Experience Tumblr like never before
Refactored all movement code to work in a state machine, added rolls, easing for indirect input moving, and a simple dynamic camera 🐺
Coin after coin, level after level, Alex manages to accumulate a huge loot!
Alex has set a new record!
Alex has entered the Hall of Fame!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
The gangsters' heavily armed vehicles relentlessly pursue Alex, shooting and throwing grenades in an attempt to damage and destroy him.
Combat is inevitable!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
Alex enters a large abandoned neighborhood.
In addition to gangster vehicles, Alex also faces a variety of environmental hazards, such as shooting turrets and explosive zones.
He must navigate the chaos carefully, collecting as many coins as possible and keeping his car in working order.
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
Alex tries to get rid of the gangsters slipping into a network of narrow steps.
A platform drops explosive barrels.
Alex uses the boost area to dodge other explosions.
Identify a refill of fuel not far away. Grabs it.
The mission continues!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
Alex starts his car, in the half-deserted city.
The gangsters have hidden their loot of coins all over the city.
The mission: get at least $100 worth of coins to complete the level. The coins are scattered around the streets.
The gangsters, in their cars, are on high alert and are firing warning shots.
The car's fuel gauge is already half empty! But finally Alex manages to get more than the required amount and can leave the city!
First level passed!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
Conquer each level, rack up points, and shatter high scores. Become the ultimate champion!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
Check out the updated demo with all the latest improvements. Give it a try and let us know what you think!
Improved and more intuitive display
GUI navigable via keyboard, mouse, or gamepad
Redefined default controls (customizable as always)
Download the Fighty Driver DEMO! and experience the enhancements for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
Manage the interface with ease. Navigate the GUI with mouse, keyboard, or stay hands-on with your gamepad!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
See your score, vehicle count, and arsenal at a glance!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
All weapons are now more precise and laser sights make hitting tough fights easier!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server
AI Update! Enemy vehicles now reload when ammo is low, instead of chasing you and risking running out. Smarter, deadlier - stay alert!
Boom! We've perfected the grenade throw - now you can hit enemies from even farther away with adjustable trajectories. Test it out and see the difference for yourself!
Hey everyone! Inspired by GTA 5, we’ve revamped third-person aiming—now your weapon (with laser) follows exactly where the camera is pointing. Smoother, sharper, and more intuitive shooting!
What is the key to surviving the ever shifting edges of the Blade Room?
A hidden panel, a memory locked away or just dumb luck?
"Choose Your Fate" in Lydia's Labyrinth the game book - coming soon.
I'm currently rearranging the art from landscape graphics from the visual novel game to portrait book style. I'm also recolouring for print and ebook :D
The game experience will be similar to the "choose your own adventure" novels. The the writing is done and now, the writer and I are working on the formatting and editing. Things are moving forward fast and I'm really excited about it all. Just got to stay focused and get the work done!
Once upon a time...
I wrote a story about a powerful spirit trapped in a tree and the bard that helps to break the curse.
It was written for a very special little bard who was just learning to read. Some years have passed and the bard has grown and now we're adapting the story into a visual novel using Ren'Py.
We're working on bringing the fairytale to life for the Once Upon a Time VN Jam, including the magical song.
I'm working on it using a kalimba as it's a great portable little instrument... Perfect for a travelling bard.
Hopefully I can make a song worthy of such a special quest.
🖤❤️💜Thank you to everyone who has supported this and helped us to make it here!💜❤️🖤
We're a two person dev team who make short games for free and for fun so having this many people downloading Lydia's Labyrinth is incredible for us! Genuinely, thank you so much.
If escaping a deadly labyrinth while being chided by a cute yet deranged vampire sounds appealing to you, then check it out below!
https://valhallions.itch.io/lydiaslabyrinth
Thanks for stopping by and allow me to raise a glass to you for being a part of this journey.
Cheers!
Lydia really hates this statue. Why does she have a statue that she hates in her labyrinth?
https://valhallions.itch.io/lydiaslabyrinth
What a wonderful night for a quick throwback! I'd like to introduce you to the game which started my Spooktober journey.
You play as Penelope, who's just about ready to give up on her dream of being a singer, until she finds an audition notice for the opportunity of a lifetime... An audition for a reality TV show on a private island which turns into a fight to survive and may see some dark truths come to light.
