Pay what you want for Fancy Skulls on IndieGameStand! 38 hours left!
Update 0.4 “Screenshake”
New enemies, balancing, visual improvements, better performance.
- screenshake effect added when firing some weapons, to explosions and when player gets hit
- added 6 enemy types
- added 2 items
- threasure chest will always contain weapon on a first floor, eye on a second
- shop in a exit rooms on first and second floors
- first floor is slightly easier than second
- some enemy projectiles can’t be destroyed by shooting
- flames destroy any enemy projectile
- reworked room layouts
- room walls on a same floor have slight brighness/saturation variations
- few more weapon mods
- spyglass item now will work as soon as it’s picked up and will show enemy silhouettes instead of names, which can be seen through obstacles
- mannie’s mines are no longer explode from first revolver shot, but pushed away
- added keybinding for taking screenshots, which are stored in game’s folder
- displaying slot number and max ammo by pressing tab for carried weapons
- vsync option
- bugs fixed
- some things tweaked
And because I’ve uploaded it with a critical bug, I released 0.4.1 at the same day it went live
Update 0.4.1 “Shells”
- fixed bug where it was not possible to die and progress to the next level
- added bonus for completing level fast
- added empty shells for reveolver, smg and shotgun
- fixed mod for flamethrower “cook items for fuel” not working
- ammo will not be picked up when carriyng maximum amount of that ammo type
And I recorded Fancy Skulls Let’s Play, which you can see below:
- added challenges and unlockable “starting builds”
- update check in menu, if new version is availible it will let you know
- options now available in main menu as well as in pause menu
- changed visual design for one enemy – skull
- added “champion” version for that enemy
- removed pickups for mana, mana now regenerates by walking
- resolution and keybindings can now be changed in game, since there is now way to show launcher on Linux
- fixed resolution setting incorectly in fullscreen on start on Linux
- added some trees
- added textures on walls and geometry
- added coin slot machine
- added charge bar for mortir
- eye names now displayed in shops
- death and win count in main menu
- save file to save progress
- few new layouts for secret and treasure rooms
- new icon
- some balance tweaks
- some optimization
- some new sounds
- bug fixes
Some time ago I started recording my Daily Challenge runs in Spelunky (game is randomly generated but Daily Challange has same set of levels for every player) and at first I did it without commentary, and then I started to talk while playing it! Actually I want to make let’s play of Fancy Skulls some time later, so this is kind of practice for this. And it’s fun!
Anyway, feel free to subscribe!
Alpha version now availible for purchase for $6.99 at fancyskulls.com
I’ve been working on this game for about a year. And I finally released alpha version. There is still some work to do, but I think game is intersting enough, and I want to get feedback, and it was important to me to release it, even at this somewhat incomplete stage.
Fancy Skulls alpha version is planned to be released on 15th of August.
Here is a new video of a game I am working on!
And now it’s have a web page: fancyskulls.com
Here is a first moving youtube video footage from a computer video game that I am working on which called Fancy Skulls and it is a FPS roguelike.
With Unity 4 we can now easily make games for Linux!
Like that – click! Click! Click! Type-type-type, click! More or less.
So, I have made a Linux build of my first person mini-metroidvania Box Life and updated a game a little. I have added one new ability and hid one secret a bit better.
I’m working on a new game, it’s an FPS roguelike-like. You play as captured creature, who is part of some collection and tries to break free from museum or whatever. You make your way through procedurally generated levels, you shoot foes, jump and find and use cool abilities, like magical time-stopping and magical jetpack.
So, I have finished and released a game I’ve started about a year ago. Because finishing projects is cool.
After release I have posted it on kongregate and newgrounds, but game fell flat on those portals. And that made me a bit sad. But then I have tweeted to freeindiegam.es editors about my game, and got mention there, and posted about it on /r/IndieGaming/ – got quite a few players, and good deal of feedback. I’ve updated game with fixes and balancing tweaks after. Game have been mentioned on other blogs and sites. So, it’s important not to rely on one place to getting your game out.
So, year ago, when I started this game, it was a bit more ambitious, there were all sorts of ideas, and it was unfocused. Now recently when I got back to it, I cut away everything I could, focused on light mechanic and player’s fragility, made simple goals for levels, and here is the result. I even cut away crafting mechanics which I were quite proud of coding – by placing coins on a ground in a 3×3 grid, and it would work no matter in which order thy were put.
I think I will return to this game some time later and expand it a bit, adding some depth, making it more exciting, adding something to find, probably.
