Search the Community

Showing results for tags 'puzzle'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Idle Forums
    • Video Gaming
    • Wizard Jam
    • Movies & Television
    • Books
    • Idle Banter
  • Shows
    • The Cutdown Episodes
    • Every Game in this City Episodes
    • Three Moves Ahead Episodes
    • Something True Episodes
    • Designer Notes Episodes
    • Important If True Episodes
    • Idle Thumbs Episodes & Streams
    • Idle Weekend Episodes
    • Old Shows Home
  • Wizard Jam
  • Babysitter's Club's History of the series
  • wrong club's no

Calendars

  • Community Calendar

Location


Interests


Biography


Location


Interests


Occupation


Favorite Games

Found 7 results

  1. Dear friends,I discovered an ancient game of the old Slavs called "Posunčík". I gave it a new name, Logaterix.The game is said to be several hundred years old and was played on the ground or on a wooden board, using simply stones of two shades.I programmed the game for PC/online so you can play it yourself, either against the AI or another human opponent.I believe you will enjoy it too! I will be glad for feedback as well! Thank you in advance! Enjoy! Download link (direct link, ZIP format): https://www.instaluj.cz/logaterix/download Online version: https://posuncik.cz/ Preview:
  2. Hi All! I would like to share with you my first game.It is a puzzle with interesting mechanics to train your brain or just kill some time. Each level is a set of colored orbs(balls) connected to each other.The main goal is to absorb these orbs, but absorbing of one orb may impact other orbs.The challenge is to collect as long chains of absorbed orbs as possible until there are no orbs left on the level.The longer the chain of orbs you absorb in one turn - the more score you get.There a lot more cool features inside that will be unlocked during your walkthrough! Google Play:https://play.google.com/store/apps/details?id=com.homefortstudio.absorbtheorbApp Store:https://apps.apple.com/app/id1582796822Crits, wishes, downloads are welcome!
  3. Hey everyone, Reaction, a tiny physics puzzler where geometry falls from the sky is now on itch.io: https://mechanicalink.itch.io/reaction How does the game work? You swing your paddle left and right in order to push the pieces towards the evacuation shafts, gaining some of that precious little time before the play area inevitably spills and it's game over. "Aha", I hear you say, "so it’s a physics puzzler of sorts!" And that is correct. You can play it alone or with a friend in multiplayer, you can go at it in short bursts or try to crack those elusive high score spots. Here's what's included so far: A single and/or multiplayer experience Six power-ups to help you get through the evolving levels of difficulty The option to add faces and expressions to pieces, turning them from cold shapes into cute little geometrical folk Check out the trailer and see if it's the kind of thing you'd like to play: Or go to our homepage and find out more: https://mechanica.link/reaction.html You can also follow us on twitter for more frequent updates: https://twitter.com/mechinkling Hope you'll give it a try soon! [The game is available for Windows, Linux, and Apple].
  4. Episodic, 3D 3rd Person Co-op, Action Adventure Puzzle Plat-former Hey everyone I'm looking for a PART TIME/ HOBBYIST PROGRAMMER with an interest in the "Afropunk" style and culture. He would need a understanding of Unity C# and marching cubes, or a willingness to learn it. I'm a character artist/ animator dabbling in coding and while starting to develop this game myself I just realized I don't have the time. I need help. I need a team. Hopefully some what passionate, but any little bit will help. You covering the coding would free me up to do more art, animation and character design, (and find more guys). The game is a procedural puzzle game, which aims to make all of the 5 (or more) characters on screen use different methods of traversal and fighting styles. The more characters in the party the more complicated the puzzles get. The players need to work together to survive (Dark Souls combat difficulty). There are charts, diagrams, and examples of each with assets I've already created, and a frame work you just need to stitch together. But don't fear, this is a "BY THE EPISODE PROJECT", each of which will be individually Kickstarter'd. Once you sign on we will begin to understand one another's work habits, schedules, etc. while we make this FRAMEWORK. The framework is what we CROWD FUND for support to make the first episode. If there is anyone out there interested in... - Bringing more diversity to Indie games - Working with an unique horror adventure world (https://www.worldanvil.com/w/central-world-dreamcity ) - Working with an committed artist (who understands coding) and a remote growing team - Developing a tight development plan, with passive income contracts: Patreon, product sales, (micros) and of course Revenue sharing - Interested in working on a co-op TRINE ~like game mixed with DARK SOULS - Willing to grow with this me/(us) as this company takes off. ~Lets make a dream worth dreaming~ (Contact with questions) Discord: https://discord.gg/ZV83U5P Email: [email protected]
  5. Hey folks! Project details here: https://ogmadigital.neocities.org/ As it says in the title, desperately looking for a concept artist! I have a sudden opportunity to pitch to a publisher coming up, and I'd love to be able to bring in a piece of art to sell my idea. I can pay upfront for the first pieces of art, but as it says on my Artist Recruitment page, I'd like to offer my services in work-exchange for the mid-term while I'm securing funding. If you're interested, or have any suggestions or advice, please let me know. Thank you for your time.
  6. TRAPLANDS: test my action puzzler thing!

    hey thumbs! long-time lurker here looking for a sanity check on if my webgl stuff is working for people, and some feedback on an action puzzle game I'm making: try out some intro levels here: http://kevinw.github.io/games/traplands/ and tell me what you think!
  7. So I figure I should start chronicling something about this project as slow or as fast as it ends up moving. Hit a bit of a milestone recently, graphics engine up and running with basic physics, so riding the positive wave while it lasts! Shards of Celetin (not entirely happy with the name, but unlike Phantasmagoria it doesn't clash with another game) is a 2D role-playing game based on an alternate timeline for Earth (another one of Those, yup), one where humanity evolved from cavemen with access to the powers of the elements. Fire, Air, Metal and Ice. Not the usual quartet, but there are reasons for that. There will be some combat (or even more than some if you're really motivated to do so) but the primary context will be puzzles, wayfinding and dialogue-driven plot movement. There are a lot of cool things you can do with elemental powers in combat, but I also figure that affords a lot of creativity in solving puzzles, too. I'll be updating this devlog with, well, whatever. It could be sprite art, it could be ingame capture, it could even be worldbuilding if people are interested. It's a world I've spent a lot of time across the years crafting (born as an idea for a novel a lot earlier on in my life) that I'm always revisiting and carving out new details for. The current setting is "modern day", the real challenge will be drawing out the world I've made into the game itself (in an easily-accessible manner). I hate the Skyrim-style of "find random sodding manuscripts everywhere". Current Version: Scrollable viewport, predictive collision detection and fixed-step renderer / physics (for now). Lot of the data-level stuff done behind the scenes. I've even made a start on devtools, to make making all the JSON data so much easier than writing it out by hand. Immediate Goals: Tie renderer to refresh rate (crude v-sync, with double-buffering shouldn't cause any artefacts). Currently fixed at ~60FPS. Update and integrate physics model into game view, and with the controls. Currently inheriting a fixed speed for the player character and nothing else, with no acceleration / deceleration. Not-So Immediate Goals: Sprite art! I've been trying to work on a style, so we'll see where that goes. I want to replace the temporary background and player sprite, as the most-pressing thing. Layered renderer. Will involve designing atlases for my sprites. I want to do some particular magic here because layered puzzles with multiple layers of interaction == goal, and visualising that will be important. Everything else in the game.