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Theonixie

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A member registered Dec 10, 2016 · View creator page →

Creator of

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I checked out the speedrun video you uploaded to youtube and I am completely blown away. Seeing you get sub-10 minutes in this screenshot was surprising enough, but watching you break the sub-9 minute barrier is incredible!

I love the absurdity and humor in this game, alongside the arcade-style gameplay!

I freaking love physics puzzle platformers so this was a delight to play. I love the way the different tools synergize and I felt really smart when I discovered some of the tricks I could do with them. I really like the inclusion of a challenge mode that requires you to find the par solution for a puzzle.

One thing I wish could be different is to remove the flashing effect during the level transition as it did hurt my eyes a little bit. Other than that, this is really good!

I am in love with the visual design of your game, it's so refined! I like the dark but rather humorous spin you have on resource management-type games, where resident death is a vital component to progress. My only wish is for there to be a way to pause time, as I struggled to understand what was going on while each day was going by. I managed to build 34 floors by the end of day 30.

Great game!

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I love how this game looks! I am a huge fan of the stylized low-framerate animations. Normally I'm not much of a tower defense player, but I like how playing as a character that can also fight enemies helps keep things engaging at all times. I also really like the UI's visual design and the appearance of the characters.

I noticed that the game had some framerate issues during gameplay, and that it was possible to duplicate towers by clicking on the pack-up button several times.

Great job!

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Thank you so much for your feedback! As a quick note, you can press the R key to respawn back at the base of the tower when you fall!

Really interesting concept! I like the idea of having different environments and puzzles for each of the locations.

I noticed that none of the NPCs had dialogue for some reason? I am on linux, so I'm curious if it's an OS-specific bug. I wish I was able to see what people were saying

Also, it looks like the physics engine panics a little bit whenever the claw presses many items into the floor or walls. Maybe making the claw itself also be a physics object would help, but I'm not sure if there would be other side effects to the gameplay.

Nice work!

Visually gorgeous, I adore the visual style you used! I haven't played many point-n-click games, but I found the puzzles to be charming and require some thinking in order to solve. I love how comfy this game feels in its presentation and writing. My only wish is for there to be an end screen, but I know that the jam time frame is pretty limited. Nice work!

This is really cool! I like the fact that the tower is also able to defend itself alongside you, and that you have a default attack alongside your spells to help keep the pressure on enemies.

As someone with a lot of time in ARPGs, it felt a bit awkward to use right-click as my movement button. I think I also would've liked it if spells were cast the moment Q/W/E/R were pressed, rather than pressing and then clicking. All-in-all, this is fun!

Very interesting concept! I don't think I've ever seen these two genres mashed together like this. I feel that there's a lot of potential here, but some rebalancing to the difficulty would be helpful. I could never get the basic tower tier and ended up losing because I was never able to build defenses. I think maybe making the basic tower tier be a free infinite option would be good since the money system keeps it fair.

  • The squash-n-stretch on the player while jumping and landing is really cute!
  • I'm pleasantly surprised that the chaser enemies have pathfinding to follow the player. It makes them a lot more challenging.
  • Very cute visuals! I love the particle effects
  • I really like the variety in enemies that the game has, including the segments where you had to defeat enemies in order to progress.

Some things I think would make the game even better:

  • Pausing the game seems to freeze it entirely, preventing me from unpausing.
  • Projectiles are blocked by one-way platforms in both directions.
  • Some of the jumps are extremely hard to make. I eventually reached a point where I couldn't jump up to the next ledge above a pit of spikes.

This was very fun to play. Great work!

Love the design of the angels and the clattering noise when their crystals fall to the ground on death! Also, the crosshair being a literal cross is a nice touch, plus the fact that it inverts when highlighting an enemy.

  • The time slow when using an attack really helps with combo-ing dashes back-to-back.
  • The achievement facts are so funny (I cackled a bit when I saw the "Pee break" achievement while writing this comment)
  • The design for both God and the angels are so cool.

Some adjustments that I think would improve the game even more:

  • I noticed that the camera cannot be turned during movement dashes. Allowing the camera to move would make it easier to aim a followup attack during a dash.
  • Some horizontal damping when moving in the air would make course-correcting a jump easier.
  • Admittedly, the dash attack does feel just a teeny bit too short. This is mostly a personal preference though.
  • Beating level 1, exiting to the main menu, then beating level 1 again leads directly to the final boss.

