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Hi!
My name is João Vasconcelos and I'm a hobbyist pixel artist/game designer.
I love fantasy and sci-fi and my current project is an isometric space game.
Don't be afraid to say hi!
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Posts tagged "gms"
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Added fog of war!

Also, missed bullets will fly on a different direction now and enemies have randomized stats (hp, attack and evasion rate)!


{ ko-fi } { itch.io } { Ask Me Anything }

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Build 0.1.2 has been released on itch.io!

Play it here!

There’s a brand new HUD (not finished yet), restructured combat system, fire modes, grenades, etc…

I’m not going to post the change log this time because it’s just huge.


Here’s the game’s analytics on itch.io:

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I’m happy to see that a dozen people have already played the last version and some even left feedback, wich is always nice!

Thank you so much!


Go play this on itch.io!

If you like it, send me some love!

Any questions?

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The new game HUD is colorful, informative and clean. And it’s almost finished. There’s still information to display but I haven’t figured out just HOW to display it.

I won’t be releasing this build just yet though. I want to add that [F] attack (it’s a grenade btw) before i do.

Play this on itch.io


Buy me a coffee

Ask me anything!

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A small teaser of what I’ve been working on: game HUD + lots of info.

I’ll be releasing this build (0.1.2) on itch.io tomorrow, when I’m done with the HUD.

(Play the last released build here)

Also preparing to start adding a new area!

Hint: It won’t be a spaceship.

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Pay me a coffee

Got a question? Ask me anything :)

Today I’ve reworked the combat turn system as per suggestion on itch.io.
I’m also currently designing the game HUD as you can see on the image above.
Play this on itch.io
If you like my work, consider buying me a coffee :)
Feel free to ask me...
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Today I’ve reworked the combat turn system as per suggestion on itch.io.

I’m also currently designing the game HUD as you can see on the image above.

Play this on itch.io


If you like my work, consider buying me a coffee :)

Feel free to ask me anything!

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If you’re not careful, the larvas will easily overrun you!

Here’s how to deal with them:

You should allways focus the Larva Eggs first, so that they don’t spawn new larvas.

Then you need to be careful: larvas neighboring other larvas will reproduce (meaning they’ll spawn new eggs) if their health is below 66%.

So make sure you attack larvas with no neighbors or the ones you can kill before it’s their turn.

Anyways, I’m going to start working on other screens and new areas so that there’s actually stuff to do!

Play it on itch.io!

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New build (0.1.1) released on itch.io!

Story intro is in. Revamped HUD, and more!

> Play it here <


02/07

  • Changelog
    • Graphics
      • Redesigned game hud (probably not final yet)
      • Changed donut healing icon (it’s now animated and shiny - probably not final yet!)
      • Redesigned player’s bullets
      • Redesigned enemy’s bullets
      • Changed newborn larva’s opacity to 30%. It’ll change to 100% when they move (this makes it clearer wich ones are ready to fight)
    • Story (new!)
      • Added game intro with the first draft of the story (this is going somewhere!)
    • Combat
      • Increased enemy’s attack damage by 2 (Larvas deal 7dmg, Bulbs deal 9)
      • While in combat, you can now only heal on your turn and, if you do, you skip the turn. (You can still heal outside of battle though)

If you enjoy what I do, consider buying me a coffee :)

Feel free to ask me anything!

Play this game on itch.io

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Build 0.1.0 is now playable on itch.io!!!

> Try it out! <

I’ve reached build 0.1.0 and decided that, starting now, I’ll be releasing each build on itch.io so anyone can test it.

NOTE: Obviously, the game is in a very early stage of development and, as such, you can’t really do much, there’s tons of bugs and most things should be consider not final!

01/07

  • Changelog
    • Graphics
      • Revamped most of the graphics (including the tileset and enemies)
      • Changed game resolution to 384x216
      • Implemented code to enable/disable particles (my older PC almost caught fire ‘cause of those damn particles)
      • Created and animated new larva’s cocoon stage (noice!)
      • Added new healing skill icon (just a placeholder)
      • Blood stains are now properly drawn below the player, and not above (-.-’)
    • Misc
      • Fixed rare bug with enemies engaging in battle without line-of-sight (hopefully…)
      • Added new healing skill: Pressing [G] (in or out of combat) will regenerate 20hp. (It costs money to use!)*
      • Added mission prize indicator below the mission expenditures
      • Fixed bug with larva eggs spawning larvas on occupied tiles
      • Started coding the “Space ship” room wich will serve as a main screen between missions
    • Combat
      • Larvas spawned by an egg now go through a cocoon stage and then have to move to a new tile before engaging in battle
      • Larva eggs now spawn up to 3 larvas per turn (they’re born from the same cocoon)

*Q: Why do bullets and skills cost money to use?

