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Acurna

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A member registered Dec 05, 2024 · View creator page →

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Thanks!

The only issue I found is that holding down the left mouse button drops too many planets too quickly, which can be frustrating... Needed to get used to the mechanic. Also: The "next Piece" does not work all the times? But maybe this is due to the quick dropping of planets... It forces players to carefully tap instead, which slightly interrupts the flow.

At first I had drop only on click but I often wanted to just spam planets especially at the start of a run so I made them drop every 0.3 seconds while holding the mouse button. Maybe it should have been a longer cooldown or be adjustable. Someone else complained about that as well. It actually was only 0.25s before and I already increased it. 

The "next piece" is maybe badly worded and should be "current piece". Someone else mentioned that there is a bit of a confusion. Both the piece in the spawner bubble and the one in the "next piece" UI area are the piece that gets dropped when you press the mouse button.

There have been some complains about pieces being hard to distinguish and I noticed that as well during development and added those outlines and making them thicker and more distinct multiple times. They are all planets from our solar system minus Earth, plus Pluto, plus our moon and plus a white dwarf so making random artificial planets would have deviated from that idea but maybe I should have done that.

I removed Earth because the hard transition between blue water and the land masses created various random shapes so jam rule wise it would have been tricky. I replaced it with a green tinted Mars for a bit but for gameplay reasons decided to remove one piece and picked the questionable Earth / random planet.

I also thought about reducing the sun piece brightness and even did so a bit. Maybe it should have been more but I also would have had to separate materials which would have eaten some time and I just focused on other things first. I thought that not everything in a game has to be super clearly visible and having some overblown brightness might be fine. A bit like other games make it intentionally hard to see in dark or foggy areas.

I actually thought about UI sounds but wasn't sure how long that would take, how to implement that and such. I prioritized other things and this idea as well just didn't make it.

Thanks!

You mean pyramid instead of pentagon 😉

Yeah I also thought about the five pyramids basically forming a box container like in the classical Suika game and thought about replacing that with one of the ideas for the other two game modes which sadly didn't make it. In the devlog you can see pictures of the second game mode where you would have had pyramid pieces in a sphere container and the third container which would have been both sphere and pyramid pieces in an upside down pyramid container.

Thanks!

6595 points sounds like a lot. I never played it that long. I was too busy trying to get two more game modes in... The highscore I go turing testing and posted was 4886 and would have been higher if I wouldn't have tried clicking something in the Unity editor which accidentally dropped a piece at a bad position 😅

One of the reasons for going for a smaller scale game was actually to focus more on polishing but I don't feel I spent that much time on it and tried rushing at least one more game mode in... See the devlog for the two modes that didn't make it. Usually I try learning more things or making or improving systems and pick somewhat ambitious projects but this time I had no time and motivation to do much.

I asked on Discord about textures and textures that don't contain clear shapes are apparently allowed. Originally I had Earth as a planet in it which maybe has some shapes or at least hard transitions between land and water. I replaced it  with a Mars texture with a green tint at some point but for gameplay reasons I ended up removing one piece and picked the potentially problematic Earth.

I tried a lot of different outline colors to try making them as distinct as possible. One big issue is that dark or desaturated ones are super hard to see and finding 9 distinct bright and saturated colors was quite difficult. Maybe I could have picked even better ones or did something else different. More distinct planet textures like Earth would have helped... Ah maybe I should have focused more on distinct colors for otherwise similar looking planets... Sometimes solutions are obvious but you think of them rather late.

I didn't notice any jitters or popping in my testing, maybe there would be settings to fix that.

Did only the outlines touch? Those are actually outside the collider, only the actual planet accurately represents the collider. I should have changed that. I added the outlines later and didn't even think about the colliders not being accurate anymore.

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I'm not the only one who made a Suika style game 😄 I already expected that a bit. Maybe I should also have put numbers on my pieces. I tried making them distinct with outlines but maybe that was not distinct enough.

I got 1702 on the first try which was a bit scammed. I had a big chain reaction and I guess one piece center near the limit line was a tiny bit over it for a microsecond before a third of the circles got merged in that big chain reaction making a lot of room again.

Thanks!

Bounce can easily lead to pieces bouncing out of the container and make you loose the game... Maybe a bit would have been fine to have some more dynamic movement.

Thanks!