Passing the green goal tape at the top of the tower ends the timer (and advances to the next level in marathon mode); you have to enable the timer in the settings menu to see it! I forgot to add some sort of visual indicator alongside the timer for when a tower is climbed

Very cute artwork and aesthetics! I would've liked if each stage was a bit shorter; I used the cheats menu to advance ahead a bit faster just to check out the other towers that the game has since it took awhile to clear each stage regularly. Great work!

I like the borders on the edges of the screen, it adds to the game's vibe!

One thing I noticed while playing is that my right joystick wouldn't move the knight's right arm; although the majority of the tower was climbable, I struggled a lot to move around

Really interesting! I like your interpretation of the theme and I find the movement system to be unique. I feel that having your attack also act as a movement option could open up for some interesting gameplay. There's something satisfying about swooping through an enemy and quickly dashing to evade a hazard.

One thing I think that could be better would be adjusting the camera zoom to be a bit larger; there were several places where I accidentally went directly into spikes that I didn't know were there.

Nice work!

- I love the game aesthetically, the cel-shading pixel filter has a lot of charm to it. The subtle bloom shader also makes things feel a lot more vibrant.

- Applying the theme of Tower to both the tower itself and the tower of books that Fernando carries is really cute and clever!

- Fernando audibly grunting when falling a long distance is a nice indicator for measuring how big a fall really was.

- The fact that falling a long distance can spill the books you're holding puts an interesting strategy on navigation. Going all the way to the top is technically the fastest approach, but going back downwards to the portal means you have to strategically platform back rather than drop all the way to the bottom.

- I tried collecting all books on each floor before going to the attic which lead to some interesting and fun gameplay moments. It gets pretty tough when you're holding 20 books at once!

- The fact that the book stack will shrink downwards when under low-hanging ceilings is an incredible touch and adds a lot of polish!

- Being able to revisit past levels (and not being required to collect all books before going to the next one) makes routing the book collection really interesting. The earlier floors could technically be partially skipped if you feel that returning with some powers will make it easier.

- I really like the arrangement of level parts. The more I played, the more places I discovered I could shortcut using my unlocked abilities.

- I love that the movement abilities are given in a random order, it makes each playthrough different!

- The different difficulty levels are very appreciated.

- I appreciate that OpenDyslexic is used as the game's UI font.

# Comments

- Regarding the different movement abilities:

    - Feather fall

        - The horizontal movement reduction, although first feeling weird to me, made me realize it's great as an option to make last-second adjustments to jumps.

        - Mashing the jump button makes feather fall extremely powerful: it slows down your fall speed regardless of how fast you were falling, it greatly increases horizontal movement, makes almost any fall safe regardless of books held, and drains the meter a lot more slowly compared to holding the button. If this was intended, great! I do think it makes movement a lot more interesting, though it's a bit uncomfortable to repeatedly press a button to perform it.

    - Double jump

        - When on the ground, jumping and holding the jump button until feather fall activates will prevent Fernando from double jumping. This makes it a bit hard to double jump at the apex of the first jump.

        - Walking off ledges prevents you from double jumping.

- Camera:

    - The camera doesn't collide with the trim on some parts of the tower's walls, causing clipping issues.

    - Default sensitivity for camera rotation on controllers feels a bit low. An option to quickly recenter the camera would also be nice.

    - Looking all the way downwards makes Fernando move in an awkward fashion, like moving only left or right when I'm holding forwards. Reducing the camera's vertical rotation range might help avoid that.

- Collision:

    - Fernando occasionally gets stuck on slopes.

    - On my second playthrough, I managed to get stuck inside of a wooden beam and couldn't move at all.

- Other stuff:

    - A lot of platforming segments are on narrow beams, which I know can be frustrating for some players. I don't mind it too much though.    - The drop shadow beneath the player disappears quickly. While this is more realistic, it makes it hard to use for gauging where the floor is below you while jumping. I think the fade is a nice touch though, so making it visible for at least the entirety of Fernando's jump height would keep the flair while making it practical.


