A wise man once said:
"It's a stressful game about escape: at the start of the game, you find yourself in a very bad situation, and no one can help you except yourself!
You need to find a way out, but the hallways are dark—only partially lit by the fire, and doors are often locked.
Beams fall from the ceiling, the floor collapses, and on top of that, there's something else in the house besides you—either it's not alone, or it has many voices (it's here for you)...
To overcome all these circumstances—stay calm, watch your step and surroundings, and search the hallways and rooms for items that could help you.
However, items don’t last forever—a match burns out, an axe dulls and becomes less effective. But that’s okay, there are plenty of axes in the house—look for more!
And the old one… throw it away wisely—the sound of it hitting the floor might help distract the guest.
You’re not eternal either—your stamina runs out, and poor decisions leave pain and injuries.
But don’t worry too much—pain and injuries aren’t eternal either😅
Yet don’t relax—nothing is less eternal than a burning house!
(Among other things, because it is different inside every time)"
#topdown #roguelike #rogue #gamedev #games #videogame #videogames #indiegame #IndieGames #IndieGameDev #indiegamedevelopers #indiegamedevelopment #indieDevs #indieDev #pcgame #rogue #indie #gameassets #ゲーム制作 #art #pixelart #pixelartist #ドット絵 #pixelartwork #game
#fightinggames#games#gamedev#gdevtalk
Ah, yes, with a quote, you can’t see that it’s one and a half screens of text...
but the whole joke is in the volume...
I think the best option is cards and choosing cards between rounds.
As for moves – it seems to me that no matter what, it ends up being either uncontrollable randomness or complete predictability.
Besides, fighting games already have "moves" on a purely mathematical level – the gradient is just a bit larger if you take something like MK or Soulcalibur (because being in a crouching state lets you avoid high attacks while still being able to perform attacks).
There's an example with stamina (though the idea was poorly implemented there and ended up being "a limitation for the sake of limitation") – in Mortal Kombat X you're simply not allowed to endlessly do empty cancels (which isn’t necessary if the cancel doesn’t give frame advantage), back dashes, and running:
1. Limiting empty cancels that don’t give frame advantage on block is strange (considering damage scaling exists, and there's nothing stopping you from applying specific rules for empty cancels in combos – like it's done, for example, with pokes: even if you land a crouching hit and the opponent is in big enough hitstun, you still can't confirm it into a combo – when you cancel into a special, the opponent immediately exits hitstun and blocks the move (if they were holding block, of course)).
2. The back dash gives an incredibly small invincibility window against some attacks, and is still less effective than forward run. Moreover, in Mortal Kombat X you can’t cancel a dash into block – which means it’s an unsafe action, and you already don’t want to spam it.
3. Limiting running is pointless – compared to other stamina-consuming actions, it just weakens characters who can perform empty cancels, making them weaker.
I think I more or less understand the idea of stamina in MKX – it was supposed to be a resource to be distributed between offensive (running forward, empty cancel) and defensive (back dash, breaker – it drains both your and the opponent’s stamina, throws the opponent off and makes them fall, while you remain standing) options, but in the context of a game where two humans are competing (I think it’s worth emphasizing “humans,” meaning people are supposed to demonstrate their skills – competition) – then why create a system that limits them in showing and applying their skills?
#indiegames#indiegamedev#gaming
A golden 'mark' on the door depicts the shape of the head of the key that fits it
But not all doors have preserved such a decoration ;)
I think the most interesting facts about the game are its mechanics.
For example, you can set the time after which the grandfather clock will start its chime, attracting some monsters, but to do this, you need to repair it – find a part and install it into the clock.
In the Burning House, a monster will react to sound if the sound: has the appropriate type, enters the monster's hearing range, and if it is loud enough – the volume of the sound, of course, is smaller the farther the hearer is from the source.
#steam#gamedev#indiedev#gdevtalk
I think Steam should add toggleable gamification elements to the developer dashboard.
Right now there are a lot of beginner indie developers, and at the beginning of the path it’s often quite hard to control yourself – something you postpone for later or find an imagined reason not to do at all.
Specifically, we originally didn’t plan to translate the game page or even the game itself into all Steam-supported languages – we were planning to add around 9-11 languages, but the list kept turning green, and we got into the swing of it...
#indiedev#gamedev#gamedevelopment
I’m looking forward to the moment when I can start working on the sound design for The Burning House. It’s going to be interesting!
Thanks to Steven for sharing his observation — in fact, a large base of references and experience is necessary to determine the most suitable and/or accessible source for a particular sound in the game.
#PortfolioDay#pixelart
These are works by our artist ❤️
Mostly, he draws for games – here’s some art from his own projects!
(Link to profile/itch in the comments)
I even know people who believe that a radically unique product, and the resulting lack of competition, is what will bring them guaranteed success.
But actually, a unique idea and a good idea are two different things.
Not to mention that the quality of the implementation determines a lot.
@clemmygames I play MK1 in my free time away from gamedev.
"Everything is too strong" and "breaking the rules" are not suitable principles for competitive games.
#pixelart#ドット絵#games
"Before – After"
For the bandaging animation, the original version of the bandage turned out to be too big — so we made a new one. But I hadn't shown the old one before. Here it is!