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being-brin
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Brin @being-brin

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Joined on 9/28/19

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being-brin's News

Posted by being-brin - March 13th, 2024


Hey all, I would like to announce ONE BTN BOSSES, the newest game from Midnight Munchies.



I know what you're thinking "What? I already played this back in 2022!" and that's true, maybe you even won a prize for your highscore chasing skills (don't worry you prize winner, we're still aiming to ship you that poster!).


But we've been fortunate enough to be able to work on this project full time since last summer and are now ready to reveal what it has in store with a little announcement trailer. Go give it a watch and wishlist the game on steam where you will soon be able to play through a nail biting campaign or procedurally generated roguelike rifts 🤫


Thanks for giving us amazing feedback and responses on the first few prototypes for this game, we owe it big time to all of you newgrounds people for giving us the confidence to keep pursuing this project. 


Love you all!


Steam: https://store.steampowered.com/app/1910600/ONE_BTN_BOSSES/


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4

Posted by being-brin - August 26th, 2022


A short list of new things you can find since the last demo version.


Boss Fights:

  • All previous levels have been adjusted in difficulty to achieve a more comprehensible difficulty curve
  • A new introductonary level has been added
  • A level cluster has been added
  • Level clusters allow you to pick which of the, harder, levels you wish to try to unlock the next nodes. Defeating extra bosses unlocks modules.
This should increase the accessibility and prevent getting stuck on parts of the game, while rewarding players who are able to defeat all of the bosses.
  • An extra hard, demo exclusive level (/TRAINGLE) has been added.
This level should be a good example of what players are able to find in the later stages of the game.


Modules:

  • DSH has been adjusted, encouraging players to dash more often for a short period of time
  • PCK module has been reworked. Its damage no longer scales with speed. Instead it grows over time while not being picked up.
This creates a gameplay style that is completely different from the CLASSIC attack module, encouraging timing instead of always going fast. Additionally, it prevents us the headache of having to figure out how to balance the DSH+PCK combination which create a gameplay paradigm where being invulnerable while dealing insane damage was inevitable without making other module combinations with said abilities lame.


Meta:

  • All of the highscores have been wiped, and you can now unlock 14 different achievements 
  • Graphics
  • Every single attack, sprite, VFX received a visual uplift. It now looks ✨clean✨.
  • Moving attacks now feature trail lines to help you better judge their speed


Sounds

  • We've abandoned our 8bit ways, the SFX are now soothing sounds that will feel as tactile as watching keyboard ASMR videos

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3

Posted by being-brin - May 19th, 2022


Hey!


Over the last few months I quietly help make Frequency Dissonance! It's a game similar to Binary Quest! It's a small world game in the niche genre of find-all-the-endings'emup that I would highly recommend picking up on steam!


It's available on steam for 3,99$ and is a part of ComOS 9 – a bundle of 9 short and sweet puzzle games!


If you can't afford it feel free to send me a DM and I'll send you a key of the game :)


- brin



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5

Posted by being-brin - March 15th, 2022


A bit overdue, but hey the demo competition for One Btn Bosses is over!


Thank you everyone for playing and racing on the highscores - it was super cool to see it happen.


Some fun stats:

Over the course of the demo, we saw more than 44 000 attempts at killing the bosses, in total you all spent 313 hours trying to kill these bosses! 2816 unique kills on level 1 and 271 on level 4! Maybe the difficulty spike was a bit too vertical :')


Competition Results:

People that placed top 3 in level 2, 3 and 4 were the winners of this competition, with level 4 players getting a poster, OST and a game key, level 3 players getting the OST and game key and level 2 players getting the game!

If anyone placed in a higher tier level that means their attempt at the lower levels was not counted when checking for rewards.


So here are the winners!


Level 4:

1. @turret1234

2. @caldm2001

3. @chemicatgaming


Level 3:

1. (3.) @RedSkyfang

2. (4.) @TheBigStinky

3. (5.) @coby1305


Level 2:

1. (3.) @Darkknio

2. (5.) @VectX

3. (6.) @Vile523


*actual rank at the time of highscore freeze, not accounting for higher level placement people, in brackets


Special congratulations to @caldm2001 and @turret1234 for placing top 3 on all of the levels!


