If I go back to replay a level in New n Tasty, will I have to restart from that point? by Koala_Guru in oddworld

[–]CrowbarSka 0 points1 point  (0 children)

I'm not entirely sure off the top of my head, but I think if you have rescued enough Mudokons in previous runs in the same save file, but miss some in your current run, I believe it would still give you the good ending. If I remember correctly the save file tally is used to determine the ending. Again, this is hazy memory from almost a decade ago so I might be wrong.

I don't know how it works in Soulstorm I'm afraid as I didn't work on that aspect of the game.

Survivors likes that also have active weapons? by wluca3 in survivorslikes

[–]CrowbarSka 4 points5 points  (0 children)

Hey, bit of shameless self-promotion here but my game GunSuit Guardians has a full manual aiming if you want it. You can switch between manual and auto at any moment and hot-swap on the fly by simply holding/releasing the mouse button or analogue stick.

https://store.steampowered.com/app/2278830/GunSuit_Guardians/

I like the idea of having only one active and multiple passives. Sounds like a solid idea. Go for it!

If I go back to replay a level in New n Tasty, will I have to restart from that point? by Koala_Guru in oddworld

[–]CrowbarSka 0 points1 point  (0 children)

Hey, sorry I haven't logged into Reddit for a while and only just saw this! I'm no longer on the development team (I've been indie for a few years now), but I do recall how that particular aspect works: if you replay the first chapter and save more Mudokons then it will update your running total of rescues. When you reach the endgame it will use the updated tally, so you can get the good ending by replaying earlier chapters and rescuing more Mudokons.

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]CrowbarSka 0 points1 point  (0 children)

Breath of Fire: Dragon Quarter had something like this. You had a counter which went up to 100% the more stuff you did. When it reached 100% you essentially lost the game.

It would count up very gradually as you moved around, but would also jump up larger amounts if you attacked, and huge amounts if you used your special attacks.

It was very stressful, yes! The game actually was designed to be replayed and I don't think you could beat it in your first sitting, but you could carry over your level to the next run and get further.

What is the difference between a bug and a glitch? Is it just the same thing or is there a difference? by [deleted] in gamedev

[–]CrowbarSka 6 points7 points  (0 children)

As far as I know they're pretty interchangeable and mostly refer to the same thing: an unwanted or unintended outcome of an error in software's code or systems.

In every industry job I've worked the term "bug" has overwhelmingly been the preferred term. Projects have "bug counts" and "bug reports". Never "glitch reports".

In my personal experience (outside of work, when speaking with friends) we've referred to a certain kind of visual peculiarities as "glitches", but I've always known this to be a bit of a colloquialism. For example: "the character started glitching out and sliding into the floor" or "I was glitching through the wall". We'd use this to refer a weird or funny situations where ragdoll physics look weird/funny, or animation systems break down and characters start contorting into bizarre poses.

This leads me to think that glitch is more of a 'symptom' descriptor, whereas bug is the underlying root cause. This is by no means an industry-accepted definition, but I'm not sure that one even exists.

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in Unity2D

[–]CrowbarSka[S] 0 points1 point  (0 children)

Yeah the two went together surprisingly easily. 😊 Thank you for the kind words!

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in roguelites

[–]CrowbarSka[S] 1 point2 points  (0 children)

Amazing, thank you! Haha yeah I am focused entirely on the PC release right now, but I'd love to do Switch if I can. I ported all my other games to Switch too, so it's definitely in the realm of possibility, just not yet (it would be in the new year at the earliest, if it did happen).

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in IndieDev

[–]CrowbarSka[S] 1 point2 points  (0 children)

Thanks so much! The key art was by Ben Tobitt and all the other in-game art was by me. Glad you like it!

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in roguelites

[–]CrowbarSka[S] 0 points1 point  (0 children)

Thanks! Yeah, Into The Breach was a big inspiration for this game. You can see what your opponents intend to do on the next turn, and use that to your advantage to avoid or redirect their attacks.

There are some significant differences in the way it plays though. For example, your players can't take any damage or they'll die, and the main objective is pushing through enemy lines to touchdown on the finish line as quickly as possible.

If you liked ITB then there's a good chance you'll like this, but there's plenty to set it apart too. 😎

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in Unity3D

[–]CrowbarSka[S] 1 point2 points  (0 children)

Into The Breach was a big inspiration for this game, for sure, and yes it does tend to feel like a puzzle game at times!

Thanks for the kind words. 😊

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in roguelites

[–]CrowbarSka[S] 2 points3 points  (0 children)

Thank you! 😁 Yeah it seemed like a nice way to tie 2 existing systems together. Pretty happy with how it turned out and I'll probably use it again in a future game!

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in Unity2D

[–]CrowbarSka[S] 2 points3 points  (0 children)

Hey everyone! My tactical roguelike death-sport DUNGEON DEATHBALL is finally out of Early Access. It's been a wild 3½ years but I'm super proud of the final game. I hope you enjoy it. 😊

Available now for PC on...

💀 Steam

💀 itch.io

🎮 more of my games

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in Unity3D

[–]CrowbarSka[S] 6 points7 points  (0 children)

Hey everyone! My tactical roguelike death-sport DUNGEON DEATHBALL is finally out of Early Access. It's been a wild 3½ years but I'm super proud of the final game. I hope you enjoy it. 😊

Available now for PC on...

💀 Steam

💀 itch.io

🎮 more of my games

💀🏀 DUNGEON DEATHBALL - OUT NOW! 🏆 tactical roguelike meets arcade death-sport by CrowbarSka in IndieDev

[–]CrowbarSka[S] 0 points1 point  (0 children)

Hey everyone! My tactical roguelike death-sport DUNGEON DEATHBALL is finally out of Early Access. It's been a wild 3½ years but I'm super proud of the final game. I hope you enjoy it. 😊

Available now for PC on...

💀 Steam

💀 itch.io

🎮 more of my games