Project Introduction
The gameplay is simple enough to pick up but rich enough to master for efficient play. The goal is straightforward: reach the end of the game, but to do that, you need to upgrade your heroes. You need fuel to play, and that fuel must be crafted. Having a leveled-up hero alone isn't enough for efficient play—you also need to use items that either drop randomly (there are 45 now, but the number keeps growing because I can’t stop) or can be purchased from the local vending machine—Coffee Pot. To describe how items work in Octane100, I often refer to Risk of Rain, as the mechanics are somewhat similar, though in Octane100, you can throw items at enemies. Each hero has unique attacks, so the strategy for beating the game changes every time. After the first playthrough, players unlock modifiers—Extras—that can be toggled on or off to create either more challenging or more fun conditions.About Developer
My name is Vladyslav, but in the credits of Octane100, I go by 0x3. I've been developing games for quite a while, probably since 2015. I started with Construct Classic and gradually transitioned to LÖVE2D. The setting of Octane100 likely developed subconsciously due to the war in Ukraine, which led me to create my own pixelated war - one I could control -a war that harms no one.I really enjoy working with the LÖVE2D framework, and although it's not the most popular tool for game development, I chose it because of its open-source nature. I hope that in the future, it will become more popular, especially in Ukraine.
Additionally, Octane100 has no russian localization and never will. Using translators, I’ve localized the game into eight languages (with some nuances): Ukrainian, Polish, German, French, Spanish, Italian, Bulgarian, and English.