That was actually super cool!
Miteoren
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Perfectly hard game. Mechanics are working pretty well. Final level is hard, but managable. The only thing is that your switch form input is blocked by some actions. I think it should be instant no matter what. Its kinda frustrating not being able to switch because of a stunlock. Also i forgot about rewind ability. Never used it. As a compliment, i will say that sometimes it feels like first Risk Of Rain, because you always need to jump over huge amount of enemys, and keep track of some special ones. Those guys with shields in front for example. And color preparing mechanics is adding a lot to that feeling. Even giant shuriken that should be picked up also. Great Work!
Finally! I died at level 122 to a plus boss. The game is absolutely beautifull! I played it way too long. The main struggle was how not to die to plus bosses and how to not add more useless new cards to your deck (Because you can't skip upgrade screen). Minus bonus that squares number is OP. No need to even consider multiplying if you have that. Plus bonuses are way weaker. It requires good base values on cards. Also intresting that you can try to prep some cards with +2 or -5 bonuses, for other bonuses that multiplies odd, even or prime numbers. Great job!
Homer Simpson simulator? It's really needs a proper mouse aiming. I was trying to beat it 8 times, but i failed. Every time i just dying in last room, and its not enough time to return. Blocking lasers with furniture also good idea, but again. It could be way better and intuitive if you could grab and move furniture with mouse.
Amazing visuals. Died 2 times. First for overfeeding, second probably because of generator. Game lacks intense moments when you need to handle 2 or more problems at the same time. Maybe i had good rng. But when i figured out about generator and printer game become pretty chill. Staring moment is creepy thou
I almost fixed everything except for one small stutter on first shoot. Someone said that OpenGL is compiling shaders only when they visible first time. So i made a node that sitting in front of main camera ( As it turns out, it is completely necessary ), and when game starts, it spawn every prefab that i need to spawn in game for 4 frames. And then deletes all of them. Offcourse i had to mute ingame sound for this duration because there is a lot of "play on ready" sound with particles etc. And i changed process mode for this node as "always" because initially my game is considered paused.
I hope it will help
You can read more in this devpost
That was the only idea that i had for fps game without any theme. Mouse is kinda working for me in web, but you have to press escape twice to pause game, so it still kinda weird. Fps games is not really web genre anyway. Also, i was so happy when i find out how to preload particles to fix similar stutters problem in my other 2d game, but its not enough in this case i guess. There is a method where you save particle materials as resources, and in autoload node, create dummy particles with this materials, and fire them. Probably somewhere in a distance. In this case i have to try something else
Yeah. Initially i wanted to make some kind of chase gameplay, to make use of flips, but i was in a rush. Too many new things to learn and try. And, as usually, i was hyper fixated on sounds and music.
Probably im not gonna develop this any further. Maybe i will try to make linear level, but it implies a lot of things to add.
Anyway, it was a fun 4 days ride. I was able to learn new things and make better music, so im happy.
Thanks for feedback
There is a whole contraption behind it, where dices is spawn one by one in some kind of box, and then, when you throw them, box is opening on one side, and when all dices are in the result area, result area is closes, so no dice can escape it. And each dice collision is creating little hit sound, so it feels really nice
I don't know about original. For me it was almost instant chain of thoughts like Dices => Bell Curve => Bell Curve look like a bridge. So it was almost brain dead concept for me. But it was a huge fun making it. Music with car horns and cars sounds, double view layout, sounds and physics. Cool stuff. Anyway, thanks for feedback!
Kinda scary. And idea is hillarious. It's like "what if killer is kidnapped you and threw you into the basement, but the basement is a total mess". In terms of feedback. I wish i could bonk killer with picked up stuff. And maybe somehow move items with kick, or just push them while moving. Because doing it one by one is overwhelming
Thanks! I didn't have enough time to implement the levels or other features as originally planned. For example i was planning to make doors, with buttons, that you can kick and close off some passages.
Also i thought about doing full dark shadows, but it could be unfair in some cases. If two zombies is get you from both sides its game over.
And levels could be good. I guess I can create interesting situations instead of randomly spawning enemies and hoping that situations will happen on their own. This concept allows that.