Truly Sublime was created for the Spooktober Visual Novel Jam two years ago and it's nice to look back on it. Back then, this was my second game that I had published so it's got a couple of rough edges but I want to leave it as it is until I get time to make a shiny, better version.
There was so much cut from the game to make it work in the jam's timeframe so it might be a fun one to return to one day and explore the untold stories, especially with the character Lucinda. She had her own story and endings planned too.
Thanks for checking out my nostalgia ramble and I hope you're having a lovely Autumn evening!
Cheers for stopping by and take care!
Well folks it's been such a week. I've had some extra work on this week but fear not... Travel Devil 2 continues its march through development.
This week I have
Designed some additional menu assets
Worked on a talk show set
Designed some apocalypse assets based in Paris
Learned about the national dish of the Netherlands - Stamppot (critical cultural research and tonight's dinner)
Paris has fallen to the unholy march.
Unfortunately the talk show set is still a work in progress as it's not coming together in a way that I like. Also things are going a bit slower than I’ve expected. Just gotta keep my head up and keep on with it.
I've also got some news about the writing. Robert has been leading the story development and has
Been writing many new scenes
Started a point of view chapter for our new character Chloe (art reveal coming soon!)
Finished a secret scene
Carried out location research about demonic art in Amsterdam
Poster for the play "Lucifer" from 1910 painter by Richard Roland Holst (1868 -1938) - https://resolver.kb.nl/resolve?urn=urn:gvn:WITS01:109324, Public Domain
I'm glad to say that things are still moving forward. These devlogs help me to recognise that. Next week is going to be hectic as well so I'm going to try and focus on character art. I'm also hoping to make some time to play some visual novels. There's a few I've been meaning to try and I always find it inspiring to see what magical creations other people are making.
If you’d like to see how the infernal story began you can download the original Travel Devil narrative game for free on the Valhallions itch page. You can also see my side projects and asset packs on the DoubleFree itch page.
Take care everyone!
DoubleFree
Good news! Was sick. Got better! It wasn't anything major, just sucked for a while.
Bad news - Game development was pretty loosey goosey, but stuff still happened! Here's what I've been working on:
Storyboard of the prologue is planned.
Started working on a talk show set.
Concept sketches done for a demonic talk show host.
Menu art done.
Worked with the writer on the flow and pacing of the writing.
Many pose sketches done for CGs.
Development is going well, just a bit slowly but that's to be expected. We're still on track for a 2024 release on Travel Devil 2 but if you want some fiery, decision-making action you can check out the original narrative game here - Travel Devil - Episode 1 Paris. We hope you'll join us on our demonic travel vlog across Europe featuring your host Tornacense.
Thanks for stopping by!
Week 2 of development has been going well on Travel Devil 2. We’re setting it straight after the first game so you get to see how the dynamics of Tornacense and Kirby are changing as they get used to being around each other.
Tornacense and Kirby facing an unhinged street preacher in the first game.
It’s great returning to these characters. I’m trying to make their drawings more exciting and dynamic. I’ve got a lot more time to make the character drawings now as I’m not working to game jam timeframes. I’m also going to learn to use the Renpy Action Editor to add more options to the movements in the game.
I’ve been working on many different aspects of the Travel Devil 2 to keep things interesting and motivating. Here’s what I’ve been up to:
Many more concept sketches were drawn. Now I need to get them looking swish on the computer.
Backgrounds and video footage of Amsterdam have been sourced to showcase in the vlog parts of the game.
Set up a Bluesky profile – now I just have to learn to use it :S
Spent a lot of time updating software – yay!
Planned some fancy menus for 1st game recap, unlockables and character profiles
Coded some of the game framework in Renpy
Drank a lot of tea (Woo rock and/or roll!)
I've been using the plot outline to build the framework for the game. Robert has been working away on the writing. He's already written the recap of the first game and the opening scene which we’ve been hammering out together.
We’re hoping to get Travel Devil 2 out this year if we can. However if you can’t wait, you can pop on the old humask and check out the (short) first installment here on itch.io.
Thanks for stopping by and I hope March is treating you well!
Hello and welcome to the first DevLog of Travel Devil 2!
