Minor Update

Ato Beta seems to be going well, I’ve been busy getting art assets together for publishing the game to steam and itch as well as fixing bugs. Feeling anxious/nervous about release, probably will release the game within these coming months. Stay tuned.

-Brandon

ato beta gameplay footage

Ato BETA has begun!

Ato Beta is here!

ato beta gameplay footage

Google Drive Download Link (windows PC executable): https://drive.google.com/open?id=1CoWuPOdkcVFvNf45oiHf4cgP-_IOBqFq
Itch.io: https://wolfwoot.itch.io/ato

Feel free to record your gameplay or stream it and let me know so I can watch! (archives too)

If you run into bugs or want to give feedback you can join the discord:

https://discordapp.com/invite/MHS7Vqj

or email me at:

TinyWarriorDev (at) gmail (dot) com

(…and hopefully the feedback involves bug fixes and balance tweaks instead of complete overhauls for entire sections of the game ^^;;;)

I can’t really guarantee how this game will be received. But I can say that it certainly is playable from start to finish.

Enjoy and let me know what you think.

-Brandon

p.s. Also, Frog Hop and Nameless are now free to play on windows this week, claim them here (and don’t forget to follow me there too!): https://itch.io/s/29153/quarantine-pwyw


F.A.Q.

The game is running slowly

Try going to settings>Graphics>Grass Performance and setting it to minimal or none.
Otherwise, this game is best played on a PC with a good processor and graphics card.

Is there controller support/rebinding?

Yes, however if you own a controller that does not work, it’s possible that you’ll have to use a third party program to get it to work.

What are the difficulty differences?

Assist – damage you take is drastically reduced, intended for people who barely play games and just want to enjoy the art.
Accessible – damage is partially reduced, you sort of play games. I would describe this as around metroid game difficulty.
Experienced – expect to die several/alot times per boss, you are familiar with hardcore games like Dark souls, Sekiro, Hollow Knight etc.

Can I record/stream this game?

Yes feel free! And let me know so I can watch the stream/video/archive.

What languages are supported?

The localization is only for the menus, currently there is English, Japanese, German, Russian and Norwegian.

If you want to freely help contribute to a translation (you will be added to the credits), you can email me regarding that.

How can I stay tuned?

Discord: https://discordapp.com/invite/MHS7Vqj

Facebook: https://www.facebook.com/atovideogame

Twitter: https://twitter.com/TinyWarriorDev
https://twitter.com/Atovideogame

Ato Progress Report January 2019

Hi all, Brandon here.

With the help of my friend, Mike, he was able to help me code the map system into Ato. I’ll keep it short and say that it was not easy to add, especially with the current logic of the game’s save system and room design (and even Game maker’s fickle ways of handling data). After tediously coding in each line to carefully add every single room into the map, I can at least say that the feature works and hopefully will help you enjoy Ato a bit more.

Menu work is still coming along, still a bit fickle. Menus are also pretty tedious having to put in entries for things and adjusting stuff constantly. (and to be honest I’m not really that skilled at advanced coding for flexible UI menus/systems)

Some assistance has been given as well for translation work for the menus in the game, I don’t think it was entirely necessary but I think it will be nice to have regardless.

Work on sound effects is being worked on, sound design is actually pretty easy to get into. It’s definitely a very playful and experimental role when it comes to creating sounds and ambiance. The biggest challenge is just trying to nail the right feeling of a sound and having its timing fit well with whatever it is you’re making.

Music is coming along nicely, a good number of the songs are done and just need to be implemented. Unlike the demo, I’ve been cranking away at making the music a bit more dynamic and having a more intense version of a song kick in when a fight starts to pickup.

Also minor news I’ll probably be doing the Global Game Jam 2020, I’m not 100% sure if I’d want to show that game on an update on indiegogo (since I feel it’s kind of irrelevant?). Otherwise following tinywarriorgames.com or the discord will keep you tuned in regarding that.

https://discordapp.com/invite/MHS7Vqj

TLDR:

-Map system
-Warp system
-20+ sounds implemented
-10 rooms added
-2 side things
-bugs

-Brandon

Ato Progress Report December 2019

Hey hey gang, Brandon here just want to give a quick update with Ato.

So far I have scripted in most of the side content in, there’s still a handful of rooms left and some other fights. After that, I’ll have to get the music, sound effects implemented. Then code in the menu and map system.

Eventually when I have gone through the game several times I’ll announce the beta.

Don’t forget to join the discord so you can partake in playing that when it’s ready:

https://discordapp.com/invite/MHS7Vqj

TLDR:

-most side encounters now functional

-2 new abilities added

-backer boss added

-side boss added

-shockwave effect

-projectile to projectile collisions

-twitch arena

-a certain pickup added

-15 rooms added

-fixed audio and volume adjustment functionality

-bugs like glitched palette swap shader

happy holidays,

-Brandon

ato videogame japan asian cool samurai sword duel art pretty colorful pink game

Ato Progress Report November 2019

It’s that time to update people again, this time I changed it up with an update/recap video.

