Clear enemy animations are important in action games, but it's crucial to understand where players are focusing during intense combat. This work specifically emphasizes the moment when enemies "lock eyes with the player."
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I’ve completed most of the background. Feels like there's still a lack of lighting effect, so I plan to work on it more later. What aspects do you think could be improved?
I love mechanical movements, especially in mechs. The unique silhouette and motion are captivating, especially how they enhance the action in STAND-ALONE. I'm really satisfied with it.
(Just need to nail the effects!)
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Aerial monsters usually move with idle animations and don't walk or run. But wouldn't it be nice to have more idle frames that incorporate all those actions? That's why we made a cute spinning UFO wolf.
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Once I’ve completed part of the animation, I like to play the full version from the beginning. The moment when imagining what the finished piece will look like is the most enjoyable.
#aseprite
#pixelart
#ドット絵
[Action Game Philosophy 1]
Monster attacks must be clear and distinct. A truly fun action game is not about getting hit because you can't see the attacks, but about getting hit due to the greediness of wanting to land one more attack
🕹️Steam Demo :
Just a day ago, we announced the playtest, but there were more applicants than we expected!
Currently, our team is small, so we need some time to work on things.
As soon as the tasks are completed and we need additional testers, we will make another announcement!
Thnak you!!
[What choice will you make?]
Condition: Critical hits occur when the enemy is in a burning state.
1. Keep trying to set the enemy on fire.
2. Make the critical hit damage even stronger
🕹️Steam Demo :
[We Need Strong Criticism]
We've dedicated over 100 hours a week for three years to develop our deck-building action game. Through numerous plans and feedback, we've come close to achieving our goal. However, we still feel something is lacking. Sometimes, this journey becomes
[Synergy]
Having multiple identical skills now strengthens them by 'multiplying', not 'adding'. Check out these bead bombs - they increase by 'multiplying' under specific conditions.
Steam Demo :
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[Action Game Lovers, Take a Look!]
Do you know about Hit Stop?🤔 It's about stopping the time value of an object to enhance the feeling of impact. I received feedback on this and made improvements. What do you think?🤔🤔🤔
🕹️Steam Demo :
[Want to see the new sword?]
Isn't our game's new Flame Greatsword really cool? It will have incredibly high frame rates, unique attack motions, and exclusive skills!
🕹️Steam Demo :
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#pixelart
[Scenario creation process]
I've captured the process of creating the intro sequence. It's been updated, so you can check it out in the demo now!
🕹️Steam Demo :
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#aseprite
[Attack Warning]
Markers appear above enemies' heads when they detect or prepare to attack the player. But we'll avoid overreliance on this and aim for high-quality animations every time.🫡
Steam Demo :
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[Wolf in sheep's clothing]
According to the 'Little Red Riding Hood' story, the disguised wolf advised against following him carelessly. How about trusting Fluffy-Wolf for once? What do you think?
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#STAND_ALONE
[More New Weapons]
Thanks to all of your opinions, we have created new actions, exclusive motions, new skills, and a new UI.😎 It seems to be really well-made and fun.
Thank you.🥰
🕹️Steam Demo :
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[Teleportation shader!?]
Created a teleportation shader for the development of the second stage boss. The second stage boss utilizes teleportation patterns.😎
🕹️Steam Demo :
[Who's at Fault?]
When the game's speed is insanely fast, who's to blame?😆
1. The developer, for clunky controls.
2. The developer, for an overkill of speed boosts.
3. The player, for butterfingers.
🕹️Steam Demo :
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#pixelart
[If you're good at English, help me]
I recently heard that in roguelike games, the strategy of optimizing skills to the extreme for gameplay is referred to as 'Min-Maxing' in English. Is 'Min-Maxing' an appropriate term to use in this video?
[Is it reasonable for enemies to have grab attack patterns?]
We added grab attack patterns to the enemies in the next stage. What do you think? Do you think it's possible to avoid all of them?
🕹️Steam Demo :
[Good Sound?]
We've worked hard to enhance the game's sound, expecting it to make the game more enjoyable. Check out my post on Steam for more details!
[Fire Swing Creation]
I am creating a knockback skill for a ranged bomb wolf. It's a powerful swing using an explosive projectile. Now, close-range attacks are no longer a weakness to it.
