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Bynary Fission

191
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A member registered Mar 12, 2023 · View creator page →

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Recent community posts

It's good to hear that Mein's Quest is on track. I'm looking forward to the full release!

This is awesome, this game has needed achievements for a long time!

Hell yeah. I'm really looking forward to this new expansion!

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v0.50 just got released! This build incorporates substantial art improvements to the first zone, including re-done sprite art for the enemies, environment, and enchanted weapons. I've also added in screen shake as an option, several quality of life features, a whole ton of bug fixes, lighting effects for spells, and more!

Additionally,  for people who join the server Zone 4 is essentially finished and available to play from a special link! You can read all about the changes here, as well as try out the build for yourself: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/1470437/v050-releas...


As always, feedback is highly appreciated no matter how small!

I'm glad to see Gravity Storm is still getting updates! Keep up the good work!

Now this is what a devlog should look like. Great job on making these changes, and these content changes make me pumped to try out the game!

Thanks man! There's even more visual enhancements on the way!

Lol. I have never used RPG Maker, which I'm sure you can tell.

I'm redoing some of the oldest sprite art in my game! This is one of the few remaining legacy sprites in my game from an old prototype, and I'm giving it some long-overdue love: 

The art has a very Final Fantasy-feel to it! Are you the artist for the game?

Nice, it sounds like you've got a plan and the momentum to finish it - I'm also riding that same high myself! Final Fantasy 6 is absolutely worth your time. I managed to get a copy for it on my original SNES and I've gradually been playing through it.

I'm really digging how how the lighting looks. The graphics reminds me of Final Fantasy 6!

v0.40 has been released. This update represents perhaps the final major feature of the demo - the Zelda-inspired whirlwind attack! I've also re-balanced a few enemy encounters as well as fixed quite a few bugs. Potions now heal more stats as you increase your Mana and Health, and the abilities that passively restore them are also made better as a result.


At this point I'm looking for comments on the game's overall polish and feel as you play through it. I'm getting close to the point of making the game's Steam page and would love some feedback on the game's state so far to help improve it further for that next major step!

https://bynary-fission.itch.io/tower-of-the-immortals

If you like action RPGs, you might like Tower of the Immortals! This game is strongly inspired by top-down Zelda games and Baldur's Gate: Dark Alliance/Diablo.

https://bynary-fission.itch.io/tower-of-the-immortals

At this point the demo is pretty polished, and most of my effort is going toward creating the remaining content. What I'd be looking for is:

-Feedback on the overall UX/UI (it is designed purely for keyboards, and controller support exists but was added in much later)

-Overall feel on combat and balancing

-Introduction to mechanics, which includes the tutorial and early game

I appreciate any feedback you have to offer. Thanks so much for offering to do this for people, it is really appreciated!

Thanks! I'm excited for how it's turning out!

This game was seriously such a blast to play. If anybody here hasn't played it, it's definitely worth your time!

This is my Zelda and Diablo-inspired action RPG Tower of the Immortals. After over a year I'm finally beginning development of a new zone!


I'm really digging the Zelda influence here!

I'm just replying to say that this project is awesome, because I played the hell out of Stepmania back from 2009-2014. Glad to see its influence living on to the present day.

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(I intentionally avoided reading the above person's comment until after writing mine so as to form my own opinion without influence).

The song feels laid back and does its job, I think. I feel as though filter you used does one of two things: either it works on a screen where the menu is intentionally designed in an old-timey way, or it's meant to be used in a horror theme. Both would work equally well IMO.

Compositionally, it feels like there isn't a lot going on. At about 0:18 where the song goes into its B section the melody remains on the tonic, which makes the song feel as though it's stuck in "neutral" so to speak. The song would have also benefited from having a little more than just basic backing chords every 4 measures. An example of this would be to have another chord just before the next part of the phrase - you can spice things up with something like secondary dominants, diminished chords, or even using voice leading to resolve back to the start when it loops.

