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Ludonauta

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A member registered May 16, 2016 · View creator page →

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Thank you! Glad you liked, brother!

Hey Pegasus! Great to have you around. It's always a good surprise to be notified that you left a comment. Thank you!

I'm taking notes of your feedback; there are a lot of valuable insights I can take from it.

Something that sparked in my mind while reading your comment is that it can be summarized into one major issue:

The strategy and adventure elements are conflicting with the action elements and I'd rather focus on action.

I think you already read about that "Primary Colors of Game Design" framework I use in my game design process, but just to clarify:

  • Action: the elements that test your reaction time to game events (movement and combat in Milkyway Mailing Inc.)
  • Adventure: the elements that test your ability to reveal and connect information from the game world (the story, plot, and world-building in Milkyway Mailing Inc., for example, the dialogues) 
  • Strategy: the elements that test your ability to manage resources (health points, energy points, positioning, in near future, the skills and their effects).

From what you said, these elements are clashing: Dialogues appearing while I you were rather be focusing on moving and fighting, the energy preventing you from performing high leverage moves like dashing and teleporting, which are part of the movement system.

You even point out that, as it is, you'd rather have the previous movement system, with an elongated drag, low friction, and high inertia.

Would it be accurate to say that if the movement system gets more responsive and allows you to respond faster to the game events, you'd have a better experience? Or is it a personal preference for the "floaty" movement we had previously?

Liked it!

I think it lacked some incentives to urge the bouncing between one NPC and another. I think this game has a goo potential if the NPCs actively tried to kill the player.

Liked it!

I think it lacked some incentives to urge the bouncing between one NPC and another. I think this game has a goo potential if the NPCs actively tried to kill the player.

Loved the background story

Scored 66 so far!

THank you for asking!

The Game Development Patterns with Godot 4 book, published by Packt Publishing, is a book that explains how to use the design patterns of the software development industry to develop games. We are talking about applying Uncle Bob's design patterns, such as Singleton, Command, and Strategy.

These are all very useful when you are building scalable and reusable code bases.

In the book, we work on a platformer game project, improving its code base by implementing a fictional game designer requests.

The Platformer Essentials Cookbook teaches how to implement common features found in platformer games using Godot Engine.

The project used in the Game Development Patterns book builds on top of a project that implements features presented in the Platformer Essentials Cookbook.

The major overlap is that for some features in the Platformer Essentials Cookbook we use some design patterns, but we don't go in depth on them, as the focus is on the actual feature, while the Game Development Patterns explains the rationale behind the pattern and how it helps make the code scalable for bigger projects.

So while the Platformer Essentials Cookbook is more beginner-oriented, the Game Development Patterns is more intermediate-oriented.

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Hello!

I create space fantasy games, and I'm currently working on my first commercial release, Milkyway Mailing Inc., From my perspective, there's no way this game will be successful if I don't correct and polish it with actual players.

Image 1: The Battle Against Aries prototype banner. Click to visit the prototype

So I build an initial prototype, which I called Battle Against Aries, to collect feedback on the game's core drivers:

  • The aesthetics: I'm the artist behind the visuals and I can't hire anyone, I need to validate if my illustrations are good enough
  • The boss battles: the game revolves around defeating the 13 zodiac signs (yeah 13) and unlock their abilities, so boss fighting is a major feature that needs to be in tune
  • The twin-stick control: well...this is how players interact with the game world, so this must also feel great to players.

I created a post on the game community so you can vote up/down for each of these topics on whether you would buy the game as they are, or if they would be a major decision factor for not buying the game. You can also leave a reply to let me know more about your voting.

You can play the prototype using the link below:

Play the Battle Against Aries prototype

And please, leave your feedback in the respective community post:

Leave your feedback

Thank you very much!

— Henrique Campos

3. The Twin-stick Controls

Are they responsive? Is the spaceship moving fluidly? Can you aim accurately? Are the keyboard, mouse, joystick, and controller good?