A: The game is about completing missions and earning money. So, to make things interesting, the disposables you use will have to be restocked at the end of each mission.

By disposables I’m referring to bullets and other items such as food (used to heal) and utilities (like grenades or med kits). Although right now i’m calling it a “skill”, healing is actually done by consuming a piece of food, and that costs money.

The idea behind this is to make you choose very carefully your course of actions: “What’s more cost effective right now: to shoot each of these larvas one by one or to throw this really expensive grenade at them?”

This also means that, if things don’t go as planned, you may actually come out of a mission with less money than you went in.

That’s why you’ll have a counter on the top right of the screen showing you how much you’re spending on the current mission. And below it’ll show you the prize you’ll get by completing the mission, so you can easily compare both values.

——

Any comments and/or suggestions appreciated :)


If you enjoy my work, consider buying me a coffee :)

Don’t be afraid to ask me anything!

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What came first, the larvas or the larva eggs? o.O

(Bonus content: Find the rebel wall sprite.)

27/06

  • Changelog
    • Misc
      • Fixed a rare bug with the cursor not switching states after finishing a battle
      • Fixed cursor’s collision box
      • Removed an old line of code that made bullets be destroyed when they hit pipes
      • Fixed a rare bug that allowed the player to be in the same tile as an enemy (dooh!)
      • Fixed a bug with the enemy “bullet” sprite where it wouldn’t face the right direction
      • Added Mission Cost counter (so you know how much you’re spending on each mission - it’ll be needed for later…)
    • Graphics
      • Tweaked and finished walking animation (hopefuly)
      • Added shooting animation (yay!)
      • Aadded an outline and reduced player’s sprite opacity to 50% when hiding
      • Changed wall sprite’s colors
      • Changed room background color from black to dark gray (so that you actually see those black vignettes coming down)
      • Added new wall types (will be revisiting these soon)
      • Added new “larva infected” tile
      • Added and animated larva eggs
    • Gameplay
      • Added new enemy type: larva eggs (they spawn larvas on adjacent tiles)
    • Combat
      • Added mechanics between larvas and their eggs: larvas drop eggs when their health is below 66% and they’re close to another larva… while eggs spawn new larvas
      • Made battle indicator icons brighter (aka those red rectangles below the enemies - not sure what to call them…)

Buy me a coffee!

Ask me anything!

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What a mess!

Testing out new enemy type.

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Surprise moth3& $/#(%ers!!

25/06

  • Changelog
    • Graphics
      • Added a walking animation (finally…)
      • Changed battle UI elements (i.e. player’s & enemies name and health bar…)
      • Changed battle UI texts position.
      • Changed cursor icon
      • Added player’s shooting stance. He now draws his weapon and turns to his target when shooting. (still have to animate that…)
      • Added pipes. (need to redesign those)
      • Changed bullet sprite.
    • Gameplay
      • Added new hiding mechanic: the player can now hide behind objects and won’t be spotted by enemies.

Buy me a coffee!

Ask me anything!

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Hiding behind objects is now a thing.

Walking is a thing too.

You’re a thing.

Thing.

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Funny things happen when you write “sprite_index” instead of “image_index” :D

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I finally found a character style that I like! And I made an idle animation already! The character itself might change in the future, but the art style will probably remain like this.

I’ve also added the ability to jump and just turn the character (without moving). Obviously still have to make proper animations, but it’s heading somewhere!

This will allow me to add some new ways for the character to interact with it’s surroundings.

On other news, (although related) I’m probably going to change the name of the game as soon as I find a suitable one. This is because the whole context (story?) of the game is changing in my head. That’s why I’m not sharing ANY information at all about the story just yet.

So yeah, I just keep changing everything right? Well, I’m just going with the flow. Whatever keeps me interested in continuing this project. Even if that means changing to a whole new direction every now and then.

Hope you guys find it interesting too!