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remvst last won the day on August 30 2015

remvst had the most liked content!

About remvst

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    Amiens, France

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  1. Just a quick post to announce that the game is now available on ArmorGames at https://armorgames.com/superbrawl-game/18577 If you want to actually try the game against players from around the world, now is the time!
  2. Thanks for the feedback (though I wasn't aware there were that many multiplayer web games these days) I do like AZERTY keyboards, but the game doesn't use any of these keys. Maybe if I let the user define their own key bindings that could address the issues you're having? The platform part is a good idea, in general I want to add some depth to the game while keeping simple controls (I don't think I'll ever add mouse controls, but that may change depending on feedback). And I've made a lot of other games, some mediocre ones are at http://tap2play.io/, but my biggest game project
  3. Play Link: http://superbrawl.herokuapp.com/ SuperBrawl is a project that I've been working on during my spare time for quite a while. It is a real-time online multiplayer brawler based on Glitchbuster (even though the code base has evolved quite a bit to allow for multiplayer). There are currently two game modes included: Deathmatch: win the round by shooting anything that moves. 20 points for every hit, and 100 points for every frag. King of the Hill: points are only awarded to whoever is wearing the crown. You need to find the crown and keep it on your head. But
  4. Wow so I just realized I completely forgot to give an update to this topic. Anyway, I've been posting a few updates through Twitter and IndieDB at http://www.indiedb.com/games/glitchbuster, so check it out if you want to see the latest glitches in the game. Obviously, I wasn't able to finish the game for September like I planned, but I am now aiming for the second half of November. I am now just polishing things, collecting feedback, and fixing the little things that make a game enjoyable. If you're interested in trying the game, I would love to hear your feedback on the demo t
  5. remvst

    js13kGames 2017

    Hoping that inspiration will hit once you reveal the theme so I can participate for the 5th time
  6. Hey everyone. Turns out the game was greenlit just before Valve shut the system down, so Glitchbuster will be on Steam! Anyway, I thought I'd give some development updates, so here it is: Steam Store Page Getting a page on the Steam Store is a lot of work. But here it is, Glitchbuster has its own page on Steam. Deciding about the price took a lot of thought. While I want to set a fair price for the year of work behind the game and aim for make a game that is worth a decent amount of money, I don't want players to think that it is overpriced. My goal is not to earn a lot of m
  7. There are already a few games on Steam using HTML5, for instance Adventure Lamp which was made using Construct 2 (there is even one that was posted here recently). Basically you can wrap any HTML5 app using nw.js (used to be called node-webkit). It's like a Chrome browser without all the toolbars, and some additional APIs.
  8. Thanks man, I definitely wouldn't have pushed a game like that if it wasn't for js13k Now let's see if I can "compete" with the big players on Greenlight. For those interested, I also still working on the game itself. I am still trying to make it look fun, add relevant gameplay elements, and balance the whole thing, so feedback (postive AND negative) is always welcome
  9. Hello everyone, Some of you may remember the results of js13k 2016, in which Glitchbuster made first in the mobile category, and second overall. Ever since I started working on that game, I knew I wanted to make something bigger, not bound by the 13kb limit. Well, after several months of work on v2 of the game, I just published the game on Steam Greenlight, and I'm hoping that I can release it on the Steam platform in the coming months. Steam Greenlight is basically a community system where players can vote for the games they want to see in the store. Games that are popular enoug
  10. Thanks Benny Sorry I didn't see that message earlier. In the case of js13k, I use my own compiler simply because I can make it more efficient than just minifying the code. Minifiers can't make certain assumptions, especially in terms of mangling. Making the same game with just a regular minifier isn't possible imho. To give you an idea, if I turn off my custom mangling, I'm 1628 bytes over the limit... Anyway, the compiler is on Github: https://github.com/remvst/js13k-compiler I may write an article about it, but I feel like it's too late now.
  11. Apparently you guys didn't wait to put the game on your webite
  12. Hi Remi

    Please can send price for non-exclusive for http://kiz10.com ? only logo and splash , if have more games send me links please

    Please send to this mail tomy.kiz10@gmail.com

    Kind Regards



  13. Just a quick update, since js13k is over now, I was able to squeeze more things in the game, such as the pause menu, and the ability to select the quality (high res/low res). On a side note, if you wish to support my entry, feel free to go to http://js13kgames.com/entries/glitch-buster, and hit the tweet button. Thanks
  14. I updated the game (still available at ) and am planning to submit tomorrow, unless something major comes up. Some of the updates include: - new HUD style, emphasizes on what's important - larger field of view - larger screen on desktop - no quality prompt on desktop anymore (though still present on mobile) - difficulty tweaks, especially item drops - updated map generation - animation adjustments - slightly better performance - visual help when throwing breakpoints/grenades - ... aaaaaand a lot of byte squeezing Let me know what you guys think
  15. The mobile/desktop screen actually has nothing to do with touch screens or not. It's only for the quality of the graphics For the full screen, because of the way if is compiled, it might be very complicated. I'll give it a try though.
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