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astralCastoff

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A member registered Dec 25, 2020 · View creator page →

Creator of

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Awesome! Really fun online multiplayer. The controls aren’t great though - what if you added keyboard controls for the games with arrow buttons? Also, the buttons seem to stop registering if you move the mouse while clicking.

Sorry, I have a lot of refactoring to do, and life stuff going on. It will be back.

Wtf I thought Mr. Seal lived in a high rise apartment in a futuristic city. Nice game tho. Kinda forced to do the “double your pot” option every time though.

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Sorry for the delay, build up soon!

Interesting, the visuals remind me of Going Nowhere: The Dream.

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Thanks for clipping it! Can be hard to find it in a big long stream vod.

Mongol

This? https://bydarkcrusader.itch.io/mongol

I don’t think I’d seen it before, looks cool.

I like the “oil painting” shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot.

How so? The hard edges themselves don’t wobble, or are you talking about the animated textures like the sky in the desert area?

To my taste it should be more static, like real oil painting.

There’s actually an inbetween step where the game is rendered in low resolution and then upscaled with a smoothing algorithm, I wonder if it might be more appealing without that and being high resolution. The problem having it static would be that the distortion stopping when you’re not moving the camera would be very noticeable and jarring. This type of wobbling (which is entirely screenspace) is still relatively temporally stable compared to doing some kind of screenspace stroke-based rendering, I could make it take into account depth like Memories Retold, but it’s a ton of work for something that’s a totally different aesthetic than what I was really going for. I’ll definitely have a think about it, though.

couldn’t do anything

Sorry about that, they’re totally broken right now. They’re in the middle of being moved from a hacky solution to a properly functioning inventory.

Thanks for checking it out!

  • created a scene loading system instead of having the entire game be one scene
  • broke everything
  • added new music track
  • weird shader stuff in the dev room this time
  • new player sprite

to do:

  • fix everything
  • better maps
  • more music
  • change name of game? how does “mosshide” sound

Sweet :) thanks for checking.

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Thanks! Is the “open in file explorer” feature working fine? I tried to be relatively platform-agnostic in my implementation, even if I only made a windows build for now.

Thank you!

Thanks for the feedback! You’re right, the desert terrain looks wrong due to something breaking in the move to Unity 6. (I just fixed it after messagging them)

Awesome!

I just updated the build, Ctrl+Z for Undo, Ctrl+Shift+Z for Redo, Ctrl+LMB for colour picking, plus I added a UI button for the colour picker too.

  • added audio
  • upgraded project to unity 6
  • removed fog

Alright fine, but Redo is gonna be Ctrl+Shift+Z and you can’t do anything about it. Also feel free to list the complaints if you feel like it.

Good job getting into the dev room. There’s no ending yet, that’s why nothing happened when you got the items.

The items aren’t for anything yet. As for the shader, I render the screen out to a low resolution texture, upscale/smooth it with 4xbrz, then warp that by applying noise to the UVs of the plane displaying that view texture.

Cool game when can I access the shop

Thanks for the feedback. I’ll cut the static to 4fps instead of 12fps. I’ve gotten the same feedback on the text, but part the shader pipeline cannot be selectively run on part of the screen, but I have a solution for that. Uncapturing the mouse was for debugging but I forgot to disable it for the build. I’m going to change how the teleports work so I can set your rotation and look angle to make sure you won’t walk straight off of anything.

No, there is no ending yet. The black wall isn’t an intended area, just dev test room, but I figured there was no reason to hide it, personally I love seeing stuff like that outside of the map when I play games.

Thank you for the kind words, it really motivates me :)

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Wow, that’s wild. I have no idea what could be causing that, I guess I’ll just put it on a platform at the same level as the top of the coral tunnel.

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I LOVE the art. So clean, feels retro but without getting all blurry or anything. Fun gameplay, had to get used to dying a few times per level before I really knew the level.

One issue I found was that if I went up the stairs at certain angles (diagonal? against the wall?) my movement would go jagged where it was seemingly getting caught on the steps?

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I just tried it on a 144hz monitor and there was no difference, that code runs in the FixedUpdate() loop so there shouldn’t be any variance in the momentum it gives you.

Are you getting this high? Less?

The game was using up way more CPU than it probably should have

Sorry, the game currently has every area loaded at once, that could be it. I’ll try profiling it or something just in case it’s another problem.

Thanks for the feedback.

Evil game do not play

awesome game with some optimisations this’ll be next level, final score when i felt done was 62,559

The building sizes will make more sense when there’s more detail, it’s mainly blockouts. I’ll need to change the shading around, I can’t quite get what I want out of it.

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There is no true singleplayer mode, “Host Game” merely hosts a LAN lobby (which can be joined remotely if you port forward the port 7777). The game is intended to eventually be a duo co-op game, a la It Takes Two or We Were Here.

Thanks for checking it out!

Ah, that makes sense.

Hell yeah

Cool! Why do some areas seem to keep your flame small perpetually, while some areas seem to grow the flame massively immediately? Also, is there a respawn button I’m missing?

Awesome. Really like the art you added. Is there a way to select enemies without clicking? If not, please add.

Very nice

I definitely see the influences of Star Explorers in your game too lmao

Thanks, I love Star Explorers! The hand-drawn NPC is from quite early on, I’m no longer keen on the player seeing any NPCs face to face.

Thanks for shedding some light.

Honestly the mouse input sounds like it’d be better off disabled, if it wasn’t there and I knew about the autosprint option I would’ve happily just used arrow keys from the start.

Best of luck with this, you’ve got something real special already.

Probably when he fires the bomb horizontally, it kept looking like I could crouch under it but then there’s no crouch key. Then again maybe that’s just me being dumb, the three bombs fired at once at various angles was also pretty hard to dodge unless you were anticipating it.