Upvote this comment if you approve the controls as they are.
Downvote the comment if the controls would lead you to leave a bad review of the game.

Add any insights or suggestions by replying to this comment. E.g. if you upvote it but would like to suggest some tweaks, let us know.

2. The Boss Battle

Is Aries conveying the idea of a character that behaves impulsively and explosively? Are the patterns readable and fair? How's the level of difficulty?

Upvote this comment if you approve the boss's behavior as it is.
Downvote the comment if the boss's behavior would lead you to leave a bad review of the game.

Add any insights or suggestions by replying to this comment. E.g. if you upvote it but would like to suggest some tweaks, let us know.

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1. The Aesthetics

What do you think about the color palette? Are the UI and game elements readable? Does it match the space-fantasy theme well? What do you think about making zodiac sign game characters reflect their personality traits? Did you like the overall world-building?

Upvote this comment if you approve the aesthetics as they are.
Downvote the comment if the aesthetics would lead you to leave a bad review of the game.

Add any insights or suggestions by replying to this comment. E.g. if you upvote it but would like to suggest some tweaks, let us know.

Please use the replies below to provide feedback regarding the Battle Against Aries prototype. We've selected three major questions we wanted to answer with this prototype.

Use the vote system to give us a quantitative answer, and use the replies to give us a qualitative answer. Read the questions and answer accordingly. This is our way to gauge if we are making a game you'd love playing!

The game controller was made during the prototype development.

Though, the other systems (dialogue, quest, etc.) are indeed from the original game.

Regarding AI translation, I used a quick system I have set up with Notion, as seen in the video, I translate things real quick. I agree this is a bit overkill for a jam entry, though. To the point it could be ignored I guess.

But anyway, as I said in another reply: I understand you feel this way. I saw a great opportunity with many coincidences in this jam, specially the fact I made the prototype within its duration and the ram mascot.

You can disqualify my entry if you feel I was dishonest in anyway. But may I ask you to leave your feedback on my prototype when you finish up the jam? I will be happy to watch you play it.

See, I found this jam and it immediately triggered my attention, the mascot (a ram, my boss is also a ram), the projectile criterea (my prototype is a twin stick shooter and the boss spills explosive bullets), my game is made with Godot, and I made the prototype exactly during the jam duration.

It seemed like a great opportunity to both add a cool polished entry to the jam and help me get some feedback on the prototype.

I understand this might feel "mischievous", but I just saw a nice opportunity here with many coincidences.

If you want to disqualify my entry just because you feel I'm trying to take advantage of you, just know that's not the case.

If anything, leave your feedback on my prototype, even if you don't approve it as an entry here. It will be great to watch you play it.

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Yes, these comments are mine, because I set the page up before working on the prototype. I created the prototype to answer these questions.

Check the Dropbox folder I shared, the prototype development started Monday April 13rd.

I made the game  exactly during the game jam duration, and I can prove that.

The comments were there because I had the page prepared before finishing the game.

Here's the Dropbox folder if you want to verify: Battle Against Aries Dropbox Folder.

Here's a livestream finishing the prototype April's 17th: 

Regarding the Album inspiration, it is possible to add a loose reference to it right now. I don't see any problem with that. Just tell me what would be the objective criterea to accept "album inspiration", since...as shown, the prototype was made during the jam, so there's no way to prove the album didn't inspire it in anyway.

 That said, could you answer the post question on whether AI generated translation  is accepted?

Hi, I have plenty of systems on place for my games in Godot Engine, and I have some assets that may fit perfectly the theme (at least Deep).

I'm thinking about creating a new prototype to submit to this jam using these systems and assets. How open are you to that?

Hi, I made a prototype that fits perfectly this jam. Though, I used Notion's AI to translate the dialogues to 8 languages. The original dialogues (English and Portuguese) were handcrafted though.

Am I safe?

Like in Mario Bros small Mario and big Mario?

Yep!

I already have some plans for:

  • Double jump
  • Wall slide and wall jump
  • Dash and Air dash
  • Coyote time
  • Jump buffer

Your suggestion is something like those Mega Man slides?