All in all this was a lot of fun and I had a great time playing!

Now this is a VIBE! This is so aesthetically pleasing and incredible. The atmosphere is on point and I was totally absorbed into the story. I managed to get a good(?) or at least neutral ending despite making some less than optimal choices, so I'm curious what other routes there are to take.

Very silly and fun! It scratches the same part of my brain that likes the incremental progression from Learn to Fly

The game page on itch is here!

Habitat Infinity is a first-person parkour game about climbing a giant tower. It's inspired by Habitat 67, a real-life apartment complex built in Montreal, Quebec. I thought that the appearance of the building felt reminiscent of procedural generation, even though it was very intentional in it's design. I thought it would be fun to try generating a building like it in a videogame, which lead to me adding a fun parkour system to navigate around in it. There's no combat or hazards, so most of the excitement comes from the fun of maneuvering around the strange arrangements of buildings that get generated.

I made it as part of the Godot Wild Jam 73 with the theme of "Tower". Even if it was made in only a week for a jam, I feel like I put a lot of effort into it and got something that is genuinely fun to play. "Liminal-space parkour game" feels like a genre that should exist and yet somehow doesn't.

Here's the trailer I made for it, which also showcases some bits of gameplay:

tysm!! Using this to have a database card in my character sheet for the TTRPG I play with my friends :D

It looks like the code might've been pasted wrong? I tried importing it into my deck and it didn't load correctly. I would love it if this was fixed since it does exactly what I need!

I submitted the two DLL files to Microsoft so that they can scan and verify them!

Hm, that is odd. I did a quick web search and it looks like there's malware that sometimes goes by the name "Conduit". Microsoft's website has a webpage about it (Link). My best guess is that Defender saw the DLL file named Conduit and flagged it, thinking it was that malware...

This is the first time I've ever heard anything about this. As far as I know, everyone else who has installed the game hasn't had their antivirus warn them. I'm not sure why it was your installation in particular that gave a false positive. I'm gonna do a bit more research to see if there's a way I can prevent more false positives from occurring in future installs!

Oh I adore this! The last puzzle definitely had me stumped for awhile but I feel proud that I figured it out :D

Never thought about experimenting with putting the shape count to a low number! I remember sometimes setting a group to have a shape count of 1, but usually it was because I didn't want it interfering with setting up another group; setting all of them to 1 was something I had not thought about, but it's cool seeing what it does!

Yeah! Ink blot tests are so cool; I'm feeling tempted to add a palette that's just the color black so that it's possible to make silhouettes (I guess the same effect is obtained by setting max colors to 1, but it's not the same as having only the color black)

Getting user-uploaded *.pal files would be hella nice, or at the very least having a way to give more freedom in palette customization; I'm currently working on fixing some of the more severe bugs in the code but I think it can support uploading palette files! Godot's HTML5 implementation has some weird quirks and I've had to fiddle with JavaScript a bit

I adore the atmosphere that each of the generated cities have, especially with how the background elements can compliment/contrast with the city in front of it. The background variant filled with spikes is my personal favorite; feels reminiscent of old nuclear warning concepts which is perfect for a sci-fi setting!

This was a lot of fun to play! I was surprised by how challenging the puzzles generated by this algorithm can be. I had plenty of moments where I had to really think about how to solve the puzzle, and those "a-ha!" moments felt very satisfying!

This is a fantastic tool! I'm getting lots of ideas for characters to draw based on the pictures I'm getting. I'd love to see the source code for this especially since it's in Godot!

Thank you so much!

The vibes on these miniatures are absolutely effervescent, I love them!

Help! The latest build (4-5-2020) won't load in the latest version of the itch.io app! It opens up a separate window for the Unity WebGL player like it normally does, but it gets stuck at the 90% mark on the loading screen. A previous version worked on my other computer, but it doesn't seem to work now. I will note however that the most recent version works properly when run in Firefox. I'm not sure if this is an issue with my PC itself or if it's with the game, though!

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I played this while in a voice call with friends and they both agree that it sounded like I was dying of laughter the entire time! I was screenshotting almost every other piece of dialogue and sharing it in the chat because my god this game is an absolute goldmine full of quotes. Thank you Educated Child Games for making my week exponentially better

Hello again, it's me, Slick! But... I have some bad news to share.