We hope you had a blast competing - WISHLIST THE FULL GAME ON STEAM!


To all of the winners, and everyone that did compete, we'd love to hear from you about what you (dis)liked about the game so we can give you more of that in the full game!


Until full release,

Brin


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6

Posted by being-brin - March 3rd, 2022


03.03.2022 - Boss Nerfs Patch

NOTE: We have pushed a fix that should help with all of the "lost" high-scores. It looks like the cookies got reset with the new version so we can't salvage your lost highscores but this should not be happening anymore and your old highscores will remain untouched.


With this fix we want to make the game's first 3 levels a lot more forgiving for mistakes and easier to complete. We did this primarily by reducing the amount of attacks that are being thrown at one player at a time, making the hit-boxes smaller and making it easier to maintain speed or hold position. We decided to slightly touch the last level to make its introduction a bit easier, however we feel like having one hard level for all of you who really want to get good at the game is healthy so we are leaving it mostly unchanged. We also promise to not change anything about the demo, besides bug-fixes, until the end of the competition!


To compensate for the changes happening mid competition we are changing the end date to be one day late:

COMPETITION ENDS 10.03.2022 6PM (UTC)


1. Bug-fixes

  • We fixed the annoying click sound issue by removing the sounds on the line attacks. We'll put it back in when we figure out why it only happens on browsers and how to stop it!


2. Adjustments

  • DASH MOVEMENT: Taking damage or using the movement reduces your speed by a smaller amount. (This should make it easier to maintain speed a higher speed and help with player's DPS.
  • With CLASSIC movement, taking damage reduces your speed for less (same as DASH) but taking a turn reduces it a bit more. This will hopefully make it easier to maintain position when trying to keep yourself in a safe zone such as the quad-square bomb attack on level 2.
  • The square-bomb, triangle, homing missile expolosions and bouncing lines attacks had their hitboxes adjusted to be friendlier.


3. Boss Changes

3.1 - First Steps (Level 1)

  • Significantly increased the amount of time before the boss kills you
  • Increased the size of the play area to make it easier to dodge things


3.2 - First Challenge (Level 2)

  • Removed homing missiles from the level
  • Quad-square-bomb attack now only has one bomb per quadrant and their spacing has been adjusted so it's safe even in the bottom right
  • There is now more time to kill the boss


3.3 - Dash (Level 3)

  • reduced the amount of attacks that make you tap-dash
  • reduced the amount of spinners
  • the soft-enrage of perpetual lines now starts earlier but takes longer to ramp up


3.4 - SQUARE (Level 4)

NOTE: The last level is still affected by all of the attack changes

  • First phase has been adjusted to be slightly easier
  • Removed that f-ing spinning line, you know which one


4. QOL

  • The game now runs at a higher resolution by default!

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2

Posted by being-brin - February 21st, 2022


Hey

Droqen, ComposerEvans and I would like to thank everyone that played /tilt/ during it's competition period! You all helped us show how awesome it can be to get really good at a game and how fucking incredible you can get with routes in tilt which just makes us more excited to work.


We froze the highscore at 18:00 CET today and immortalised it in its own tab (competition highscore in the dropdown) and are happy to announce the winners who will receive an OST, Steam key and a poster of the full game. If you're on the list expect a DM soon!


We decided to give this package out to the top 13 people as the top 3 found some exploits and were very communicative with that towards that so we are grateful for helping us find the bugs.


So thank you to the following

  1. Gytbug
  2. FinnOrFelicity
  3. an-original-Joke
  4. Manuel17
  5. Krkism
  6. hawk18727
  7. Raviolle
  8. babytron
  9. coby1305
  10. shabaK
  11. Vile523
  12. kiazoken
  13. torcado194


Remember, you can wishlist /tilt/ on steam and compete in the global high-scores. We're currently aiming for a May release of the full game where you can expect 6 diverse solar systems and multiple upgrades for your ships movement system.


See you in the galaxy pilots!


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10

Posted by being-brin - April 30th, 2021


Hey all!


I updated Binary Quest! It should now save, it has a few more endings and a butt load more interactions, new "no on the end screen jokes" but most importantly it has been submitted to the AMAZE Festival! I have no clue if it can even compete with all the awesome stuff that's also submitted but the overwhelmingly positive support here defienetly was one of the reasons why I decided to give this a shot!