Skip to 0:59

Imagine you were an RPG character. In this game, the core resource is money. You studio's HP is the amount of available cash, your MP is how much money you spend on special actions. The damage points is the amount of money you make with sales, so on...you have four core skills from which you specialize to create your build:

  • Operations: the "warriors". People who specialize in getting in front of the game development battle. They are responsible for actually creating the product itself. Skills like programming, illustration, animation, music composition, and game development in general anything related to the production of the final product fall under this skill brach.
  • Marketing: the "rogues". People who specialize in understanding the battlefield and finding the right opportunities to strike. They have high levels of speech and direct damage. Skills like designing, communication, persuasion, leading, influence, networking, and more fall in this skill branch.
  • Sales: the "mages". People who specialize in understanding the specifics of interpesonal dynamics and choose the right spell to deal huge damage. They are versatile and always have a spell to crowd control, and burst AoE damage. Skills like sales, copywriting, empathy, customer support, nurturing, community management, interpersonal and relationship skills in general fall in this skill branch.
  • Finances: the "clerics". People who specialize in finding the optimal numbers to ensure positive resource flow, ensuring all members stay alive and can perform their role at their best possible version. They are responsible for maintaining positive resourceflow(usually cash) to the group, managing when how much goes where. Skills like accounting, bookkeeping, business development, production engineering, finances, budgeting, financial leveraging, financial planning, rolling over debts, and others fall under this skill branch.

For example, I'm a mix of warrior and cleric. Ironically, my favorite classes are paladins and similar "battle cleric" in RPGs.

But, honestly, I'm working hard to develop some damage dealing skills, I started exploring the rogue branch lately, and I gotta say it really helps farming, especially due to some luring skills where you can pull mobs. But I feel that without a good mage, you just can't deal enough damage and end up losing huge opportunities.

A good mage can cast some high level landing pages if he invests on copywriting. Some AoE skills like promotional sales can help too.

What about you, how are you playing this game? Any new meta to share?

Hello, ludonauts.

It's finally time, your very own handheld replicator arrived! Our team is working on packaging it inside a safety container to prevent any accidents, but the test chamber is a safe space to try your handheld replicator.

The Research & Development team worked hard to prepare a sequence of challenges to help you understand your Handheld Replicator capabilities and how to manage it properly.

Note that once you have access to it, the power you'll have in your hands is unlimited. You will be able to create anything, anywhereany time, with great powers come great responsibilities. That said, use under your own risk. Add it to your inventory using the portal below:

Our budget is low, and...I didn't manage to fund  the Training Program (mini course) for this equipment yet. We are running a funding sales to help get pay our instructors in their native currency so they can dedicate time to prepare the Training Program, take the chance to acquire more training programs (courses & books) and other equipments too (assets):


Click the image or here to visit the funding sales.

That said, enjoy your time in the test chamber and don't forget to report any issues in our Bugs & Issues tracker so our team can work on them. Ludonaut Zer0 tapping out!

— Ludonaut Zer0, aka Henrique Campos

Ha! Glad to have you around brother. You have no idea how happy I get when you comment my stuff. 😄

Thank you!

Thaaaaanks 🚀

We need this so bad.

I'm tired of browsing any tag and always get flooded by horror and queer stuff.

Post whatever you want, there's certainly an audience for this stuff, but just let me browse my interests too.

I disagree with everything you said. You're coming up with legalism and technicalities to justify not being accountable for accepting a ToS without reading it or being annoyed by the consequences of accepting it anyway.

itch.io is very rigid and strict withh how creators can use the email tool, to the point we can't even know who we are sensing emails to and we can't send more than one email in less than 24h.

The follow + devlogs features are not enough, especially when you want to build a relationship with customers to make a living out of your honest work.

It's easy to get 100 games for $5, but if you don't want to hit a simple "Unsubscribe" button when you get and email from someone with genuine concern to offer you something you might like...maybe just purchase the bundle without giving off your contact info, that's a simple workaround. As a DCM free platform, itch.io let's you download without providing your contact info. You can even request the download link whenever you need it.

