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(1 edit) (+2)

Very cool entry! As others have mentioned, the visuals are fantastic. Both the dithering stuff and the overall lighting/fog, but the lamp posts rotated in all directions also really added to the vibe and I am a big fan of the design for the grapple gun! 

I think the enemies are a little hard to see sometimes, especially considering how much you fly and loop around, so some better directional indicator such as sound would be welcome. I was also wondering how large the actual repeating space is, is it the volume of one "chain cube"? I think the level design could have had some more recognizable shape/feature somewhere which would help the player getting a better grip of where you are and how everything relates together across world instances.

By the way, the looping itself was very impressive and smooth! I'm guessing there is some fog effect in order to hide when new instances are created.

Love to see more Godot representation as well, we have used the engine for a couple jams now after switching from Unity and for the most part I think it's just way more convenient for this scale of project, even though some things are a bit of a pain. 

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Wow thanks for the fantastic feedback I'm glad you like the grapple gun's design I made a gear and then another gear then connected them and asked my teammate mMonolith how a real gun would work and that is how I interpreted what he said. Yah I also feel a noise or better indicator for the enemies would be great. And yah the volume of one "chain cube" is the loop point the chains are actually only half a model and become full chains then the  neighbor loop is created. And yah I think the level design could have used some polish I realized too late that it kind of looks like the level is not looping so I tried to mirror some of the islands you can see some of that in the top of the level but due to time constraints it never fully go there because the bottom of the level is just more or less random and its less loopy as a result. Yah it loops a 5x5 grid around the player and to hide to duplications I added distance fade pixel alpha function to all the shaders I was using to make them transparent when they are near the end of the duplications. Yernemm knocked it out of the park with the looping I have no clue how its that smooth sometimes I forget that I am looping even when it was before I used distance fade so you could clearly see the boxes move .Yah Godot is great morally it is just way nicer to use however I still feel I would steer away from it for a full game it just needs a few years to find its footing I know like for shader coding its a bit of a nightmare right now  because they keep changing the names of things/ how they work so if you are looking at examples from a year or two ago you have to find the relevant updated term for 4.4 I spent a good amount of time on that.

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The distance fade makes a lot of sense, looks great with the dithering and the skybox! 

I haven't yet tried Godot for larger projects but I could definitively see how it would be harder to use for that, I know as a programmer that I'm really not sure yet when it comes to best practices around structuring things when the codebase gets larger. I also haven't touched shaders much before this jam but that does sound quite annoying.