The game does capture the mouse but I also noticed that it doesn't seem to work properly on a windowed web version. Maybe another weird Unity 6.2 bug, I encountered several...

I already improved piece visibility multiple times by adding those outlines, making them more distinct and thicker several times. It's rather hard to have nice glowing outlines with distinct colors for 9 pieces (the emissive sun and white dwarf don't have one). I tried a lot of different colors.

Thanks!

Yeah I also thought about making the sun pieces less bright and had already made it a bit darker. Maybe it should have been reduced more. I also improved piece visibility multiple times by adding those outlines, making them more distinct and thicker several times.

What exactly was weird about the physics? Seemed fine in my testing. Some things can be tuned of course. I just activated interpolation and increased linear and angular damping.

Yeah those chain reactions when it gets tight are super satisfying 😁

Huh I never accidentally dropped two pieces, feedback from others is always interesting. They drop every 0.3 seconds while holding the mouse button. Maybe there should be a setting for that or a longer cooldown.

Interesting Space Invaders x Tower Defence mix.

There doesn't seem to be anything at stake? As in you can't loose? Maybe it would be better to have the asteroids move downwards and hit some kind of energy shield or a city and you loose when the "health" is gone. Asteroids coming closer would have also fit the "limited space" theme.

Cooldowns seem to recover while the game is paused.

You can use the left/primary mouse button to activate the current action. Or you can use the number keys 1-4 to execute the action on slot 1-4. See the control settings. It's basically like Minecraft and Space Engineers and such where you have a toolbar with various actions, tools or items. You can scroll through them with mouse wheel or Q/E or quick activate with a number key.

Thanks!

Did you try lowering the graphic settings? The grass chunk generation can cause some lagspikes when moving around. Lowering grass distance and density helps.

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Thanks!

Or maybe some kind of end goal, building a ship to leave the Island.

That literally is the goal of the game 😉 There are three "buildables": bed, water distiller and sailboat. Building the last "finishes" the game with a message but you can continue playing.

Great graphics, idea, vibe and execution. Reminded me a lot of The Long Dark, both theme wise and visually.

Interestingly I made a survival game and always saw The Long Dark as my biggest inspiration for that genre but I suppose my game is much closer to Stranded Deep.

Did you try lowering the graphic settings?

You can also interact with things with the left mouse button and select the interaction with mouse wheel or Q and E or whatever else you configure. It's like the standard toolbar you have in many games like Minecraft or Space Engineers.

I wasn't sure how else to make interactions since most objects have multiple actions. Some games have rather random buttons or tap vs hold or require equipping a specific tool for a specific action but even then you sometimes still have arbitrary differences between left and right click or click and hold.

I really like the basic idea of craftable weapons and it being a 3D game. But everything was a bit hard to understand  / weird like how you are supposed to make a combination of things and then drag it off screen to the right to turn it into a gun. Often things fell behind the table. Many combinations just gave "burning thing". In one stage I made these super weak pacifier-bees. Other times I just stood somewhere and spammed my whatever bouncing or target seeking bullets until everything died.

The UI was super small on my 4k screen which is rather typical for Godot... Maybe there should be ARPG like stats that show you stats for whatever thing that you created so that you have an idea how strong something is and what it does.

Cool idea and nice 3D graphics. I feel the idea had more potential. Often my ball just bounced somewhere without hitting much. Maybe it would have been better if you could shoot the ball with like an aimable cannon instead of only being able to time when it drops. Or some way to influence the ball movement or other elements. Or have it be like a pinball machine with the controllable pedals. Being able to rotate the elements before placement or afterwards would have been interesting as well.

Nice twist on the platformer genre.

I didn't have to move that many things and I think I just cheesed a lot by just double jumping huge distances. Maybe it shouldn't scroll so fast and have more types of movement, platforming and mouse interaction elements.

Pretty cool idea and interpretation of the theme.

The controls seemed a bit weird. Maybe the "cursor" should just be where you are pointing at instead of being on a plane which you control the height of?

Love the lively movement of the player and various elements and also the tutorial style approach and artsy text elements.

Nice visuals! I made it to wave 7 relatively unscathed but then got pretty much instantly killed by a yellow wall spawning on top of me that happened to move in the same direction and killed me so fast that I couldn't really react fast enough.

I mostly just spammed normal attacks. The special attacks and dashes didn't really seem that necessary. Maybe the game shouldn't be so fast paced, give you more time to think and make the resource draining special attack and dash more useful / required. More of a tactical game about actually managing your resources instead of just hectically dodging and trying to hit enemies.