It's inconvenient, but at least you don't get "annoyed" by people trying to make a living out of their passion.

I think that an easy solution would be to add an "Unsubscribe from All Projects" button in the Bundle Page, like that:

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The ToS explicitly prohibits using or sharing buyers Personal Information with third-parties.

The "Interact - Send Email" tool is an itch.io functionality, thus it's part of your agreement and it's explicitly warned about on itch.io ToS and Privacy Policy, to which every user agreed to.

If the Seller is using Third Party services to send emails, then you can report them.

Devs who join a bundle to collect buyer's contact info are following an officially recommended practice to grow their audience.

I understand this is annoying. But itch.io gives tools to batch unsubscribe to game emails. Here's the complete guide:


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Hello, ludonaut.

One of the major paradoxes in physics is what happens when multiple instances of the same object coexist in the same time line.

Our Research & Development team just proved this is possible and showed how we can achieve that in our universe. This techinique is called "Local Multiplayer" and people usually struggle to achieve that because they don't understand the underlying mistake they stumble when trying to write their simulations.

In this report, our Research & Development team shows how to properly address this paradoxical problem and achieve a proper solution. Click the hologram below to access it:


Click the image above to read the Local Multiplayer Tutorial post.

That it, thank you for your support. Ludonaut Zero tapping out!

— Henrique Campos

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It's literally on the Terms of Service you read before signing up to itch.io...thus opting in to this marketing tools. It's also in the Privacy Policy terms.

The email feature is the best relationship channel a creator has with his audience.

I send emails to my customers every week and I get replies from them frequently. From project updates, to asking how they are using the project.

It's better to just add an option to bundle creators to disable email collection or something.

Plus...you buy a bundle with many projects, these creators likely only subscribed to the bundle to get access to buyers' contact. That's exactly what co-op bundles are meant for: sharing audiences.

You get dozens, maybe hundreds of projects for a cheap price...it's more than fair that these people get the opportunity to offer you more products...otherwise participating in co-op bundles becomes worthless.

To be honest, it sounds kinda entitled to not give something back for paying cheap for multiple games.

Hi! Thank you for the heads up!

Let’s wait a stable version release and see if it's a version bug, maybe even a custom build bug. Otherwise, I’ll find a way to fix it.

This one was made in Godot 3.1.

I unlocked the code if you want to give it a shot and explore the features then.

Feel free to get in touch if you need help!

You just described the project that inspired this Mario Galaxy-ish movement tutorial 😂

I will make a new project where you have to protect the Moon from aliens. Pretty much like you described, they won’t be worms though 😂

So, I won’t suggest buying Moon Cheeser right now. I will disable the payments.

Can I reach you out in this comment when I release this other project?

Hi, veteran!

What a great surprise to have you around. You're the one giving orders here! 🫡

Good morning, ludonauts.

During the end of the previous earthly moon cycle, also known as last weekend, we silently installed a landing protocol to facilitated your arrival at the headquarter.

Now, you can pilot a placeholder spaceship and land on the Headquarter directly from the inpoint (project page).

Let us know of any areas to improve the landing experience. Tip: your spaceship is equipped with a hyperspace trigger. You can press X and press (while holding X) press Z to enter in hyperspace mode.

Also, our translation device is under development. All instructions are available 8 earthly languages, on top of the original Xi'thz which you can't access:

  • Brazilian Portuguse (PT-BR)
  • United States English (EN-US)
  • Spanish (ES)
  • French (FR)
  • Japanese (JA)
  • Simplified Chines (ZH)
  • Korean (KO)
  • German (DE)

Our research and development team would like you to send feedback to adjust any aspects of the protocol. Please, do not hesitate. Tapping out.

— Henrique Campos

Hi! Sounds promising!

Any plans to add linux or web support?

Keep it up!

Thank you! You inspired this tutorial, by the way!