About Unentokku (twitter: @unentokku)


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Posted by (twitter: @unentokku)
Sunday, December 11th, 2016 10:30 pm

My submission.

cauldron doesn't actually look like that in the exported game for some reason.

I wanted to try figuring out how to do some social media buttons and stuff but got too distracted making the actual game.

I think it turned out ok. Didn’t have time to really test it.

16 buttons

Posted by (twitter: @unentokku)
Saturday, December 12th, 2015 10:08 am

2 buttons easily becomes 16 if you just except player to press something 4 times for each action.

Selecting 1 out of 16 items


Anyway I slept right after the theme announcement and I’m still kind of sleepy and feel like I’m working super slowly.



I be in.

Posted by (twitter: @unentokku)
Thursday, December 10th, 2015 6:38 am

My 2nd LD. Using Construct 2 or Twine.

Hopefully I’ll do sounds this time.

Monster Living in a Cave Terrorizes Nearby Village! Post-compo version

Posted by (twitter: @unentokku)
Monday, August 31st, 2015 12:00 am


New version!

Finally finished cleaning up the mess I made when first making the end turn logic. Now it’s much more accurate and readable and adding or changing actions isn’t a huge pain any more, as a result I could make most of the actions more varied and unique.

Also added 2 new enemies to the game and made dying more interesting(it just sent you back to title but now it tells you what the humans find after killing you).

Next I think I’ll make it so that you level up(gain maybe 10 health and pick action to improve or something) by eating more enemies without resting than you have so far.

After that I’ll probably try to do AI, I have no idea but I think making it evaluate each of the 120 options it has each turn should be a reasonable way to do it, if it is I could see if I can make it compare some of them to your options though I think that could slow it down a lot if I’m not careful.


Posted by (twitter: @unentokku)
Monday, August 24th, 2015 10:16 pm

Now that I’ve slept properly and been somewhat cool I guess I should make post saying yay, I finished making my entry!(around 26 hours ago) The game was pretty fun to do. I think I’ll keep working on it at least for a while.

Monster Living in A Cave Terrorizes Nearby Village! is the name of my entry, instead of going for a cool and short name I decided to just describe what the game is about as well as I can and making in-game explanation less important.

Next thing I probably should do is fix my turn end logic to something more sane. When there was around 2 hours left I decided to make the Body Blow attack check the distance and it doubled the size of attack logic. I wanted to vary some of the other actions little more but I decided to postpone that for after the compo. Once I have that done I can do all kinds of cool things like make some actions only show up at certain distance and I could make Charge reduce your defense while Approach could increase it but be interruptible like Back Away and Trip could do something different than Block Path but not sure what, maybe make the next action fail or something.

I’d also like to add some harder enemies like knights or something that the villagers could summon when the population gets lower. Other stuff I might do includes letting you evolve and pick your abilities so that you have more control over what actions you have in combat and making you start weaker and with less abilities so that you need to attack children or other weaker things before you gain more power.

I added cool new backgrounds for health bars so that people can see how far from max their health is.

I added cool new backgrounds for health bars so that people can see how far from max their health is.

Mostly done.

Posted by (twitter: @unentokku)
Sunday, August 23rd, 2015 5:03 am

“Monster Living in A Cave Terrorizes Nearby Village” is now mostly working as it should.

I got the getting into battles bit done today, it ended up as a very simple real-time thingy even though I had planned for it to be turn-based. I should probably spend the rest of the time making sure all of the actions in battle do things as they should and properly communicate the things they do, as is the message log is bit of a mess and buff type actions do nothing. I could also try adding sounds and maybe some Pokemon battle like animations for attacks. I probably won’t add different enemy types yet but hmm I might add some sort of end game like village eventually running out of people.


I spent around an hour just picking niceish background effects for the battle screen.



I think I’ll take nap or something now.



I’m not sure what to do now that I have something mostly working.

Posted by (twitter: @unentokku)
Saturday, August 22nd, 2015 7:41 pm

Woo I got the battles to work with only some weirdness. Now I just need to figure out the whole getting into battles part.

Enemy managed to run away!

demo, you can use numbers and space to select actions and end turn.


Posted by (twitter: @unentokku)
Saturday, August 22nd, 2015 1:44 am




Battles are almost functional. I hope I can manage to do map movement stuff at some point but if not I guess it’ll just be series of battles against enemies that mostly try to run away.


I might be in.

Posted by (twitter: @unentokku)
Thursday, August 20th, 2015 11:47 am

I had 0 plans to be in a hour ago but that suddenly changed.

I’ll probably do something with Contruct 2 or Twine.

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