Did you try lowering the graphic settings?

There is an instructions menu with some help. Look at the crafting menu, building menu and inventory to see what you can do with the collected items. Like you can craft a coconut into two coconut halves which you can eat which reduces some hunger and thirst. You can craft palm leaves into rope, together with collected stones and sticks from the trees you can make a shovel. With that you can dig sand and build a bed for example. Out of eaten (empty) coconut halves and other items you can make a water distiller to turn collected seawater into drinkable water. And so on.

Great idea and art but the controls were a bit tricky with the charged jump in mid air. I got stuck where you had to make a big diagonal jump somehow. Lower gravity to have more time to enter inputs could have also helped.

Also the tutorial hints activating every time you go past them is quite annoying. They could just show up while you are near the spots and disappear when you walk away instead of you having to cancel them every time.

I wasn't the only one who made a twin stick shooter, interesting. This one has actual upgrades though which I had no time for... I like the environmental "traps" you can active.

Interesting concept with a "Jump King" like game but more like a "Wall Grab King". The controls felt often inconsistent with sometimes not being able to diagonally jump up a wall and grab it again.

Thanks! The map basically stays the same but towers, enemies and the decorative ships are placed randomly in certain spawn areas. You can read about that in the devlog: https://acurna.itch.io/operation-alien-ripley/devlog/958686/jamlytics-jam-1-part...

Originally I wanted to make a full map randomizer but had more important things to do first so it stayed at that fixed level. Some things being randomized is still better than everything being always exactly the same. I hate how most games have no randomness at all with NPCs walking on exactly given paths and such.

As already mentioned in other replies better hit indication for enemies and the player was planned and I also thought about making them more visible. I tried glowing eyes but that didn't really help and probably neither would have glowing weapons. I thought about giving them some kind of colorful space suit and even found a model which I maybe could have somehow merged with more time... I also thought about showing damage numbers but that would only make sense if you could influence them in more ways like in an RPG. I also thought about adding some kind of enemy radar or marker. In a previous game I had health bars over enemies but I wanted to keep it more realistic here. Enemies shooting at you surprisingly also didn't seem like such a big issue because you normally can dodge the bullets in time.

Yeah better hit feedback for enemies and for the player are some of my todo list items I didn't have time for anymore. I also wanted to add RPG like stat upgrades so that you can make yourself stronger which would have made enemies only spongy at the start. Maybe I should have changed the balancing.

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I think there is actually only one real light: the sun. All others are those fake lights attached to bullets that I wrote about on Discord and in the devlog. Yesterday I tested an improvement to that fake light idea since overlapping lights get so super bright. My new alternative doesn't anymore but is a bit too weak, maybe that can be improved further with harder rendering tricks.

Yeah a lot of enemies at once are difficult. The idea is to only fight with a few at once avoiding drawing more and more into the fight. They will alert nearby aliens when hit and can of course see you. You can also tactically leave health drops for later if they would overfill you at the moment. You can also get behind obstacles like radar towers, ships and the plant barriers to make them loose sight of you.

With the cooldowns of the weapons (1-2 seconds) there is a certain rhythm of dodging (with space) and shooting you can get into to dodge most bullets. Depending on the rhythm of the enemy shots and amount of enemies that might not work that well. I try to make a video of a more or less full playthrough later and post it on Discord as well.

The controller hint is a missed leftover from when I still wanted to add controller support but I never implemented aiming with that marker so I took most buttons out again and remapped the alt buttons to 1-3. Control remapping and proper settings in general would have been nice as well as a bunch of other things. The current settings have various issues. Can't you just enable an English keyboard layout to avoid that common Azerty issue? German here who has that issue to a lesser extend as well.

I'm working on a lot of things right now like a better vegetation renderer to use in future jams. That did eat quite some time. I wrote down so many things to work on... Including settings. Another big time eater was Amplify Shader Editor failing me and me having to redo some things, I could have avoided that by simply changing the shader model to <=3.5 instead of the standard of 4.5 which doesn't work on WebGL... Found that out after the jam.

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For some criticism, I think the thing that stood out the most for me is that there is a seemingly random delay between when you shoot and the gun actually fires. 