Development on Dreamshift has been halted for an indefinite period of time. It might start back up in a couple of years, it might never start up again, I'm just not too sure.

This doesn't mean that I'm throwing in the towel on game development and heading off to the nearest mountain range to finally achieve my goal of becoming a mountain hermit that learns th- er, um, that went a bit off topic. Anyhoo, I'm not giving up on game development. I really do want to continue work on Dreamshift, I've put quite a bit of effort on its world and lore, but it's just too big for me to do with my current skillset. I'm learning more about code and Unity each day, and I'm improving with each attempt I take at creating a game.

There's another project that I have in the works now that I've shelved Dreamshift for the time being. It's less dependent on a story, uses less menus, and should have a hopefully interesting game mechanic. I'm not too sure if I want to share more information about it in this devlog considering how the one for Dreamshift went. If I DO start another devlog, I'll create one once there's a lot more content to show and it's more certain that I will actually finish it.

Godspeed!

- Slick

September 16th came by a lot faster than I expected ;; I don't have anything to share since most of my work has been on plot and conceptualizing a visual theme for the game (I'm not too big of a fan on the 8-bit style I currently have, I'm gonna try to go for a different visual look). Considering that school has gone into full swing, I'm not too sure if the scheduled approach for this is going to be a good idea. There is no scheduled future devlog update, but don't be alarmed!! I'm still going to be working on it, and I'll be sure that it's good!

If you want to chat with other people looking forward to this game, then maybe you'd like to join the Discord server?? Click here for an invite!!

Well, it's September 2nd, so here I am!! School has finally started, so I'm afraid that my energy and availability to work on Dreamshift will be severely hampered for quite awhile. I've also been spending what time I have to work on Dreamshift working on the plot and characters, so there isn't any screenshots to share. Next devlog is on September 16th!! See you then!

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So, uh, I just realized I shouldn't be making new topics everytime there's a new update, and I realized most people just continue the updates in a thread, heheh...  \ ̶_(o o ;)_̶ / So here's the full Dreamshift devlog! Done properly!!

If you missed the previous devlogs, then read up about them here!
[Devlog 1] [Devlog 2] [Devlog 3] [Devlog 4] [Devlog 5]
If any of this interests you, then maybe you wanna check these links out, too!
[Dreamshift blog] [Dreamshift Discord Server]

Anyways, here's the next update:

Devlog 6

First off, now there's doors!


Anytime you see a question mark over your head, you can press [SPACE] to interact with it! This can range from entering doorways, pressing buttons, flipping levers, or even starting a conversation with someone!


Enemies can also now damage you with a bit of knockback and invincibility frames! Your health also gets reduced when this happens.

Also, there's been a few modifications "under-the-hood" to the game to help make it easier to prototype and code. This mostly consists of making a Health.cs class that can be attached to any object to give it health and receive damage, and also an Attack.cs class that makes an object deal damage to things that have health.

The next devlog will be September 2nd, see you then!

Another Wednesday, another devlog!! Here's the sick deets of what's been added in the past week:

("You'll shoot yer eye out!!")
First off, Energy Points have been implemented! As you can see in the top left of the screen, you have a limited amount of power to fire weapons before needing to stop and recharge. Firing a weapon at max energy launches a Powershot, which can sometimes have special properties than normal bullets.

(Awwww, what did they do to you to deserve that?)
You can also now hit enemies with your bullets and defeat them! I need to implement the ability for them to fight back, though.

(Note that melee attacks have no visual cue yet)
Also, destructible blocks have been revamped to take multiple hits and have visual changes as they are damaged! I'm also using a melee attack at some points to destroy blocks, but it needs sprites.

And last but not least, here's an update regarding updates. Because school is looming around the corner, I won't have much time to work on Dreamshift as I normally do. I also have no idea what my workload is going to be like this year. Devlogs are going to be released every other Sunday. The next devlog will be August 19th. This is so I can get adjusted to school and see what I'm going up against. Thank you for understanding :>

If you like what you see, then maybe you'd like to follow us around?
- Join the Dreamshift Discord Server and chat about the game!
- Follow the official Dreamshift blog for live updates on the game's development!