Hey LKD, I sent you a friend req on Discord under FN_joystix. Idk if you remember playing my game on here but my cousin and I are developing a game to put on Steam and I was wondering if you'd like to playtest an old concept build and give feedback on it.
CR38OR-ELIJAHK2
Creator of
Recent community posts
This is a really cool and fun idea. i wasn't hearing any audio but that might have been an issue on my part. idk. Cool game so far, definitely keep working on it. My one suggestion: Make walls more obvious (I spent a minute trying to get the cube through the wall not knowing it was there on the circle that looks easy but has a wall in your way.)
New devlog update!
Sorry for the delay, been a bit busy with school starting up again. Hoping to work more regularly on the game now.
Today I started seriously working on implementing upgrades. I have art for a lot of my first ideas, and now they show up in-game after every 5 waves (without doing anything so far).
Here's what I've got -
Stats:
HP Up
Dash Speed Up
Dash Length Up
DMG Up
Turn Speed Up
RAGE Cost Down
Max RAGE Up
Abilities: (only one so far)
Methane Massacre (On a dash, unleash a flurry of green projectiles behind you that deals damage equal to 0.75x your main DMG stat.

Been a while, but I finally did some more work on the game. I fixed some bugs and began working on the upgrade system (I just have concept art for now, sorry about that.) I also implemented a new enemy, the Police Car. This guy can seriously mess up your runs by adding a new obstacle in the form of a vertical dash attack from either the top or bottom of the screen.

He might be a boss at some point. Let me know whether he should be a boss or a normal enemy.
I played the game... by myself... all alone... but the game looks good overall, the music fits and is appropriate, and seems like it could be fun with other people.
A few suggestions:
- Maybe add more map variety like small islands in the middle of the ocean or something
- Health indicator for each player or fire that gets worse the more you get hit
Overall a fun game so far, (would be more fun with people obviously)
Second (minor) Update!
Bug fixes, as well as a real pixel graphic for the RAGE meter.




... Ok, ok, I get it. My pixel art animation skills are sub-par at best. I'm learning, all right?
The percentage goes from black to bright red as it gets closer to 100%.
Wave system working properly.
New enemy! The Gunner is a tough enemy that pursues you until it gets close, all while firing away. It is careful to stay back, so eliminating these threats will be a true challenge.

Next update will ideally include:
- Actual roguelike elements
- Abilities gained through the run
-New enemies
- More optimized code for faster run speeds
Thanks again, everybody!
Check out PROXY (an actual completed game) here: https://cr38or-elijahk2.itch.io/proxygame
Action roguelite with a fun twist on classic top-down combat.
THIS SECTION IS OUTDATED - SCROLL TO BOTTOM FOR MOST RECENT UPDATES!!!
Hi again everybody!
I've started a new project (unreleased as of this posting) but I decided to do a devlog as I make it instead of post release.
"Maniyak" is a top-down pixel art roguelite/like (I haven't decided yet) about a yak whose kids got shot. This sad event made him go berserk and trample everybody.
The game's main mechanic is the dash ability, which is (so far) the only form of attacking enemies and allows you to pummel the bad guys, ricochet off the edge of the screen, and basically crush everybody. The Yakattak is only usable with a full RAGE meter, which slowly fills up over time and on enemy kills. Since you get RAGE for smashing stuff, it is possible to go over 100%. If that happens, you will only lose 100% of your RAGE, allowing you to Yakattak even faster next time. Stomp strategically!
Gameplay wise, you will fight waves and waves of steadily stronger enemies, hopefully with bossfights, and upgrades along the way to buff your health, speed, and Yakattak stats, along with whatever else I choose to add.
Today I added some real gameplay to the game! ...even if it is only basic enemies constantly spawning. The Yakattak is fully functional and damages enemies, although the player is invincible. A prototype RAGE meter is in the bottom left. I hope to add pixel art to the text and make the percentage turn more red the higher it is.

