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ImmanentDeath
Keeper of the Lunar Lighthouse.

Joined on 12/29/17

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ImmanentDeath's News

Posted by ImmanentDeath - March 31st, 2022


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This may come as a surprise, but… I want to make video games. I tend to run away after releasing a game for months on end, and it usually takes me ages to finish the next game before I crawl back out from under my rock again to share it. Well I have a solution; I’m going to make more games for game jams.


I’ve heard about Ludum Dare before, and it seems pretty neat. You get two weekends every year to slap together a game and try to finish it in a short timespan. This way I can explore and test out more of the ideas that live rent free in my brain, and spend the rest of the year working on a larger project.


I’m also going to do something that every good game dev does; make development posts, in this case every day of the jam. I tend to drop finished games out of nowhere, and I’ve made some posts about games I was working on before, but I want to do it more, and… better. I can’t believe I didn’t know how hashtags work until last year. So I’ll post about how the game is going every day on Twitter, and I’ll put a link to the thread here when I make it.


Here it is: https://twitter.com/Immanent_Death/status/1510076780077584389


After the jam I will probably continue lurking, but hopefully for not as long. I think I have a new record now.


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Posted by ImmanentDeath - October 26th, 2021


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Made a broken survival horror game.


It's a game where you gather resources to replenish your stats and survive as long as you can. Also, there a thing lurking in the darkness.


You can play this weird game here.



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Posted by ImmanentDeath - August 3rd, 2021


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Subterranean is a game about mining. Your goal is to simply dig as deep as you can and find valuable ores. You have limited durability on your pickaxe, fuel in your lantern, and space in your backpack, which you can upgrade by spending your earnings. The game is procedurally generated as you descend, with a different level every time you restart.


It’s reminiscent of a lot of games I’ve played where mining is a big part of the gameplay. There’s just something about mining in video games that’s satisfying, enough that there’s plenty of games about mining specifically. Maybe it’s because finding rare treasures is fun, or maybe it’s thanks to Minecraft for those of us who’ve been playing it for years. It inspired me to try my hand at making a completely randomly generated game about mining.


Subterranean is available to play on Newgrounds, Itch.io, Game Jolt, and my website. I also put together a team of beta testers to find bugs and give feedback before releasing it, so thanks to them there’s hopefully less bugs than there would have been otherwise.



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Posted by ImmanentDeath - July 27th, 2021


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Posted by ImmanentDeath - June 3rd, 2021


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Posted by ImmanentDeath - May 22nd, 2021


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There’s no way I’ll be able to properly articulate my thoughts about the state of this game. It’s enormous and very, very difficult to make, and it’s fun to play, but also very, very buggy. I was hoping to at least be almost done by now, but I was too busy with college (mainly calculus and making Spaceblast), and now I’m much farther behind than I already was.


Besides fixing bugs and overall quality improvements, the major tasks I have left are as follows:

  • I have a few more songs I need to write
  • I have to finish the sprite for an absolutely massive dragon boss (which was in hindsight a terrible idea because of how much time and effort it requires to make)
  • I have to make the final boss, both it’s animations and gameplay mechanics
  • I have to make the ending cutscene


The driving force that prevents me from abandoning this game is fueled by how far I’ve already come with it and how much I care about it. But this game is almost two years old by now, and it’s holding me back from everything else I want to make. There’s no way I’ll finish it in any reasonable amount of time, and there’s no way I’ll give up because I’ve worked too damn hard on it, and yet there’s no way I’ll be able to fix it up to the standards I have for it.


So what am I going to do?


I’m putting this game on hold. I’ll see if I can finish the tasks above whenever I can, and then I’ll release the game as an open beta. I’ll maintain a list of known bugs so everyone knows what they’re getting themselves into, and try to fix what I can. But this game may never be officially released, and there’s no telling when I’ll get the beta version out.


I think this is the best option I have because I want people to see this game and it’s story. I want feedback on what I’ve done well and what I need to do better in the next game I make. But I also want to be able to do other projects and develop new skills. Making games is the most difficult thing I’ve ever done and likely will ever do, and I love it, but I want to be better at it.


I’m really sorry this is how things ended up. I do my best to be productive, write devlogs and give updates on things, and just be a competent game developer, but my ambitions are too far beyond my capabilities. I won’t stop pursuing any of the bigger projects I have in mind (some of which dwarf even this game), but right now I can only make small games with more subtle stories. I hope you all will enjoy them when they’re released, and I hope I can one day be good enough at making games to start one of those big projects.


Posted by ImmanentDeath - May 10th, 2021


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Spaceblast 1.0 is now available to play on Newgrounds, Itch.io, Game Jolt, and my own website. It’s an arcade shooter about flying a spaceship, shooting down other spaceships, and seeing all sorts of cool space things like planets, stars, and nebulas.


Additionally, you can now support me if you like what I do by donating on Itch.io or paying whatever you want on Game Jolt. Making video games for a living is a huge aspiration of mine, and donating any amount whatsoever is immensely appreciated. It shows that you like my work enough to help me keep doing it.


You can listen to the soundtrack here on Newgrounds or on Youtube. I think I’ve gotten a lot better at making music over the past couple years, so if you want to hear a song without interference from laser blasts and explosions, go check them out.


You already know what to do. It is your duty as a space explorer. Report any and all bugs.


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Posted by ImmanentDeath - April 26th, 2021


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This past weekend I did a sort of soft launch/beta release for Spaceblast during Oz-Con as part of the digital student showcase, and I set the game to early access so anyone attending the con could play it. So the game is there, and I think I’ll leave it as early access because it won’t be long before the game is finished.


I was originally going to set it back to a private build until I finished it, but I somehow ended up on Game Jolt’s hot page and that made me rethink my plan a little. The game is stable, and all that’s left to do is make some more content to add, so I don’t want to say, “Nope, can’t play it anymore.” and take it down for a couple weeks without any reason for it.


So if you want an early look at the game, it’s on Game Jolt and Itch.io. I’ll hold off on a Newgrounds release until it’s done. You can also check out the trailer if you haven’t already.


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Posted by ImmanentDeath - April 21st, 2021



Spaceblast will be released soon on Itch.io, Newgrounds, and Game Jolt.


Game Page: https://sites.google.com/view/thelunarlighthouse/arcade/spaceblast

Twitter: https://twitter.com/Immanent_Death


Posted by ImmanentDeath - March 28th, 2021


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For the past couple of semesters, I’ve been working on a game in all of my game development classes for assignments and as my final project. It’s called Spaceblast, and it will be released at the end of this semester.


This will be the first game I’ve made after actually learning how to make games professionally (unless you count Err, which was for a 4-day-long game jam). Spaceblast is an arcade game inspired by the old Namco arcade games like Galaga and Xevious, where you pilot a spaceship across the universe and battle alien invaders.


I’ll give more updates on Twitter and Game Jolt about the game’s progress. Usually I release games abruptly without talking about them first because I never know how long it will take before it’s finished *gestures to fantasy game*, but this time I have a defined timeframe to complete Spaceblast because it’s my final. So hopefully it’s not a broken mess by the end of the semester.


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