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Found 5 results

  1. WELCOME TO THE WORLD OF CARTOON ADVENTURE AND HEAD TOY BLASTING FUN! Kitty & Friends is match 2 game. Blast toon cubes and tons of toy objects. Dive into the toon world with our characters Kitty the Leader, Panda the Chef and Doggy the Athlete and many more! Help our characters in learning and discovering new things, by completing different addictive levels in each story! Blast toon cubes, create bonuses, blast all toys in the whole place! So, don’t you hesitate and join the adventure and discover new toon things, meet new characters, discover new power-ups and have TOY BLASTING FUN! Features: ⁃ Complete the match-2 levels and unlock new boosters ⁃ In each story discover new toon objects and blast them! ⁃ Create your team and match with players all over the world! ⁃ Choose your character that you want to play with! ⁃ Share with your friends, give them lives for playing! ⁃ The game is free and easy-peasy to play, but the more you complete the more challenging it gets and more toys you need to blast! ⁃ Free daily spins and chests are waiting for you with stunning rewards! ⁃ The game is totally free to play without any ads! Kitty & Friends invite you to to help them to blast all toys you can in addictive match 2 game Android Play Store: https://play.google.com/store/apps/details?id=com.xiart.fb.m3blast iOS App Store: https://apps.apple.com/app/kitty-friends-blast-of-fun/id1441018112
  2. 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: bnbdarklegacy@gmail.com
  3. 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.
  4. 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!
  5. 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.