Also here’s another Music Sample:

TLDR:

  • Intro screens added
  • Backer statue rewards put in
  • 12 side bosses added (just need to be scripted into actual rooms)
  • Side challenge mechanic added
  • 2 ability added
  • Bug fixes

happy late thanksgiving and black friday!…and regular saturday!

-Brandon

Ato Progress Report October 2019

Hey guys, let’s give a quick rundown of things done this month.

I’ve been cranking away at endgame areas, I finished the environments and rooms. In fact I even got the final boss done including the ending cut-scenes and credits. The finale was pretty tedious to code in, lots of trial and error, changing values, bugs left and right. Generally boss fights are not very fun when you implement them for the first time.

Of course, game development usually involves making you think you’re done when in fact there is still plenty of work left (side bosses, menus and so on). But overall finishing this aspect of the game will be a good benchmark.

I WISH I could share the work I’ve done for it, but it would probably be best to not spoil too much. (Until I eventually reach the point to have public beta play-testing)

I’ll be making some minor tweaks to the UI, hopefully these little additions will spice things up a bit.

HP UI Animation

Here’s another music sample for another encounter…what kind of opponent could this be for?

I don’t have much else to share, but here are just a few of the many hundreds of particle effects that have been put into the game. enjoy!

ato particle effect example tiny warrior games dot com cool

ato particle effect example tiny warrior games dot com cool

ato particle effect example tiny warrior games dot com cool

ato particle effect example tiny warrior games dot com cool

(TLDR) Comprehensive list of things completed:

  • 4 combat encounters added
  • finale is done
  • ending cut-scenes added
  • credits added
  • bug fixes

Thanks for reading! (and Happy Hallows Eve!)

-Brandon

Nameless 1st Anniversary quick post

I’m kind of ashamed to even talk about Nameless. I don’t want to delve too much into my thoughts on it because honestly there’s not really much to say that’s positive. Please understand that I rushed development because it wasn’t worth investing more time into it because people were not interested at all in it. I know it’s disappointing to anyone who was eager to play an incredible game, as was I. But I just lost all morale when it became clear that people were not interested when I tried to crowdfund it in the past (it didn’t reach it’s goal).

I will still try and put it on sale when appropriate and just hope that people understand that it is inherently risky for them to play a game like it as I don’t think many will really enjoy it. You might think that I should just “fix” the game and all of the problems will go away. But to “fix” the game would basically involve throwing out 2 years of work and redoing everything.

I feel that in today’s day and age of highly polished, high expectation software development, a lot of those highly awarded games start to become a bit “artificial” and “factory made”. I say this in how you can compare a real painting to a digital painting. One is very real and tangible and has mistakes, while the other is robotic and cleaned up. I say this because, Nameless is like a real painting, it was not made to be perfect and is a very “human” game.

I just want to say I’m sorry to the people that were eager to play this game, hoping that it would have been the next best crowdfunded game but were disappointed by the final result. I feel that development was extremely mentally draining and morale was pretty low (albeit similar though a bit worse than Frog Hop’s development).

I feel that Nameless truly suffered from comparing itself too much and didn’t really have a clear identity (which is funny because the main character kind of represents this). It simply tried too hard to be like Earthbound, Undertale, Hotline Miami, but in actuality achieved a result that did not represent any of those. In some ways, Nameless resulted in a reflection of myself (More so by the feelings that are felt in the game were what I was experiencing). I wish I didn’t try to outshine those games. Undertale was obsessed with itself to the point where it knew it had a huge following coming and would hide secrets knowing people would find them. In Nameless I worked hard to try and implement easter eggs and all sorts of endings to try and match it. But frankly it ended up being pointless because there wasn’t really anyone there to play it and explore it all. But, uh…I’m not gonna talk much more about that.

A sequel would be incredibly unlikely, so unlikely that it will never happen ever. But because it’s fun to come up with game ideas, if it ever did make a sequel, I probably would make it:

  • Drastically more focused on being consistently light hearted and funny, no more edgy, weird sensitive topics.
  • Removal of moral decisions (because frankly killing and sparing was not interesting at all, period).
  • Just make a shooter with deeper mechanics and abilities, maybe upgrades.
  • Remove gimmicks like the mini-games, money system and store.
  • No more 4th wall breaking gimmick nonsense, that stuff gets old fast and wasn’t at all interesting.
  • Would probably be shorter, arcadier, bite sized fun game without all the pointless dialogue (but would keep the funny dialogue).
  • Much less story focused, but still have some kind of simplified narrative.

Thank you for reading through this, I know it was a bit heavy and depressing. I sometimes feel anxious with my current game Ato , but at the same time I feel I’ve learned a lot from the past to make my current project Ato at least a little bit better than last time.

I know I’m not one of those people in the web articles where I’m a legendary 5 year old game developer who makes his 1st game that looks like ori and the blind forest that sells millions of copies and gets all sorts of awards. Nameless is not perfect, please understand that it is very much like a real painting, presented as it is in its flawed and real state by a human being who is still learning to get better at creating games…

…Just know that Ato would never have existed if Nameless never got fully completed.

I am not going to promise anything with Ato, I can’t even guarantee anything until it’s done. Just know that when it reaches beta, I will need all the help I can get.

Thanks for reading,

-Brandon