[Isn't an action game with many projectiles exhausting?]
Instead of designing a separate hit detection for each projectile, we decided to visualise its attack as a bombared range displayed around the player.
If each projectile had a hit detection, players would have to recognize
[Why do we try to be in the air in games?]
Perhaps the habit of jumping while moving, and the aerial combos that launch enemies are our instincts. It's just too fun.
🕹️Steam Demo :
[Enemy Design Change]
The small wolf's sword has been modified. The original was cute but not very visible in the action game. Now, the sword has added color, redesigned look for better visibility.
🕹️Steam Demo :
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#pixelart
[Super Speed Action]
In response to much feedback from the previous update, we slightly reduced the delay on the first attack and positively added many detailed actions, such as attack range.
🕹️Steam Demo :
[Heavy, Yet Quick Strikes]
Heavy weapons can feel cumbersome at times. But we can't give up the thrill they offer. Check out our Greatsword fire skill! They represent our hard work.👍
🕹️Steam Demo :
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#pixelart
#screenshotsaturday
During an event in an action game, a “special battle” occurred! How would you feel?
1.Tired. Give me new NPCs and storylines.
2.Excited. I don’t want to read any more text.
🕹️Steam Demo :
[WIP]
In action platformers, gameplay can be monotonous with just ground enemies. Our new monsters, still under development and lacking final sound effects, add diversity and charm to this genre.😊
Thanks to your feedback, our game continues to evolve. We appreciate your ongoing
[Create a marching bomb robot]
It's an attack that utilizes cooldown resets. It's fun because the robots keep coming out. Look at that damage!
🕹️Steam Demo :
[Why Developing 100 Hours a Week Works]
Not everything in development is directly linked to content, which might seem like no work is being done. Therefore, we extend our physical hours. Although it can be exhausting, the abundance of retweets and comments actually makes working
We've been thinking a lot about dedicated jump attack motions. Which of the following do you prefer?🧐
A: The regular attack goes out as is.
B: A dedicated motion comes out.
Please feel free to leave your opinions.😀
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[WIP]
We've been on the down-low, but trust us, it's for a good reason. Something epic is on the horizon. Keep your eyes peeled!🎮
🕹️Steam Demo :
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#gamedev
#pixelart
[Beautiful Pixel Art Game]
We are striving for high-quality game art. Look at this flame! Isn’t it pretty?
If you have any opinions, please leave a reply! Feedback is welcome.
I want this to become a great game.😎😎
Hello, We are currently conducting playtesting and looking for testers for a mid-term check!
We have also completed the tutorial and translation.
If you'd like to participate as a game tester, please join us through the Discord channel link in our profile!
#indiegames
#gamedev
[The most fun basic attack play these days]
If pressing the "X" key alone in an action game is fun, then I think it's at least a success in terms of ACTION
🕹️Steam Demo :
[What are these wolves doing?]
I've created worker wolves for a new biome. They are building facilities, transporting materials, and working here. What are they building? Why are they wearing those outfits and holding those tools? What is their purpose?
#pixelart
Actually....
we were originally using option 1....🥲 but we've decided to switch to option 2 based on your feedback. 👍
Here's the image of option 1 we were using before. 😅
We're also working on adding a key mapping feature.
Thank you for your interest and attention.😊
[Doesn't that look handy?]
I drew a picture of each angle so that I could use it directly when animating. I don't remember where I learned this, but I guess many producers also do it that way, what do you think?
🕹️Steam Demo :
We did a lot of translation this time! Do you have a language that you use?
- Brasileiro
- Português
- Español
- América Latina
- 简体中文
- 繁體中文
- 日本語
- 한국어
- English
🕹️Steam Demo :
The game's main illustration has been updated! 🥳
It made a brief appearance in the recent trailer, but now we're unveiling the completed version!😤
Please look forward to the thrilling adventure of the robotic sheep boy! 🤔
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[2nd Playtest Announcement] 📣
This is LIFUEL, dev of
#STAND_ALONE
! - the 2nd playtester recruitment phase is now open! Apply through our Google form on the LIFUEL Discord server by May 26(KST) to get your Steam key. Don't worry if you miss out - a free demo is coming!🎮