English

Hi everyone. I'm sorry that my last game, Chinese Childhood, lost its way as I kept working on it. I mindlessly piled on more content. Honestly, even before release, I didn't think it was fun myself, but I released it anyway because of something I'd said before: “Don't overthink everything or worry about every possible gain and loss. Finished is better than perfect. Make it first. Even if it's rubbish, finish it. Don't be afraid of embarrassing yourself. Be brave enough to show it.”

Ever since Bold Ideas 2, which I released last year, had a little success, I've found myself feeling pessimistic and afraid, putting limits on myself. I was scared that my next game wouldn't be as good. At the same time, the rational part of me kept saying the next one would probably be a return to normal—the kind of “normal” where an indie developer's first ten games are usually rubbish... So I didn't have much confidence in the games that followed either. I just put them on itch.io and left it at that.

This year, I worked up the courage to make Chinese Childhood and release it on Steam. But along the way, I forgot why I'd started and that I wanted to make something different. I got stuck in a cycle of adding more and more content. When it launched, I thought I was prepared, but seeing likes in the single digits still hurt. Yet something good came out of it: I realized I could finally take off those shackles and move forward with less weight on my shoulders! This is what normal looks like for me right now.

This time, I can set aside about a month to focus on making my own games. I have lots of ideas and very little time. I can't promise I won't get impatient or chase quick results, but I won't keep making things different just for the sake of being different. I want them to be different because that makes them fun. First, I want to make games that I can genuinely get into myself, and satisfy my own urge to create and express something!

Anyway, here's Daily Devil, which I put on itch.io yesterday, for you to try. With this one, I'm returning to why I started. Hopefully, it'll be a little bit more fun!

Play free in your browser. No installation required.

Daily Devil is a tiny prank platformer about the little things everyone has lived through.

Run for the door, and the door walks away. Step on the floor, and it gives out. A “You there?” message flies in from nowhere. You die, the Devil roasts you, the Angel pats you on the head, and you try again.

  • 29 levels across 8 chapters: Childhood, School, Work, Life, Holidays, Family, Back in 2000: Summer and Back in 2000: New Year (a dream of being a kid again), plus a bonus level and a hidden ending with three choices.
  • One trap per level, and some levels hide a shortcut for players who think sideways.
  • Slow-mo death replay after every death. Save it as an image or a video and send it to a friend.
  • Death Collection: 48 ways to die. Dying on purpose to finish the set is also a way to live.
  • Daily Level: everyone gets the same level today. Copy your result and see who had it worse.
  • Turn your day into a level: type one unlucky thing that happened today and the Devil builds a playable level you can share by link.
  • Today’s Report at the end tallies how many times the day got you.
  • Race your past self: replay a level and a ghost runs your best route.
  • Life Album: the Devil snaps your first death and first clear on every level. Export it as one long image.
  • Gravestones: die three times in the same spot and a gravestone appears with a note from “a previous you”. Some of them are lying.
  • Progress is saved, so you can close the tab and continue later.

Controls: ← → to move, Space or ↑ to jump (tap for a short hop), R to restart, V for the death replay, Esc for the menu. On phones, turn sideways and use the on-screen buttons.

Languages: English and Simplified Chinese (switch any time from the title screen). Progress is saved in your browser only; nothing is uploaded.

Fonts: Patrick Hand and ZCOOL KuaiLe, both under the SIL Open Font License (included in the download).

Feedback: Please leave a comment on this itch.io page.

Version 0.3.0 — In development. Tested in Chromium and mobile emulation; physical mobile devices have not been tested.

中文

大家好啊,很抱歉上一款游戏'中国式童年'做的做的就做歪了,无脑堆叠内容,其实在发布前就连我自己也觉得不好玩,但我还是发布了出来,是因为我之前说过的那句话:“不要瞻前顾后患得患失,完成比完美更重要,先把它做出来,哪怕就是垃圾也要做完,不要怕丢人,勇敢的展示出来。”其实自从我去年发布的'大胆的想法2'有了一点点成绩后,我就陷入了一种悲观害怕的情绪之中,开始自我束缚,我害怕下一款游戏没有’大胆的想法2’好,但内心的理智又告诉我下一款肯定会回归正常(就是独立游戏开发的前10款一般都是垃圾的那种正常...)。所以后面的几款游戏我也是信心不足直接上架了个itchio就完事。今年鼓足勇气搞'中国式童年‘并上架steam,结果还忘记了自己的初衷,忘记了自己要做不一样的游戏,陷入了堆叠内容的怪圈。刚发布的时候虽然心里有准备,但是看着个位数的点赞还是挺失落的,不过也是好事,因为我发现自己现在可以去掉枷锁轻装前行了!现在这种情况才是正常的情况,我这次可以抽出大概一个月左右的时间专心做自己的游戏,想法很多,时间很少,我不能保证不急功近利,但不会再和以前那样,仅仅是为了不一样而不一样,而是要为了好玩而不一样,首先要做自己能玩进去的游戏,先满足自己的创作欲和表达欲!话不多说,昨天上架itchio的这款'日常恶魔'先给大家玩一下,这款游戏回归初衷,应该会好玩一点点!

浏览器免费游玩,无需安装。

日常恶魔 是一个关于“每个人都经历过的小事”的整人平台跳跃小游戏。

冲向门口,门自己走了;踩上地板,地板塌了;一个“在吗”从天而降。你死了,恶魔毒舌吐槽,天使摸摸你的头,再来一次。

  • 8 章 29 关:童年、学习、上班、生活、放假、家庭,还有梦回 2000 年的“那年·夏天”(眼保健操、逃学、五毛钱、自来水、喊你回家吃饭)和“那年·过年”(小霸王、调天线、年三十、守岁),外加番外一关和一个三选一的隐藏结局。
  • 每关一个陷阱,有些关还藏着给“歪脑筋”玩家的邪修路线。
  • 慢镜头死亡回放:每次死亡都能回看,存成图片或视频发给朋友。
  • 死法图鉴:48 种死法,为了集齐而故意去死,也是一种活法。
  • 今日关卡:同一天所有人玩同一关,复制成绩比比谁更惨。
  • 把你的今天做成一关:写一句今天的倒霉事,恶魔把它做成能玩的关卡,用链接发给朋友。
  • 通关后的 今日报告 统计你今天被坑了几次。
  • 和过去的自己赛跑:重玩一关时,最快那次的你会变成影子一起跑。
  • 人生相册:每关第一次倒下、第一次通过,恶魔都替你拍了一张,可以导出成长图。
  • 墓碑:同一个地方死满 3 次会立起一块墓碑,上面有“前人”的留言,有的是假的。
  • 进度自动存档,关掉网页下次还能继续。

操作:← → 移动,空格或 ↑ 跳跃(轻按跳得低),R 重来,V 看死亡回放,Esc 菜单。手机横过来玩,用屏幕按键。

语言:简体中文与 English,标题页随时切换。进度只保存在你的浏览器里,不上传任何数据。

字体:站酷快乐体、Patrick Hand,均为 SIL Open Font License(许可证随下载包附带)。

反馈:欢迎在本 itch.io 页面留言区反馈问题与试玩感受。

版本 0.3.0,开发中。已在 Chromium 和手机模拟环境验证,尚未完成手机真机测试。

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