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(+1)

An honorable showcase of fidelity and smoothness to be expected from a proven veteran of GWJ.

A nitpick I have is that the picker interface, in my opinion, works best when the bugs are in very separate places. A good example of this use-case is Goodbye Deponia, in a section that has you control 3 clones operating in separate environments.

I'm curious of the resources you have used and what you did yourself.

(1 edit)

That's a good point - I think it would work well to have sections in which each creature has to use its unique ability to make its way to the goal, or else give the player a way to quickly move all three creatures once a checkpoint has been reached.

Stuff I did myself:

  • All of the 3D models/animations (which took up most of the development time)
  • All of the code
  • The glyphs for each creature (I don't actually know how to use any vector image editor, so I did those in Blender too!)

Stuff I got off-the-shelf:

  • The music (by Pizza Doggy - used with permission, with the requirement that I leave the tracks out of the public source code repo)
  • The sound effects (with the caveat that I edited/combined them in most cases, but still)
  • Things like the lens flare and twinkle textures you see when a capsule is overloading (taken from asset packs bought on Itch)
  • The keyboard icons (from Kenney - natch)