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Thanks again, thats it for Binary Quest - thank the gods I'm done with this shitty codebase.

Brin


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2

Posted by being-brin - April 28th, 2021


Hey all!


First of all thanks those of you that followed me because of Binary Quest! I'm actually submitting it to the AMAZE BERLIN festival and the deadline for that is in 2 days so expect a new build of the game in 2 days! :')


Anyway, while I've been procrastinating working on Binary Quest and fixing bugs that the new update introduced I've also been working on a prototype for a small boss fighting game called One Button Bosses.


We've just talked to a few publishers about it today and I am quite happy with the response we got! Hopefully we can make this into a bit of a bigger game!


Here is a gif of it:

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1

Posted by being-brin - March 24th, 2021


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I originally made this as a tiny prototype for a 3-hour game jam at the start of the year, but I decided to expand on it this Sunday, and now you can play it!



Making a game that focuses on the narrative part is something that I'm not really used to, but I think this one turned out quite okay. Probably because it's just gags honestly and not any "serious writing". I'm definitely warming up to the idea of doing something that is more narrative driven now so I suppose that's good!


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9

Posted by being-brin - January 26th, 2021


Yesterday I published Krowbar, which is an atmospheric top-down adventure game. Since it's still under judgement I thought I'd promote it here and write a bit about the process of creating it.


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This is a gif of what the final game looks like and looks, I think, are the most unique thing the game has going for it. It's a product of 16ish hours of prototyping and initially it just begun as a set of sketches that I was doing while trying to break out of my creative block.




This is the original sketch that I did. I really liked the way things ended up looking, especially the transmission poles!

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When drawing this stuff I was highly inspired by Ojiro's Nium and Milkbarlad's expereince that is CHUMBO.ZONE (yo milkbarjack why is this game, sorry experience, not on NG?). I think that's clear to see espeically in the character design :))


Anyhow, both of these games feature fake 3d that is created via sprite stacking so esentially creating a "hamburger" to make it seem like it's 3d. I really, really like this effect, however as opposed to Ojiro and the great milkbarlads my brain is too small to comprehend something like that and I wanted to make this in a day or two anyway. Lucky for tho, Construct 3, while a 2d game-engine, features the ability to move things towards the camera on the Z axis. I did a small trick where I moved the Z position of the object based on where it is on the screen. The closer it is to the bottom part of the screen, the higher up the Z axis it will be, making it seem closer.


Here is a gif with the effect exaggerated:

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The fact that things jiggle around a little and that it adds visual noise into otherwise simple, static 2d sprites just adds extra vibe to the game in my opinion and I love it.


I wanted to make this a complete experience that I can upload to newgrounds to break my creative block so I needed to add gameplay to it because I spent around 7 hours just working on the art while having nothing to show for the gameplay.


I couldn't really think of any unique gameplay for the game, something that would make it "better" than any other top-down adventure game. I'm sure there is space in the genre to innovate, however I couldn't think of anything that I could add quickly and make fun gameplay out of. But then it hit me, if the unique part of my game is the art and the world, then I need to give the player a reason to explore this world. I decided to go for a very simple "find the thing that activates the exit" design while trying to add a bit of combat as an obstacle.


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But if the game is focused on exploration I didn't think that combat should be hard. I tried to combine auto-aiming with a boomerang-esq mechanic to make something that is interesting yet easy to play. I wouldn't say that ended up being super interesting but it throws a bit of a wrench into what is expected.


Around this time is when Magran, joined me to help out with the art. He had some nice ideas for enemies and a cool way to end the game. He worked on some wonderful art while I struggled to actually design a level, he also found a great "lore" reasoning for limiting the world, you are stuck in some cloud world, and obviously you can't walk on clouds. This added a ton to the atmosphere and it was a nice excuse for making the world closed off without having to create a ton of world assets that would limit player's movement. I messaged Soren begging him to make me a song for the game, we threw in the assets, i struggeled to make the level fun, and around 6 am, we had this prototype of a game that you can play here ;)


Here is one of the last aseprite sheets we had, I think it just looks neat. Now go play the game and rate it 😡

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