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(+1)

Thank you! Yes, I fixed the problem locally, and we intend to finish up the game into our full original vision over the next couple of weeks. Now that I'm out of crunch mode I'm going a bit slower, refactoring it to be more scalable and dynamic.

Unfortunately no, none of the builds up work as intended with the full gameplay. I didn't manage my time super effectively, spending more time focusing on visuals than I ever have, which is very backwards for me. Normally I'm all about doing gameplay first, then AV, but here for some reason (e.g., how awesome my artist and musician are) I was compelled to do the opposite. Here I saved the core gameplay for last which obviously was really stupid 😅 I mainly do game jam games in 3 hours as part of Trijam, which has made me a bit too complacent with doing things at the last possible second haha... 

The previous builds do show an interesting progression, for posterity, future dev logs, and my own future interests if nothing else. If you look at v001 you can see what the game probably would have looked more like if I had focused on gameplay first and not visuals... And in one of the earlier builds you can see an odd snake-enemy controlled with the arrow keys, being a proof-of-concept, as my artist wanted the player to get a snake-like tail like slither.io, so I made a snake enemy to be re-used by the player.

(+1)

Well! I hope you knock this one out! The initial feel was awesome!