These were all made last Summer, and let me tell you: I still love making shitty idle/simulator games. ((Not that I have recently but maybe that will change ))
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(03-02-2015, 02:07 AM)Papers Wrote: »i don't know what i expected from reyweld's new hawkspace thread
(06-02-2016, 04:16 AM)Schazer Wrote: »Tokyo could kick your scrawny ass
(11-10-2017, 06:39 PM)Myeth Wrote: »reach for the stars
And then annihilate them as a powermove
RE: A few **extra professional special** HTML games
08-07-2016, 02:29 AM
Development.
A masterful first title from [insert name of Reyweld's gaming studio here], Development shows the beautiful simplicity that most modern games today are lacking. With such inspiring graphics and a wonderful plotline, this game is well worthy of the title "Game of the Year 2944". Unfortunately, other critics might not see the sublime beauty in this.
Graphics: Music: Cinematics: (See music) Story: Once upon a time they lived happily ever after. Content: Controls: ↑↑↓↓←→←→BA Gameplay: ℵ0 Overall: 👈
RE: A few **extra professional special** HTML games
08-07-2016, 11:53 PM
Okay, so in all seriousness, I've been playing Devil Idle (like pretty much any idle game (see Cookie Clicker)) and it's definitely one of the more fun ones. I can't wait to see what all you do with further games, if you ever do so.
RE: A few **extra professional special** HTML games
08-11-2016, 05:19 AM
I'll fix it tomorrow. The vast majority -- make that all -- of the code for that game was written after 11 pm, and I need to fix it when I'm more lucid.
I'm surprised you've gotten that far. I haven't managed to keep my dudes alive even to the first wave. (I may have rebalanced it a bit since then, idr)
RE: A few **extra professional special** HTML games
08-12-2016, 03:21 AM(This post was last modified: 08-12-2016, 03:36 AM by a52.)
(08-11-2016, 01:17 AM)Reyweld Wrote: »The time until next wave counter doesn't go back up... the assault is endless!
I spent an hour debugging and fixing various things before I realized it was because I used Math.Random() instead of Math.random(). fucking javascript.
changelog:
-there can no longer be negative amounts of enemy soldiers
-each friendly soldier is guaranteed to get a kill (used to be 0.5)
-likelyhood of a friendly casualty upped from 0.5 to 0.75
-larger starting food pot
-naughty words written in source code
-wave timer always at least 50 s
-wave power actually increases properly
RE: A few **extra professional special** HTML games
08-12-2016, 07:32 AM
idk how balanced you want the game to be, but having one soldier and replacing when they die is pretty broken (and probably the only viable way to play the game past say ~11 enemy size)