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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.
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Posts tagged "gms"

Added the Jump ability - press TAB to jump!

Also testing some obstacles and spikes.

Another side project/prototype:

A small platformer game where you need to input random letters to move the character.

Next I’ll be adding some obstacles.

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Back at it!

When shit goes terribly wrong…

Oh, and btw, started playing around with another idea. Trying to keep it as simple as i can.

Started working on the character generator!

So, the urge to gamedev is back but I don’t really have the time and energy to spend making fancy pixel art… That means I won’t be continuing my Space Game right now.

Instead I jumped on the roguelike wagon (seriously, there’s millions of these…) and decided to work on a small project that you can check in the video above.

It’s still in the very beginning but you can already explore a small map and find creatures along the way.

I’ll be sure to post this on itch.io as soon as I add any interesting content.

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The multi-character system is still a work in progress but is slowly getting somewhere.

Not yet sure about the panels graphics though… I think it occupies too much of the screen when you have 4 characters (like in the video). But I do need the space to show the character’s information like HP bar, EXP bar and statuses (sleeping, burning, etc)…

Also, the enemies side panels are now red for better readability.

I’ve also been thinking about the inventory system. I want the player to be able to equip weapons on their characters and swap them freely each turn.

I’ll be making an inventory mockup as soon as I’m happy with the multi-character stuff.

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Started coding the “multiple characters” feature.

Still full of bugs but the very basic system is in. Basically, you can now deploy another character when on battle and you control them on their turn.

How it’ll work:

You have a main character wich will be the only one controllable/visible outside of battle. But when a battle starts, you’ll have the option to deploy your other characters on any visible tile. You choose where, when and wich characters you want to deploy.

So, for instance, if you have injured characters and nothing to heal them with, you may choose not to deploy them.

You CAN’T remove a character from battle after deploying them.

You can deploy them at the very last turn, though, so that they win EXP without having to fight. (I might change this so that every character wins EXP even if they were not deployed. Not sure yet)

If your main character dies, Game Over. If any other character dies, no worries… go hire another one!


Play on itch.io

Help me out!

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Back from vacations and already working on the next build.

There’s already a few new things you can see on this video:

- a placeholder player portrait;

- enemy side panel’s look improved and cleaned up;

- improved tileset;

- cleaned up HUD;

These are minor things though… The big features I’m hoping to add on this build are:

- multiple controllable characters

- on-battle weapon selection/inventory system

- character customization (this one is not top priority though, so may not be on this build)


Play on itch.io

Help me out!

Still on vacations, but I’m making a small mobile game!

It’s like a vacations game jam…

The game is about piling up stuff.

Tried to upload a video but the internet here is… bad.

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Tomorrow is the day!

Build 0.1.4 is right around the corner!

AND it’s a huge upgrade from build 0.1.3 (wich you can play here)!!!

Creatures can now level up in battle if you don’t kill them fast enough!

They also have new skills, and there’s also a side panel with information on every creature in battle.

That plus the newly revamped hud!

Can’t wait for you guys to test it out! Tomorrow!!


Ask me anything!

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I’ve been a bit quiet but I’m still working on the game!
Still revamping the UI, but in the meantime I’ve also added Stunned, Sleeping and Burning as conditions that your bullets may apply on enemies.
I’ve also added “modules” wich change how your...
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I’ve been a bit quiet but I’m still working on the game!

Still revamping the UI, but in the meantime I’ve also added Stunned, Sleeping and Burning as conditions that your bullets may apply on enemies.

I’ve also added “modules” wich change how your weapon works. Some will make it shoot 3 shots, others will make it shoot only 1 that applies burning, other might make it shoot 3 shots that apply burning… etc…

Modules can be picked up as loot from enemies.

Yes, I’ve also added loot!

The next build is taking a while to be released mainly because the UI is taking so long to redesign… But it’ll look GOOD!

Slowly but steady!

Meanwhile, play the last version here!


Pay me a coffee if you think i deserve it :)

Ask me anything!

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Game hud slowly progressing… what do you think?

Play the previous build on itch.io


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Ask me anything

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Reworking the user interface.

It’s not finished, bugged and still a mix of the new one and the old one…

But I think I like where this is going.

You can check the old version on itch.io


Buy me a coffee

Ask me anything

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Build 0.1.3 released on itch.io!!

{ Play here }

Fog of war is in (and improved from last post), enemy stats are now randomized plus lots of bugs fixed!

12/07

  • Changelog
    • Graphics
      • Added skill icons
      • Added Fog of War (and it looks noice!)
      • Changed some HUD numbers to icons (i.e enemy HP and attack)
    • Gameplay
      • Enemies now have randomized stats
      • Added Armor stat to enemies
      • Fixed bug where enemies will engage in battle even if out of range (again…)
      • Fixed a bug where the battle would end with enemies still alive (sure, just ignore them and they’ll go away…)
      • Fixed weird bugs with Larvas leaving battle with 0 hp and then reentering just to die… (-.-’)
      • Fixed enemies out of battle being able to be hit by grenades (no, you can’t do that.)

Enjoy my work?

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