Ever wanted to get out of the daily grind and escape to a paradise of travel-vlogging in Europe? Well, so did Tornacense the demon! The Travel Devil series follows Tornacense and the (un)lucky human who summoned him, Kirby.
In Travel Devil 2, Tornacense and Kirby are going to Amsterdam to enjoy all the fabulous delights that this city has to offer! The outline is done and development is beginning! Robert has been writing away and has sent over the summary. Now it’s time for me to get stuck in to the art and the code.
So to keep me on track, I'm making weekly progress lists to help keep me motivated. This week I have:
Practised drawing the characters lots (I haven’t worked with these characters since October so I’m a bit rusty!)
Designed our new character Chloe, reveal coming soon – she’s a peach!
Watched a lot of travel guides for Amsterdam – it’s been years since I’ve been there so I hope I can do this fantastic city justice.
Researched art from famous Dutch artists to give the game an air of culture and sophistication - Amsterdam isn’t all red lights and smoking and we want to showcase all the great aspects of this famous city!
Travel Devil 2 is the sequel to a game that I made for a game jam. It was set in beautiful Paris and showed the first episode of Travel Devil featuring the overnight doomtube sensation, Tornacense. I had so much fun making it that I’m diving back in and we’re heading to the Netherlands on the next step of the Journey.
If you want to check out the first instalment it’s right here waiting for you to come enjoy it!
Thanks for stopping by!
Hello and welcome everyone!
Hope you’re all having a wonderful wintery time. This year, I’m a bit disappointed as I won’t have time to make a game for the annual Winter Visual Novel Jam but I’m still really excited to try out some of the wonderful offerings that other developers have made.
So without further ado...
Winter Cube Story by daddykidos
So first of all this game runs in browser. This was super handy for just jumping right in. The story lasts about 5 minutes and I had a nice, chilly time reading it. I’ll give a little insight into the story but I won’t give too much away.
We’re following the journey of Cuki, the Winter Cube. Cuki wants to see things that they’ve never seen before and explore. Hopefully a snowy day in the mountains can live up to their wanderlust.
The game was made using HTML and JS and runs perfectly. The art is charming and simple. If you like the sound of all this, I would recommend giving it a try.
I'm going to try and look at some more games in this jam over the Winter.
Be well my friends!
But initially i wanted to release my game on Google Play or Steam as well but it turned out that i can't create a dev account there because they doesn't accept bank cards from my country
Then i decided to create a buymeacoffee account but it turned out that all payment services that it uses are blocked for my country
And yes, itch.io also doesn't accept my card
So there's no way to get money for selling my game
This world is so fair 🥰
PS: of course, i can sell my game in rustore but i think no one uses it
Hi
I've not posted anything for 2 weeks because i've been optimizing the game and making some small additions and changes
The biggest changes:
New description for defense line:
And new background for the main menu:
I also added new soundtracks and noticed that for some reason the quality of all music has deteriorated. I tried to fix it but i couldn't. So i decided not to fix it because i don't think anyone listens to the soundtracks
And today i'll be releasing the pre-1 version on my discord server
Hi
I added little more info to the debug menu and changed its font. Also added info how to undo and redo actions to the tutorial and changed the cursor image in its screenshots
I finally added a convenient color select menu to the customization window instead of rgb scales
Today i'll release the last interim to my discord server, the next one will be a pre-release
PS: i thought i would be developing this interim for 3 weeks but due to illness i did it in just one
Hi!
Now if a tool/attack isn't selected, the description displays info about building built on the selected cell. Also added a description for empty cell. I think it's very informative...
Today, after 1,5 months after the last one, i release a new interim release on my discord server
PS: yes, the description of empty cell is the longest description...
Hi!
Added a full screen mode and an ability to sync the speeds of "wave" animations and bots' work
Also now, as it was before, the pause button doesn't pause the game. I had to delete this feature because it was pausing WHOLE the game (for example, the cursors in entry fields were also pausing)
Hi!
Added an interface tab in the settings menu. There are checkboxes for large interface and blocking end turn button. Also moved there are the tool deselection checkboxes and the default menu radio buttons deleted
And yes, now the end turn button has a timer that shows the remaining time
Also, the pause menu finally pauses animations