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Filiprb
Sometimes I make games,
Sometimes I procrastinate.
The ratio is 20-80% respectively.

Filip Budd @Filiprb

Age 19, Male

Eh, Canada

Joined on 12/20/17

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Filiprb's News

Posted by Filiprb - 4 days ago


INTRO STUFF BEFORE THE DEVLOG BECAUSE THIS IS THE FIRST ONE

I am excited to announce that I've decided to start a devlog here on Newgrounds for my game project RKR - Rush Kill Repeat. This is my first time documenting the game development journey, and I'm looking forward to building a community around it. If you're interested in the game development process, you're in the right place! Feel free to ask me questions, send in your suggestions, etc.


WHAT IS RKR - RUSH KILL REPEAT:

I don't want to try to sell the game to you (yet) but as this is the first real post, I figure I should first talk about what RKR is... RKR - Rush Kill Repeat is the ultimate maze game where every step could be your last, and every kill brings new power to your arsenal. You're put into a procedurally generated maze, that could be generated in one of almost 20 different environments, each introducing its own unique gimmick. Sorry if I just got you hooked on the game with this introduction.


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Discord (the best place to contact me): discord.com/invite/2zch5Dv

Steam (in case you wanna wishlist the game): store.steampowered.com/app/2137680/RKR__Rush_Kill_Repeat

Twitter (for more frequent posts about the game) : twitter.com/MMT_Filip




OKAY ACTUAL DEVLOG

So- I've shown some people RKR - Rush Kill Repeat in its current state and I've thought of some big improvements.


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HERE ARE THE MAIN CRITICISMS AND MY THOUGHTS ON HOW TO ADDRESS THEM:

  • Engagement Over Time: Many people find RKR entertaining for short play sessions, but lacks elements that motivate long-term play. To address this, I plan on adding a couple of layers of meta-progression. In between rounds, players will have the option to select between upgrading their current weapon, (which will not change with kills, a little more information on this later), or sacrificing their current weapon for a potentially better one (think basic pistol -> n16 -> watergun -> etc). In between games, you can spend the kills you've gathered up in your kill bank to unlock new stuff to be added to the rotation between rounds.
  • Weapons and Change-y Stuff: As briefly mentioned before, the current mechanic of changing weapons with each kill disrupts gameplay. Imagine you're blocked into a corner with a powerful weapon, about to face a swarm of enemies... Your next shot might downgrade your arsenal. You must pray to RNGesus that you get a better or equivalent weapon, or else you succumb to your gruesome and inevitable fate (death). To resolve this, I'm working on a system (as mentioned in the previous point) to allow for more strategic weapon choices, reducing the reliance on luck, and putting more control in the player's hands.
  • Visual Consistency: The game suffers from inconsistent-visual-language-itis. I need to make sure that I am effectively communicating what is happening to the player. I've got some improvements up my sleeve already, but it's boring stuff and not as exciting as the other points, haha.


MY NEXT STEPS:

I'm taking the first step forward with RKR by overhauling a core mechanic that's been apart of the game since it's early days: The weapon rotation with every kill, a feature I implemented when I was first learning GML, is being canned immediately after I click the "Submit Post" button.


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Following this, I'll shift my focus to developing the meta-progression elements that will take place between rounds. This will include weapon upgrades, and the introduction of new gameplay features to keep the experience engaging and unique for every round.


Once I'm done with the gameplay, I'll dive into updating the visuals of the game.


QUICK OUTRO BEFORE YOU CLICK AWAY:

I'm eager to hop on and make these improvements, and I'd love to hear your thoughts! If you have any questions, concerns, or queries, (or suggestions, ideas, whatever!) please share them in the comments, PM me, or join the Discord server! Your input is invaluable as I refine and enhance RKR. Hopefully, we can make this game as thrilling and engaging as possible, together!


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Posted by Filiprb - October 3rd, 2022



As the title suggests, I have released a new game onto Steam. Originally, RKR was a small game-jam project of mine that was started in 2020. It was made in four days. It featured procedurally generated levels and a monochrome tileset.


After two years of sitting dormant on an old hard drive of mine, I picked up the project sometime in late August of this year. I figured it deserved some love.


The gameplay is similar to that of Enter the Gungeon where the player must navigate through and shoot things using various weapons. Every time you kill an enemy, you get equipped with a new random weapon. If you have power-ups enabled, you may also find yourself equipped with a random power-up.


I am SUPER proud of this project, and O hope that you all enjoy giving the game a shot! Sooner or later, I plan on releasing a free, exclusive Newgrounds version for anyone to try.


Playing the game anytime within the month of October will unlock a special Halloween mode!


https://store.steampowered.com/app/2137680/RKR__Rush_Kill_Repeat/


Thank you for reading!


-Filip


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Posted by Filiprb - June 13th, 2022


Hello Yello!


In celebration of Pico Day, I have released what I have dubbed the "Flash Update" to my game project, Too Much Water.


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This update was created to honor the life and death of Adobe Flash, and features the voice of Stamper as he guides you through the Flash Theater. This huge side-quest in Too Much Water has been in the works for a year and a half and was actually supposed to be released last Pico Day. (That would have been impossible, given I finalized the last changes a WEEK ago...)


Inside the Flash Theater, you will find six arcade machines. Each of these features a unique challenge for the player to face, rewarding them with a relic. (I'm not going into spoiler territory... play the game if you'd like to know what the relics are, heh)




I'd like to take a moment to credit everyone who has helped to move the project forward, even a little.


Evan Sarkozi - Doesn't have a NG account, but he's the voice of the main character (as well as the inspiration for the game) so he has to be mentioned here :P

@Stamper - Obviously did the voice of himself... Took a while, but he did!

@shilohmc33 - Not sure if he uses Newgrounds, but he's the voice of Tankman in the game!

@Thriftman - Did the voice of Tankman before I made him into his own little thing and replaced his Tankman voice with Shiloh'. (Sorry, Teddy...)

@Goo-Fed - Composed the majority of the Flash Update's Soundtrack.

@TomatoSoup111 - Did a lot of concept art for the game's update... Maybe I should convince her to upload some of it?

@Outsideboxproduction - He and I are collaborating on a fully-animated trailer for the game.


I've worked really hard to make this Too Much Water a treat for players to enjoy, but none of this update could have been completed without any of you. Thank you.




Before I submit this post, I'd like to thank you for taking the time to read it this far. Have a fantastic rest of y'all's evening!


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