It's a pickup, like gold and essence. It drops, then you pick it up.
DevHermit
Creator of
Recent community posts
Playable build: https://devhermit.itch.io/let-me-die
Steam approx release date: Nov 19th
Languages needed:
- Simplified Chinese
- Brazilian Portuguese
- Spanish
- Japanese
- German
- Korean
- Russian
- (Want to contribute another language? Shoot me a message)
Scope:
Demo build is ~800 words. Translations are needed right now.
Full build will be larger. Only available in ~1 month.
This is an unpaid opportunity for those that want a fun little project to work on.
You will be given full credit in the game.
Feel free to contact me on discord: developinghermit
Lots of great feedback, thank you!
There is absolutely a lot more to the game than just beating the current 10k health boss. A lot of other ideas are currently in the works. The numbers will be going all the way up to quadrillions.
Very good point about regen hearts. They're the least fleshed out mechanic at the moment.
Being able to upgrade runes with gold is an interesting idea. I didn't think of that! Noted it down.
Leaderboards, super polished main menu with cute little things like "DO NOT CLICK HERE" in the corner or clicking the logo in the main menu makes it do stuff. That is amazing for such a short jam.
Also level 5 "press space to skip if you're a nerd" LOL, great way to discourage players from skipping cutscenes.
The only criticism I have is text was very hard to read, I had to retry levels each time there was some text in the level, cause I would need to stand still right next to it.
Other than that cool game!
I didn't quite understand how to attack. The instructions next to the game showed spacebar as attack, but it was just jumping. Maybe I'm stupid, that's possible too haha. It was also not super clear what the walls did. I expected them not to allow enemies through, but they were free to move around them, so I was confused.
I'm guessing that the game is inspired by Kingdom Two Crowns, but I've never played it myself, so maybe that's why these mechanics are not clear to me.
Beat the game. What ties the whole game together for me is your music choice and the SFX. Visually it's such a simple game, but the sounds made me feel like I'm really in this village in the woods, harvesting wheat, cutting down trees, the relaxing music... Just goes to show how powerful sound design can be.
Okay I legit loved this one. The necromancer was a genius addition, it was so fun to use. The only thing is that towards the end game necromancer was causing the game to go at like 5 FPS :D Also I feel like the prices of zappers should of increased the more you place, cause late game you can just perma spam them, since you accumulate blood way faster. Great submission!
This tutorial is fantastic! You're absolutely right that a common beginner mistake is trying to draw things as they see them in real life, just as complex and full of detail. But stylized art isn't about capturing all the complexities of the real world.
In stylized art we often use what's called "shorthands". A shorthand is a way of representing something with less detail and complexity, but still getting the idea across. The fur in this tutorial is a great example of that. A stickman is another popular shorthand for a human being. But it's just a few lines, obviously it doesn't look like a real world human being. Yet people get it. Our brains are great at recognizing patterns and filling in the missing details.
The best way to get better at this is to study other artists. If you're trying to draw a wall made of stone, look up how different artists do the same and really study their technique. What shorthands are they using to suggest the wall is made of stone. Where do they choose to add detail and where to they purposely leave it out. What shape language do they use.
Hello, I'm working on: https://www.tiktok.com/@developinghermit/video/7626757122432404738
Steam page: https://store.steampowered.com/app/4311700/Ignited/
Looking to find a special person to team up with that is determined to make it in this industry and wants to do it together. It's really tough out there solo. And from what I'm seeing the industry is only gonna get tougher going forward. It's sink or swim right now and pairing up with the right partner can make all the difference.
I'm 33 and with some decent experience and skills under my belt. I'm a strong programmer, decent artist, can create decent content for socials, do marketing outreach. Ideally you would be in a similar position. Capable in multiple disciplines. Art, game design, marketing or anything else that is relevant.
I'd like to work very closely, daily check ins, calls, whatever you prefer. Brainstorm sessions, setting the strategy together. Equal partners, no managers. Empathy and understanding also goes a long way in my book. It should be pleasant to work with each other.
If you're interested, reply with a bit about yourself and your goals and we'll see if we're a match. Thanks!
Hello! I've been working on a physics-based PVP game called "Ignited" for close to 1 year now https://www.youtube.com/watch?v=GkNuyEcdTTE
There's also an early playtest available on Steam https://store.steampowered.com/app/4311700/Ignited/
Here are some other prototypes, gamejams, demos I've worked on before: https://developinghermit.carrd.co/
I'm looking for someone who loves multiplayer games and would like to jump on and ship this game together. With the main goal of forming a long-term partnership/friendship and shipping more games in the future.
I already hit a 100 roadblocks to get the game to the point that it's at right now. My response has been the same every single time. Try something. Fail. Try something. Fail. Each time you get a little bit of valuable feedback. Each time you get a little bit better. Which eventually leads to overcoming the problem. I need a partner who has a similar attitude and doesn't throw in the towel after one thing goes wrong. Because there's a 100 more roadblocks ahead and that's a normal part of attempting to do something really difficult.
As much as I value personality, attitude and soft skills. You can't build a game with those alone. I am mainly a tech guy myself and can take care of that whole side. What I need from a partner is primarily art skills. The willingness to get involved in game design, level design, marketing.
If you're interested, you can reach me at developinghermit(at)gmail(dot)com
Hey! If you're interested in this type of art style https://store.steampowered.com/app/4311700/Ignited/
Then sure, we can discuss in more detail what you'd like to contribute to the most and what kind of arrangement would be most beneficial to you. Feel free to add me on discord: developinghermit
Hello! My name is Marius, I'm 33, living in Sweden. A solo gamedev trying to turn it into a sustainable business.
Here are some prototypes, gamejams, demos I've worked on before: https://developinghermit.carrd.co/
I've been working on a physics-based PVP game called "Ignited" for close to 1 year now and recently put up a Steam page https://steamdb.info/app/4311700/.
The journey involved quite a few detours, because my art skills simply weren't up to my standards. So I spent a lot of time studying art and upping my game so to speak. I'm quite happy with how far I managed to get.
Having said that, my main skill is the technical side of building. I am a strong programmer with a lot of experience in networking. I'm pretty much only interested in building online multiplayer games and plan to stick to that.
As the title says, I'm looking for one person to team up with. One person only. Someone who wants to build a business in gamedev. Who wants to learn and grow continuously. And is willing to try as many things as it takes to make it work.
We would need to have complimentary skillsets, so here's the main areas I need help with:
1) Game art
2) Game design
3) Marketing
I'm looking for an equal partner that I can truly depend on. I have no interest in being a manager, I got enough stuff to do. I want to be able to trust my partner to solve problems, come up with strategies, do research. Be a generalist when required. Do what needs to be done to ship the game.
It goes without saying that this goes both ways. That's what I'm offering to you. Someone you can rely on to keep things moving and have your back.
If you have the skills and the mindset, then I look forward to hearing from you.
For my current game "Ignited" the next milestone is a public demo. Which I aim to have in a couple months. It's already fully playable and I'm planning to do a lot of playtests next month for polishing, bug fixes and to craft a game trailer.
Hello! I'm a C++ programmer using Unreal Engine. My focus is on online multiplayer games.
I'm looking for a long-term partner with strong art skills and a desire to release games commercially on Steam.
I'm working fulltime on this, including weekends. So I'm always available. You can check out some of the stuff I've worked on here: https://developinghermit.carrd.co/
My discord is: developinghermit





