Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bigosaur

Pages: [1] 2 3 ... 29
Bigosaur / Re: Windmill Kings
« on: October 25, 2019, 05:55:59 PM »

The game will be released on Nintendo Switch on November 1st 2019, and on Steam in January 2020.

The store page is live now:

Please wishlist the game on Steam, it helps.

Oh no. Now I'm actually going to be impatient while waiting for the next episode.  :)

Bigosaur / Re: Windmill Kings
« on: September 28, 2019, 01:54:32 PM »
As it is, it doesn't feel like the replay value is huge

The game's main focus in PvP. Single player campaign is only added so that players can get a nice tour to learn unit types, magic use, etc. Also, it isn't meant to be a full featured game like Son of a Witch, and it will have a lower price as well to reflect that.

Maybe if the game becomes popular, I would add multiple maps, with more units and/or maybe you having to combine which ones to take with you. However, I don't have any long term plans for this game. It's just a small project I wanted to do because I got the idea and now I'm going back to Son of a Witch.

The campaign's big blocking point is the first archer battle, which is really quite hard to beat.

I noticed this too. I feel like it's a good thing, so players cannot just steamroll through the game. You can beat the archers with knights+mages+freeze, but it's really hard.

Giants are *really* powerful to the extent that they do tactically dominate a bit. I was usually ensuring I never spent star-mana-stuff unless I had at least 20 in reserve, because I'd always need frost or to summon my own giant in case the opponent did so.

You can take down a giant with 5 champions, so it balances out (you need low amount of stars, but a lot of gold to pull it off). If you manage to stack champions can add some healers behind, you can kill the giants without having to spend stars on ice. This usually means that you allow the enemy to progress and then meteor the battlefield, get a lot of gold and build champions+healers quickly. Doesn't always work, but it's a valid strategy most of the time.

Alternative tactics is to storm the opponent with ninjas + earthquakes because Giants cannot block "star" earning from ninjas. This works fine for all battles except attack on the castle which takes 10 earthquakes, so you might need to combine it with other tactics as well.

It might be good to make it clearer that archers don't stack, I know it says so in their descriptions but it took me time to work out what that meant and I often wasted money on archers who had to stay way out of range.

I think you're right about this issue. Maybe I should add some tips on game startup screen similar to SoaW.

Anyway, thanks for testing and great feedback!

Bigosaur / Re: Windmill Kings
« on: September 24, 2019, 05:43:49 PM »
I'll happily have a go with it :)

I sent you the link via e-mail.  :)

Bigosaur / Windmill Kings
« on: September 24, 2019, 01:40:09 PM »
Here's a project I have been working on for some time. It's a real time strategy game for 1 or 2 players focusing on quick battles.

The Story

Once upon a time, there was a king. After a glitched teleport spell created a clone, there were two kings. The evil black wizard betrayed the real king and the clone took over the throne. Help the real king rally the troops and get his castle back.

Single Player Campaign

The game has two modes. In campaign mode, you play as the real king who starts with a small amount of gold and an army of knights. You roam around the map and fight different enemies to convince them to join your forces: Archers, Healers, Ninjas, Champions, etc. You can also conquer windmills to get more gold to finance your army; and mage schools which provide you with useful spells like Meteor Shower, Freeze Enemies, Earthquake and Summon Giants. The campaign ends with an epic battle where you use all your forces and magic to defeat the clone king and recapture the castle.

2-player versus game

In versus mode, two players play a battle with all the units and magic unlocked. You can pick the size of the battle, starting with a small skirmish with just two towers and ending with a total war with two castles on each side. You can also play this mode single player versus computer.


The battles happen in real time. You pick which troops to create and send them to destroy the enemy fortress while defending your own.

The game offers variety of tactics: Send knights and champions to attack the enemies in close combat. Archers are weak, but attack from distance, so you put archers and marksmen behind the knights. Afterwards you can recruit healers and clerics who can fight, but also heal other units. And you can add spies and ninjas who sneak past enemy lines and demolish their buildings. And finally there are giants who are hard to stop, but you can use some magic to make it easier. All units have an upgraded variant, that requires that you construct a building during battle. You can also demolish enemy buildings to prevent them from recruiting upgraded armies.