That is the gun raising from the resting/carry position. You can hold right mouse button to move while aiming which removes that delay 😉That also puts you in walk mode instead of sprinting. It's like having to transition from sprinting to aiming through a scope or whatever in first person shooters. That aiming mode is mentioned in the instructions.

You can also use the abilities with 1-3 but yeah they are a bit tricky to use. Originally I wanted to make it playable with a gamepad but didn't have time to fully finish that. Maybe the controls are more suited to a gamepad and just tricky with mouse and keyboard.

I also thought about enemies blending too much into the background and thought about making the weapon or eyes glow or putting them in a more visible space suit. They can also attack surprisingly from offscreen. You have time to dodge all bullets though so it didn't seem that important. All the ranges and such are a tricky thing to balance. Maybe I would have found a better balance with more playtesting.

In Discord I already saw a bunch from this very promising looking game with a Homeworld vibe.

Good start with some intro animation, camera movement and nice music.

I would have made the settings menu background more opaque. It's still ok to read because there is not that much text and the background is not that crazy. The general font is a bit odd.

Nice a cutscene. Some sounds were causing odd cracking, maybe too loud? A centered font that is being typed out is not a good idea. You try to read while the text is still being written but it's moving which makes that impossible. Either top left align or no typing out or somehow centered and being revealed without moving.

You start with a workshop window open but no currency to buy anything? Could use a tutorial, I didn't know that I could shoot and grapple until I read the description after my first round where I let aliens crash into asteroid to open them...

Breaking visually fires all thrusters. Logically it should only fire the necessarily ones.

Gameplay with progression is always nice but the gameplay is rather slow paced and repetitive. Maybe different abilities, weapons or much stronger acceleration upgrades to turn the ship into a much more nimble fighter would have been nice.

Great game! Sadly missed it during the jam.

I think one just needs more time to learn the controls. Maybe there should have been a longer training area where you jump, dash and attack boxes more to muscle memory that more. Also at least for me the hand placement is quite uncomfortable so close together. I would prefer something like attack = left mouse button, dash = right mouse button or shift, jump = space. That would be similar to Genshin which is like the only game I play regularly nowadays...

Also I had to look at the visual heart rhythm indicator at the bottom the whole time and could only follow the screen action out of the corner of my eyes during combat. Maybe that's just me being bad at rhythm games or the music really didn't help? Maybe a clearer metronome option for less musical people like me? Just as with 1-beat pacman of this jam: would be better if more of the screen has a visual indicator like a bloom/outline or shake/pulse and not just a binary on-off one but with an anticipation of the beat like 0, 0.5, 1, 0.5, 0 ... Or a smooth sine wave style clamped to 0.

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Nearly perfect but could have used some ingame control introduction. I was only moving left and right until I died after a while and only then read the description 😅Gave me a lot of C64 vibes, probably because of the music.

Surprisingly scary for a top down 2D game. Nicely atmospheric.

Sometimes it's hard to tell if you are even moving. Maybe some kind of ground pattern would have been nice. You also very easily get lost in the maze but maybe that is intentional.

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Everything on max goes brrr 😉 Quite fun. I like games with progression.

At first I didn't even understand what to do. One has to hold a direction + dig. A vision upgrade would have been nice to see more nearby blocks.

Great take on the rhythm game genre! It's like an acrobatic music game with nice animations.

Also apparently I'm not the only one with a Synthwave style game but a very different one.

👀What a trip. Great music!

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What is this Flappy Birds Asteroids crossover? 😁Interesting and fun idea.

Doesn't offer much though. Maybe more controllability (higher gravity? downward movement?), different types of enemies (semi homing ones?) and different things to destroy to get like a combo bonus when you destroy three of a kind or something could be interesting.

Nice! Quite some GameBoy, Super Mario Bros. and Kirby vibes. The end boss felt very Donkey Kong Country like.

The movement is rather slow and more variety would be nice. Like different kinds of jumps, slide attacks, dashes, special abilities, power ups, ...

It's like a reverse GTA with GameBoy vibes. Quite impressive for the limited time.

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Quite the hidden gem! Nice effects with all the shaking, zooming and glowing.

The combat could use some work or I didn't fully understand it. Not sure if there are patterns you can really learn or if you can do much with dashing to avoid getting hit. I just tried dodging and mostly normal attack spamming. Maybe that long attack could push enemies back a bit and/or stun them for a short moment so that you could play it saver by dashing in an out.

The music is cool but a bit repetitive.