! I agree, it would be bad to rush it just to finish it. I hope I won't dissapoint at the end Thanks again, really. Your comment made my day 
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30
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Community / DevLogs / Re: Bones (working title)
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on: February 06, 2016, 10:54:00 AM
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Wanted to drop a little note here, in case anyone is wondering.
After some thorough testing, I decided to take a small break from this project, because it needs more time than I envisioned initially. It's not necessarily a bad thing, I believe it's sometimes better to return with refreshed batteries. Currently I'm working on a small mobile game, it's already close to finish line.
To people whom I didn't contact for testing: I didn't forget you, I just tested the current build with enough people and decided to save others for the next batch, because it is always nice to try with people who are not accustomed with the game. Thank you for your understanding.
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Community / DevLogs / Re: Bones (working title)
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on: January 04, 2016, 12:08:49 PM
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 No worries, just wanted to clear any confusion if there is any. You can send me your mail & skype by private message (Skype is useful for watching how people play and where they get stuck) By the way, it is not certain if I will be able to send test builds to everyone who contacts me, so I can't give any promises, but I'll definitely keep it in mind in case there comes a right time! You can never have too many testers 
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Community / DevLogs / Re: Bones (working title)
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on: January 03, 2016, 05:08:33 AM
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This a very cool game. When do you think you will be able to let us play a demo? Thanks
Hey, glad you like it! I'm not sure if I'll release a demo, but if you want to be a tester when the time comes, you can leave me your mail & skype (for screensharing while testing) You can send me a private message in case you don't want to write it openly. Thanks.
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34
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Community / DevLogs / Re: Bones (working title)
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on: January 02, 2016, 09:02:10 AM
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Thanks guys. so i think, there is nothing wrong to imitate super meat boy  . probably the mechanics will evolve something original in time. the last animated gif seems promising. keep up the good work. Ummmm... But I never said I am imitating something. As I said before, I never even played it until recently, when several people mentioned it (along with other games) after seeing my gifs. Mechanics/movement already feel very different to me. I think you misunderstood, but thanks anyway. ----- A little updateNo new visual update, I'm taking notes mostly for myself: - Tried applying different color palettes to new art. Blue one will probably stay as the main one but I might add different modes/levels (different gravity, acceleration / bouncing rates etc.) with different colors.
- Level editor has new buttons that allow bulk moving, which makes level editing even more easier.
- Current level count: 24. Some may need a bit more fine-tuning. My goal is making 80, at least.
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Community / DevLogs / Re: 5734L3R
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on: December 30, 2015, 03:03:44 AM
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I'm following this project for a very long time, good to see it's still alive and kicking  Props to the great art 
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37
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Community / DevLogs / Re: Starshock
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on: December 28, 2015, 06:09:55 AM
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Nice to see this is back on development, I was following the old devlog in my lurking days, art and overall game was sweet!  Logo seems to have a new hi-fi makeup, is artist still the same?
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Community / DevLogs / Re: Bones (working title)
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on: December 24, 2015, 11:34:21 AM
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Meanwhile... After all the hassle, I like the new direction art is taking with the new colors. Differently than before, now it also looks good (and readable) in motion too. 
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39
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Community / DevLogs / Re: Bones (working title)
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on: December 24, 2015, 04:51:37 AM
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Looks cool - just keep developing and it will work itself out!
Thanks! I hope it will, it's already going better in the last few days I will try to make a detailed update post in the following days. Thanks for the comments guys.
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40
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Community / DevLogs / Re: Eli
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on: December 19, 2015, 01:57:23 PM
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Looks amazing Judging by your names, I guess we're from the same country, am I right? Good luck, I'm looking forward to hearing more about the game! 
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