Controls:
The player uses W to move forward, as well as A and D to turn the yak. S does nothing. You're a yak! Backing up is hard. Space unleashes the Yakattak.
Enemies:
Herdsman - One shot enemies, the Goombas of the game. Simple AI where they move toward the yak slowly. Deals contact damage.
Thanks so much for checking out post #1 on Maniyak's development!
In the meantime, check out PROXY, my newest full game! Here's the link: https://cr38or-elijahk2.itch.io/proxygame
Thanks for your response! I just used Pygame without anything else for RPGs specifically. All from scratch.
- As far as simplicity goes, I 100% agree but I also feel like the simplicity is part of the strangeness of the game.
- For expansion, I think PROXY is done except for small improvements. I agree that a more fleshed out story will be more engaging for sure, but I think the path I'll take is more leaning towards a "take what I've learned from PROXY and implement that into my next game." Right now the code for PROXY is pretty bad, and major expansion really isn't possible, since I mainly developed this several months ago and have some trouble putting the pieces together now, but minor expansion like bug fixes, minor gameplay loop changes, etc. most likely.
- This definitely feels like a proof of concept game, from an experienced developers perspective. To me, I'm pretty sure this is my first complete story game EVER, even in my days on Scratch, so it feels complete to me, or as complete as it ever will be.
Again, thank you so much for your thoughts.
Have a great day,
Elijah
Thank you so much for your response! I really love hearing it all. Let me address your feedback -
Controls: Yes, a settings menu with alternate controls could be nice. I might add that in a future update. I'm used to using Z/X for this type of game, so that's what I went with.
Gameplay: I entirely agree that a bit more direction could be nice, I also like the openness and letting the player just straight up figure out and interpret for themselves what is going on. I believe that is part of the charm of the game.
Bugs: I've never had that happen. I'm assuming it's because the game starts automatically and takes a bit to load, but I'll keep an eye on that one.
NPCs/Visuals: Yeah that guy is a knight. There isn't all that much other than NPCs to interact with, so it's not a MAJOR issue, although I can definitely see your confusion. He is definitely the worst-designed out of all of them. I might modify him a bit.
Endings/Replayability: This is where it gets interesting. The two different endings are different, slightly. Ending one results in a flashing white effect and a boom sound, followed by red text. Ending 2 (Heralded by the "RUN." realization) lacks the boom and flash, and shows blue text. Interpret that how you will. More detail will either be helpful or detrimental. I think it depends on the player. Some enjoy a bit more direction, and some enjoy the obscurity of it. I think that's where we hit the line of the types of players, instead of needed improvements for the game.
Audio: I added SFX. When did you play this? It might have been before I did. I don't know. If they still aren't working, please let me know.
Final Thoughts: Again, thank you, thanks so much for all the kind words. I put a lot of work into this and I love it when I get players that enjoyed it. Your feedback and support means the world to me.
Have a great day,
Elijah
New update out! Modified some of the gameplay order, fixed some bugs, and added a restart button at the end of the game! Thanks to LowKeyDev for the suggestions! They really make the game more immersive. Check it out here: https://cr38or-elijahk2.itch.io/proxygame
Dang that is a lot of awesome feedback. Talking to the queen last is an interesting idea that I will definitely consider and probably implement. I'm really glad you enjoyed it. Bed being visible from the start isn't a bad idea, but the bed color changes depending on your choices in part 1, so if you see the red bed without any prior info it hits different, but I'll think about it. Part of the eeriness is seeing the bed just appear, and you know it wasn't there before, which makes you feel weird, especially if its a red bed not a blue one. Thanks again!
So I might be a bit of an idiot... I downloaded the "rocketgame" file for windows...not Gradius+, and I didn't even notice. So I came back just now and saw that, and everything works great in Gradius+ LOL sorry for the confusion. I guess that's something to keep in mind for distribution to other people.
Really cool game idea, a creative spin on clicker games that I really enjoyed. A few issues: 1) Typos, I found two, in the stone pick and improved mining boots descriptions. 2) If I click on the sandals, click craft, and then click improved iron helmet and let it finish crafting, I believe, if I saw it correctly, that I got the helmet for the cost of the sandals. Great game though!!
Just downloaded it and played it and I have a few suggestions: 1) It is tough to get underneath the enemies to shoot them without getting hit yourself, but if they shot slower or maybe moved left and right it would feel like skill more than timing and luck. Also, music or SFX would be awesome. And maybe name the "game" file in the .zip folder something that will stick to the top of the file explorer so players don't have to scroll through all the other ones before they get to the actual game file. Great start though! EDIT: I see you have notes for music in the description but I didn't hear anything when I played.



Quick question: Which thumbnail do you like better? 