7 months ago

Still figuring out how video game combat works.

I Also noticed some levels feel very short, so here's more level.




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Now I need to test a few underground levels, if you like this design it'd be nice if you could Click Here to give it a view.

Alright! Cool down period has finished, now for the second round.

So Click Here if you think this looks good.

This one is a little different it has more space in an attempt to ease visual information and collision trouble.

Now this one assuming anyone remembers the last post was designed completely different. I Don't know if that's a good thing just Click Here if you know it is.

Everything is Crab is the animal evolution roguelike.

Make animal inspired evolutionary choices to concoct your own unique creature every run, both mechanically and visually.

Play the Next Fest demo: https://bit.ly/EverythingIsCrab

Complete EIC-inspired quests!

I Want the player to have a few more options for combat, power/charge attacks.

This animation was a lot of random ideas, I might need to separate it next time I do something like that.

Join a mercenary team: high-risk, low-benefit positions available!

Defend cargo trains in this innovative Turn-Based Tower Defense meets Reverse Bullet Hell.

Wishlist the game now: https://bit.ly/AustraliaDidItSteam

Okay it's time for creative stuff again, and just in time for #WIPWednesday

Been working on this all week.

Now the main idea was be more unique visually. So um Click Here If you think it looks good.

Or if something looks wired, just let me know.

My game in 50 seconds #indiedev #Gamedev #steam

I Figured focusing on little easy to understand puzzles(Like in old Lego games) is better than trying to think of an elaborate structure.

My respect goes out to anyone that's made a puzzle game that stuff, is tough.