The computer AI is completely transparent - you can see how much gold and magic points it has and what exactly is it doing. This makes every battle feel fair.

There are two difficulty settings: Easy mode for casual players and kids, and Normal mode for players who are experienced with real time strategy games.

The game is set to release on Nintendo Switch and possibly PC. I have a beta build for Windows, if anyone is interested in trying it out, please send me a message.

Bigosaur / Re: RogueBit: a hacking puzzle game
« on: September 13, 2019, 09:16:45 PM »
Although I stumbled in a couple of places, I ended up getting through every puzzle without any external help (I did abuse the "b" key, though). You got that balance just right :-)

I'm amazed that you took time to create an account here just to post this. This kind of feedback is great motivation for me to keep making games.

Thank you!

Bigosaur / Re: Armoured Archer Skinpack
« on: August 14, 2019, 09:58:30 AM »
(What game mode are these on? I don't recognise the room layouts, and you have the undead pig/tapir in forest level...)

Obviously edited some of the regular levels. You can get undead pig in the catacombs and then use /shop or similar command to teleport back to the forest (it wraps around).

Bigosaur / Re: Armoured Archer Skinpack
« on: July 28, 2019, 09:23:31 PM »
I'm starting to think that I really need to add support for modding and some scripting. :)

Imagine if you could create a custom adventure where you can replace some of the default graphics and lock some drops and write custom dialogue. Would something like that be interesting?

I like some metroidvanias (Axiom Verge, Guacamelee) and some not that much (Ori, Hollow Knight).

I have an update on this. Played through HK and Ori recently and have changed my view on those games significantly. Axiom Verge is still on top, but Hollow Knight is second now (once you start drawing your own map, the game is awesome, and some stuff like the Bank plot twist and the Arena are simply amazing). Ori comes third. I didn't like the combat at first, but once I got used to it, it's actually an awesome game. So, Guacamelee drops to 4th place. I also played Owl Boy, Shantae and Dust in the meantime and they come 5th, 6th and 7th respectively. Of course, this ranking stays if you don't count Salt&Sanctuary as metroidvania. If you do, then it takes the 3rd spot and others move down. And a honourable mention for Xeodrifter which is too short to call it a full game, but is awesome metroidvania as well.

Anyway, I'm really hoping to see your game finished one day as it shows a lot of promise.

Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: July 07, 2019, 09:21:28 AM »
Maybe sometime later in the summer you & I could do a stream + chat about the game, that could be fun?

I think that would be awesome. Just let me know whenever you want to do it.

Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: July 07, 2019, 07:22:54 AM »
I'm finally back to 100% of the achievements got - decided to try a game for the first time in ages, and got the ninja achievement - elven shield early plus a really really high powered archer character with the three-arrow bow :)

Wow, that's puts you way ahead of me actually. I feel like you might be the best SoaW player out there. I had some players ask me if I know anyone who unlocked the barbarian as if that was some impossible thing - and that's ancient history for you. I've still got a bunch of achievements to unlock, but I always mess up the runs by experimenting or risking too much. I guess I should add more content to the game so I have excuse to play the game more.

I love the color palette and the game looks overall. You have some very nice visuals and it will attract attention from players for sure.

Episode 72 is up and now I'm thinking whether the same tranquilizer works on automaton :)  Can't wait to read #73 to find out.

Was that noticeable as a reader/does anyone have any advice on it?

I didn't see it until you wrote about it. But I don't feel it's a problem even now that I notice it.

Bigosaur / Re: EGX Rezzed 2019
« on: April 12, 2019, 06:15:22 AM »
How've you been approaching the press/what else have you been doing thus far?

Well, mostly sending out e-mails. I admit I didn't go deep into it as much as I planned initially. For example, I know that Steamworld Dig got coverage because they made boxed sets with their game manual, stickers, a plushy, and some nice poster or something like that and sent them to game press. I wanted to do that for SoaW as well, but never got around to do it.

The problem with e-mail is that press is swamped with new games. I got zero replies and zero coverage for PC/Steam version. On the other hand, when I released to Nintendo Switch, all the news outlets I contacted covered the game.

Pages: [1] 2 3 ... 29