We did a couch coop game (CTHULOOT) and the number 1 refund reason we have is that it doesn’t have online. (It doesn’t because we lacked budget) So I’d say players now really expect online over local.
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valryon
Yes! Switch version is in QA so we hope it will only be few months away from PC release.
CTHULOOT, a fun arcade coop game that will soon be released on Steam: https://store.steampowered.com/app/2283410/CTHULOOT/
Too many useless AI features in the last version of Filmora, the user experience is really degraded now.
Working on a new game with some friends: CTHULOOT, a multiplayer coop game. Imagine Overcooked x Zelda 2D. We have a demo on Steam: https://store.steampowered.com/app/2283410/CTHULOOT/
BulletML is also used in some more recent Unity3D games like Steredenn
But you can fall asleep and wake up at work with public transportation.
Thanks a lot <3
Unity was chosen because I am a C# guy coming from XNA, and Monogame was super rough at that time. Also it allowed us to really focus on the gameplay and not too much and the engine, while having access to all consoles. We still had a lot of headaches with it… Now I’m considering switching to something but I’m glad I had that experience on a mainstream and fully documented engine.
Best of luck with your game, if you need advices send me an email via the Steredenn or Flipon contact address.
Flat eye (PC) https://store.steampowered.com/app/1358840/Flat_Eye/
A video game about technology and its impact on our lives. Very inspired by stories from here.
I make videogames for a living:
- Flipon (https://flipon.net) an arcade puzzle/match-3 inspired by Tetris attack on PC mobiles and switch
- Steredenn (https://Steredenn.pixelnest.io) a roguelike shoot them up, pc, iOS, switch.
I’ve been lucky to have an extra income with those two games for a few year.
Hello, interesting model. I’m an indie gamedev and I could be interested for my games. You can contact me at dam [at] dmayance [dot] com.
This comes right after the release of our game Flat Eye [0], which includes a quite new Content Warning system.
So far players really likes the fact that the system exists and that they can choose to skip or see the content. It's all about being warned anf having the choice.
I’ve released my game Flipon https://flipon.net end of 2020 and while it’s not a huge success, it’s still quite a consistent flow of income (300-500€).
Doesn’t require much maintenance, maybe some new content soon.
Interesting, I will give it a try.
It reminds me Gladiabots (https://store.steampowered.com/app/871930/GLADIABOTS__AI_Com...), but the target audience is not the same.
Good time to recommend the game Night Call if you like the peculiar atmosphere of a big city at night from a taxi driver perspective.
This is one letter swap from something very popular but completely different…
Nice work!
Had the same issue for the second kid and came to the same conclusion I needed an app for that.
I never shared it but I’m happy with my “trouve prénom” French only site, based on INSEE names statistics.
If you’re curious: http://trouveprenoms.azurewebsites.net/
Thanks a lot! <3
I’ve been consistently using it on my last 3 projects and I really like it. It brings a simple visual clue to the content of a commit, it’s displayed correctly on all my git clients, and it’s just fun. Also, you don’t want to have more than one emoji so I agree it forces to have more atomic commits.
If you like the genre you should also check Gladiabots on Steam: https://store.steampowered.com/app/871930/Gladiabots/
About 3 months, most of the time as a night pet project and 1 full month of work.
Thanks.
Well, I have a mitigated opinion about the HTML5 export of GMS2, but it's mostly because of how we worked.
We have one very large scene with a lot of objects that runs at 600 FPS on PC and the first time we tried the HTML export we had a great slideshow at 5 FPS on Firefox.
So I added many hacks (mostly deactivating/activating objects that are not on screen) and we ended up having decent performances on most machines, this is what you can play now. But those hacks cause some bugs (sometimes the entities will be activatied before the floor collider and they will fall through it).
Now, if we tested the game from start in HTML5 we could have anticipated the issue and design the level in another way. But the pricing (150$ for web export) doesn't encourage the devs to do so.
But it's still one of the best engine for 2D HTML5 games as long as you are aware of the limitation.
( Me too :) It's made by a friend, Plus, you may have a look at his tumblr: http://pluspixels.tumblr.com )
(dev here) Well, that's true. It's not a rogue-like but this is the term most player will understand directly, thanks to games like FTL, Binding of Isaac or Nuclear Throne.
So it is a way for us to explain permadeath and replayability in a single word. :)
Thanks!
I must admit we probably made a too hardcore (unbalanced) demo but we may fix this in an update.
Yeah Unity performance are not always great, specially the web plugin. But the fact that you can deploy everywhere, including console and mobile, with the same "code", is really great. Now that you say it, it reminds what Java tried to do for applications.
For Red Dead Redemption, wives of the developers has written several open letters to show the world the horrible condition their husbands were facing.
You can easily find this story, like on Gamasutra: http://www.gamasutra.com/blogs/RockstarSpouse/20100107/4032/...
Notice that, more than a debate about why we should donate to save her or not, I think what's interesting here is that a Kickstarter-like website is used for totally personnal and life-threating purpose for the first time.
Or at least successfully used like this for the first time, I can't recall any other example.