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hey Astrid! That 2003 Gothic FMA vibe is fire. As a dev, I can tell you the dual-layer system is your biggest technical hurdle.

If the Rollback Netcode isn’t perfectly synced across both planes, you’ll get "phantom hits" and desyncs. Without a Deterministic Physics engine, your neutral-heavy movement will feel "floaty" instead of frame-perfect, which kills the player's trust instantly.

Here’s how I’ll help you build this:

  • Engine Architecture: I’ll lead the tech stack selection (likely Godot or Unity + GGPO) to ensure the dual-layer logic doesn't break the rollback state.
  • Physics Sync: I’ll oversee the engineers to ensure hitboxes/hurtboxes are consistent across both gameplay layers.
  • Tech Roadmap: I’ll turn your GDD into actionable sprints from "Graybox" prototypes to a "Minimum Viable Fighter."

To get the engine running, I need to know:

  1. Is the plane-switch an invincible 'dash,' or can players be 'sniped' by cross-layer projectiles during the transition?
  2. Are we targeting a Native PC build for performance, or a Web-based version to simplify the geolocking/distribution?

Hey, thanks for the reply! It's super helpful outlining what exactly you would bring to the table, as well as how you would solve the game's technical roadblocks! As for the questions you presented:
**1.** It is not planned to be invincible, however it's not concrete, so I'm open to reconsidering if that would present trouble.

**2. ** I would greatly prefer a PC build, as that helps with performance, allows us to distribute to other game platforms if we are able, and gives it a more professional feel.

If you're still interested, feel free to reach out to me on Discord (tennekorin) and we can talk more!