It is possible that I will announce new project soon, stay tuned, subscribe to rss, follow me on twitter.
This is one of my old projects that I decided to finish. So, Ive been working in it past month. I started working on it year ago, and since I haven’t blogged too much, you will find entries about it few posts ago.
It’s a roguelike, where things are affected by light, and you are on a quest to find something cool to fill an emptiness inside.
At may 8th I’ve released improved version of my Ludum Dare entry, which I carelessly titled as “box life”. This post is about what happened later, and what I’ve learned. Game did surprisingly well – I did not expect this. It has higher than average rating on kongregate(around 3.75) almost 40 000 “game plays” at the moment, which are, in fact, views. Game was mentioned by freeindiegame.es, indiegames.com, indiegamemag.com. What I think I got right:
- Look and feel. Game looks and feels nice. Sound, textures, animations are all right.
- Options – like pause and menu on escape, inverse and sensitivity options for mouse, versions for download.
- Level design – Those moments when player sees something, and want to get there, but needs some power to do it, than she finds that power gets back, and hooray! Well, this is what makes metroidvania, even a small one.
- Secrets. People really liked finding them. I’ve actually added them because I really enjoyed finding them in Legend of Grimrock. Or, in some older release too, in Portal 2, I liked to find all that Ratman’s graffiti.
What could be improved. Mostly because I wanted to release the game, and move on to next project. Based on feedback and my thoughts.
- In abstract environment is hard to say, if something is a decoration, or have a purpose. Orange blocks and sculpture with balls and lines were confusing to players. They were initially added as decorations and some landmarks, because initial LD entry environment was too bland and alike.
- Reward for finding all secrets may be disappointing for some. It’s just an little illustration I drew.
- Story of some sort.
I’ve learned a lot from this little project. I don’t know what else to say. Thanks!
P.S. Unity is an awesome tool for making games.
List of changes:
- Reworked level design
- Visual tweaks
- Objects to collect and assemble
- Fixed bugs
- More sounds
- Small reward for those who found more than 4 secrets
- Mouse sensitivity, volume, fullscreen, mouse inverse options.
- Cool thingy that you can see on a screenshot below
Thanks to everyone who left feedback to my entry. And Ludum Dare is awesome.
I’ve started to draw a picture every day.
I’m gonna bunch of them here weekly, and I post them on my tumblr daily. This is the plan anyway.
So here is an update on a game I’ve been working on.
It’s a game about place. About place that once was ordinary, but after some event it has changed. And now this place if filled with artifacts and strange creatures.
First of all here is another glitchy screenshot:
I have decided not to use flixel, since I had some performance issues, so now it’s just me, AS 3.0 and some small libraries, like gTween. And it lets much easier to work with animation, without any 3rd party tools. Two of my last games haven’t got love in this aspect mostly because I was to lazy to use create animation and convert it to spritesheets. And because I’m pretty pretty good at animation (and graphics) overall feel of the game will be better. not to brag, I’m terrible at programming, at least I think so. And to be honest, I think I’m OK in animation and graphics, but people says I’m good.
I have made some progress, and I think I may have found interesting mechanic, that serves well to purpose of the game.
Here is what I’m gonna do. I’m gonna write a blog post! About new game I’m making. And I’m gonna do it just for fun, and not gonna think if this is interesting to anybody, or not.
So, here is the PICTURE.
That picture does not, in fact represent how game is gonna look, or even how it is looking right now. It’s just a glitchy effect I liked.
The game is about dungeon, exploration, and danger! Mainly about exploration and searching and finding.
It is based on this prototype, I’m building it in Flixel now, instead of pure AS 3.0, because I don’t really want to write collision checks and all that gibberish nonsense that real programmers usually do. Because I’m only one guy and there is a lots of work to do.
That is my main concern – game I want to make can be too big to complete it in reasonable time. So, I’m gonna keep it simple, and probably present it unfinished, and continue to work on it and improve.
And here is some characters.
It’s rather small project, kind of a worm up.
It’s a game about Fred who shall save his brother’s life by using his astonishing jumping skills.
Play it here
I wanted to make a game. I needed to make a game. And I have made it! Here is the story of how it was.
I think I have managed to create fun and interesting core mechanics. There is some interesting enemies, managing egg and platforms is cool, and I really like bosses I have designed.
Here is an Iron. He came from idea, that sometimes you just need to move the egg to save it. At first, a have made him immune to bullets, but then I just gave him more hp, so sometimes he can be killed with certain power-ups.
Game is here
I will write something about development later. Hooray!