I think the song is serviceable as it is, but in my opinion it also feels quite forgettable since there isn't really a clear sense of melodic progression.

Good work on these! I would suggest you read about hue shifting, because it's an essential skill if you're looking to develop your art skills further. The apple image just applies more whites to brighter sections, which just makes it look washed out. For red, you'll want to shift toward purple for darker areas and orange for brighter ones, and it will make the image look more vibrant.

A background image and/or banner would catch people's eyes more. But more importantly, a cover image for all of your games. Two of them don't have one and people will make snap judgements about your game based upon their first impression, and no image means there isn't anything to go off of.

I wanted to try Idle Quest for Epic Loot, but it asked me to login with a Google account. I don't know what the purpose of having a login for that is, but that's an immediate no from me and most other people looking to play something casually. Which is a shame, because it looked like a fun idea.

I also tried Airship Architect, and while it seems like there's a decent idea here the gameplay felt solved within 1 minute. It also kept telling me "You can't delete your last last balloon", but my gold got deducted anyways and it looked like no changes were made. I felt like there wasn't really much else to comment on as the gameplay felt really shallow.

Do you have any larger projects you have worked on? It looks like your library just consists of game jam games.

Explorer Official touched on this already, but offer to do the same for other game developers. While game devs are not your target audience they are still a valuable source of feedback, and if you take time out of your day to offer them feedback they will often reciprocate the effort.

If you live in an area where there are game developer meetups (large cities generally), going to them is also a great way to get attention on your game. I've gotten a lot of feedback and attention that way as well.

Thanks for playing people's games, it's always appreciated! 

My game is a Zelda and Baldur's Gate: Dark Alliance/Diablo-inspired Action RPG. It's been in the works since late 2022 and has come a very long way since its first public build. If this is the kind of game that interests you, there's also a browser version on GX Games to play as well.

https://bynary-fission.itch.io/tower-of-the-immortals


Thanks!

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Thanks, I'm glad you liked it! RatMakesGames really did an amazing job with the art!

Hell yeah, glad to see you're alive! What's the genre?

Thanks!

I played this with an xbox controller and I can definitely see why you intended for the game to be played this way. My observation is that enemies appear with very little warning on the screen, which felt frustrating at times. I also notice the lack of pathfinding, which is fine for a game made in a small amount of time but some variation in attacks or such would have been nice to compensate.


Also, really creative interpretation of the theme lol.

I like the premise behind the game, though I wasn't really a fan of having animals behind you get lost if they were hit. The addition of clouds after a score of 5 really made the game hard. While I like a challenge, I do think having it come in more gradually would have worked better as the game is fairly challenging to begin with.

Seconding this. There's enough bad actors out there ruining it for people, unfortunately.

Not bad for a day's work. But listing some controls and an objective would be nice.

I grew up playing old school RTSs from the 90s, so I'm just such a sucker for games like this. But yeah, the balancing in this game is nearly non-existent; once I spammed knights in the first few rounds and started upgrading I one-shotted everything in every round. I love the concept and the isometric pixel art is A+, but I do think the concept was just too ambitious for the time frame given. With another week of work I could see this game being much more realized.

The music is a great choice for this. The use of the theme was definitely unique,and honestly I really just wish there were more fish to choose from. I was pretty disappointed to find that the sea ended after the purple fish. :( But overall, great game!

I got up to level 11. This is a great idea for a game and I think there's potential to make it even more challenging. I love how skill-based this game is.

I see what you were going for here - with more time, this could have been a really neat puzzle game that I think would have been a lot of fun to play. Honestly, the idea is worth expanding upon IMO.

The controls for this were really confusing at first, but they did start to click into place after a while. I just went with bullets and kept upgrading them and made it to round 15, but I definitely think this game has a pretty high skill cap for people who can master the controls. Nice work!

Good analysis. On the graph you posted views by direct navigation are still a lot lower than release day, but the discovery queue views spiked. Hopefully that translates to more sales in the weeks to come!