November 2016 (Week 1)

Clarent

Dev:

Arikado, PHI

Tools:

GM:S, Paint.net, Aseprite, FL Studio

Web:

twitter.com/ArikadoDev

+ made changing weapons more clear
+ some adjustments to enemies
+ added option to turn on v-sync
+ new sound effects
+ no need to separately sacrifice both torso and bottom part of enemy, they are now count as one "target"
+ fixed cloths going ape shit when changing room
+ faster menus
+ fixed some minor issues
+ prepared for demo day 11

#21: The World

Dev:

lsddev

Tools:

Unity3D

Web:

lsddev.tumblr.com

+ Keyword input system
+ New Camera controls & mouse sensitivity adjuster
+ New scenes & events

FPSpooky

Dev:

SquareDev

Tools:

Unity, Blender

Web:

squaredev.itch.io
squaredev.tublr.com

+ Fixed the enemy AI a bit
+ Added an actual attack
+ Implemented game over screen
+ Fixed UI for the bullets, now it adapts properly to any aspect ratio
+ Added new zombie type (which is the same as the other except with more HP)
+ Ready for DD11 (with about 2 minutes of gameplay)!
- For some reason headshots have stopped working, no time to find out why

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Level editor usable
+ Can load levels in game
+ Rewrote the code for characters to work with scripts
+ Implemented scripting interface
+ Scripts work
+ Added runtime script reloading
+ Added runtime level reloading
+ Coding characters is going to be comfy

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ tutorial complete! that includes tutorial boss!
+ i promised the cat. the cat is there now. he talks to you about things.
+ collecting health over the max now builds up towards max hp
+ above and the vault key got GUI representation
+ nerfed and added polish to daemon and armor tac bosses(and fixed a crash in another boss)
+ debris($$$money$$$) now not globally siphoned, has to be vacuumed in manualy
+ several new/expanded music tracks, some old tracks synch up better
+ scanlines blend in with the new dark blue colors
+ dying sends you back to the hub, not intro
+ laundry list of minor fixes

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Stopwatch
+ Room transitions
+ Starting work on level design
+ Working on non copyrighted art
- Still only have one enemy
- Haven't had much time to work
- I'm running out of steam

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Gamepad support remade from scratch
+ Added proper X-input support (untested with real hardware)
+ Added two new variations to hunters' AI to avoid them doubling
+ Tweaked some code and resources
+ Fixed more bugs
+ Probably could release a bugfix update soon
- Still can't replicate a couple of bugs reported
- I will miss Demo Day 11

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ nearly complete movement/sprites for player
+ demo level/tileset finished
+ suplex move and made grabbing possible outside of dashing
+ breakable blocks
+ demo has SECRETS
- demo has no HP/threats
- demo is like 2 minutes tops
- placeholder music
- my eyes hurt

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ More stuff added to dungeon
+ Animate an enemy
+ Texture and modeled first area of overworld map
+ Fix many bugs

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Mostly finished debugging first boss.
+ Updated old lasers to make them work with new code.
+ Figured out how to use SendMessage.
- Ran into issues with WebGL build.

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Spell catalyst added and lookin' fine
+ Shotgun added
+ Two new spells added
+ Basic enemies work properly
+ HUD is almost done
- Still a lot of placeholders
- No animations whatsoever
- No map

Sim Loli

Dev:

Anon

Tools:

C++

+ Added in skin/hair/eye palette swaps for the new graphics
+ Added in mutliple tabs to the NPC status GUI for health, sexual, etc.
+ Fixed some bugs in sprite-fonts and GUI buttons
+ Worked on saving/loading
- Still a bunch of saving/loading work to do ;_;

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Added unique reloading and ammo pickup sounds for the shotgun
- Currently moving house, so while I'll have demo, it will be another minimal change

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

C++, Code::Blocks, SDL2, Aseprite, Tiled

+ Added a handful of new attacks
+ Fixed rare game crashing bug
+ Fixed some items phasing through the ground
+ Some work on a new level, and updated old levels to work with current builds
- Not much has changed since last demo

The REM Project

Dev:

REManon

Tools:

Unity, Photoshop

Web:

remproject.wordpress.com

+ AI Totally revamped
+ Added music in menu/builder
+ Flight test configuration menu, where the flight test can be configured
+ Physics mostly unfucked
+ Fixed bugs involving everything in uninteresting ways
+ Loading screen now loads things
+ Fixed physics explosion on loading into the flight test scene
+ Particles less awful
- Sound sometimes still bugs out in flight test

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added parasite enemy
+ Fixed bug in detaching collision shapes
+ Added lighting effects for particles
+ Added blood and spark particles
+ Added air streams for object pushing
+ Started implementing lava

Arborgore

Dev:

polisummer

Tools:

Unity, Aseprite

Web:

polisummer.itch.io/arborgore

+ removed some leftover placeholder tiles
+ player's current level is now displayed
+ movement is now smooth instead of jumping between tiles
+ changed the slashing sprite a bit
+ ui now shows how much xp is gained when an enemy is defeated
+ added more specific or universal builds for each platform
+ added health bars to enemies
+ colored important parts of update messages in-game
+ can now use Z and X keys to use objects and advance text respectively
+ increased dialogue text size
+ added critical attacks
+ added vim movement controls (hjkl)
+ now if you die the your stats are correctly reset
- still need to balance enemies more
- didn't get to add new player sprites yet
- really need to improve map generator algorithm

RoboDungeon

Dev:

InfraViolet

Tools:

Game Maker

+ Finished tiling levels
+ Added popup messages
+ Tweaked level design and boss AI
+ A bunch of bug fixes and other small improvements

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ new cards: swap health/atk, teleport creature, take an extra turn
+ new action system: 2 actions per turn, using a card/moving costs an action. made the game harder to compensate
- oh fuck I have to make a demo now
- old screenshot sorry