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adroitconceptions

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A member registered Apr 21, 2017 · View creator page →

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changes that I remember making:

  • Level Art (and related Proc Gen)
  • Lighting 
  • +1 Enemy
  • Updated Enemy Spawn Logic
  • Enemy Projectile Color

I see you were able to add enemies that aim at you and shoot at you sometimes.
would really help to have a objective of some sort added/clarified to the game.

It was really nice to go back over and try something new with a game you know was working (in this case new/better art).. but without it being a "I am trying to finish a polished game".

Game plays better then the first version.

I did note some issues with particle effects - they really helped see what commands you sent.., but didn't always clear themselves.. I think you only clear them when it reaches the goal, but you can submit a new goal while moving... should clear the particle effect at that point.

Game play improvements... a bit frustrating to have to 'activate to move' then 'activate to pick up' as it really eats up the time as you have to wait for the bar to move.

I think the game has some potential, but is a bit frustrating in the current rendition (maybe should start out a bit slower or something).
Audio feedback queues were good. 

art was clear and readable.

Game is incorrectly labeled as Windows/Linux/Mac, it is a unity game and only has a windows build inside the download.

(1 edit)

Some screenshots from testing the game at the end of working on it today.  All of the level bits used by the Proc Gen have been updated to a flat shaded styled, multiple new level bits were added, a new enemy type was added and some updates to the proc gen code was done to create to (frequently) add more elements to each room.

that work... so same entry 2 different file sets... before and after..

If our game is already on itch.io, how do we mark it as the 'before' version?

To you request, game has been updated with more missions, multiple days, wind zones and an additional destination.  And if you pay attention, there is a small story told about the area via the missions.

Thank you for the feedback.

Thanks!

If I was to extend it, I would create more locations and use some sort of procgen to create missions (at least after the 'training' mission).

But not sure how I would extend the play beyond being a series of 'fetch quests'... which I added to make some game play... I started out with just a flight simulator... and then said to myself... maybe I should add some gameplay. .. <shrug>
multiplayer definitely could be done..

but from a practical side of things, I do gam jams as a hobby... so I am not sure how much more time I want to put into this.  Feel free to follow my account or the game, so if I do work more on it, you can get notified.

yes.. and it had some lighting backed in that makes the ground look like it is small depressed pockets.  

Thank you for the feedback.

Thank you.

music was really nice.  
visible area should be larger.
fire rate is dependent on the rate of button mashing
there was no reason to not be firing 100% of the time (that I could find)
could use some 'bang' sound on firing the gun.
exploration was frustration from the lack of vision
wasn't supper clear what the goal was
gun shot from the charcter's chest

lots of potential with some edges getting cleaned up

compass is a wrapping texture that I change the offset on to change were it points
same with the pointer
I do some math each frame to compare the copter's heading to North or the target and use that to determine the texture offset 

I think you just gave me an idea for my next game idea.

Thanks.

Not sure how to make the controls less complicated in so much as that helicopters/planes have 4 axis controls for movement. 
One of my early favorite games actually had full 6 axis control inputs. Descent.. good times.

Any control layouts that you thing would work better? 

Is the strafe ability what makes the controls extra complicated?

What didn't you like about the controls?
What would you have changed about the speed of the plane

If I was to extend it, I would create more locations and use some sort of procgen to create missions (at least after the 'training' mission).

But not sure how I would extend the play beyond being a series of 'fetch quests'... which I added to make some game play... I started out with just a flight simulator... and then said to myself... maybe I should add some gameplay. .. <shrug>

Linux version?

interesting throw back to the old LCD games were each character 'position' was a different point on the screen.  The upper neurons didn't make much sense how they were working.

second on this comment.

Linux version seems to be corrupt.

Linux build?

Do you have a Linux build?

best game played so far.
loved the mechanic of the game.
managed to glich the game out - jumped both at the same time and never stopped falling.

or have it so that the character moves... then the bug after a short delay, to make the order of actions clear.

Intresting turn based game play... the 'dreaming' mechanic wasn't super clear.  look at map could be renamed to something more clear to it effect.

looks like you choose some really good art and music in your searches.

would be nice if the view was slightly 'larger' so you could see a larger area around your character.
would be nice to have an auto fire if you hold down the button - or just have auto fire all the time... there is currently no reason to not be firing in the game (if you have a button make sure there is a reason not to be doing it)
no refire delay, so fire rate is completely dependent on how fast the player can mash the button :(

View port needs to lead the character, can only see were you are going very well when going up on the screen.

don't really care for the horror genre myself.  However I feel the game was well done.  Only complaint was that I couldn't see that I picked anything up.  If it wasn't for the item list on the right, I wouldn't have known that I picked anything up.

fun puzzle game... the physic was really odd were you fell to the ground... but could climb the walls and ceiling... given the game play, I would suggest just making it a topdown movement and remove the gravity falling part.

really interesting game... was thrown by the massive wave of combat for the very first interaction.

Would be nice on your random joke selector to have it check for back to back repeats.
gameplay needs something more... like a timer or something... otherwise you can just swim up and down on one side and never have to worry about the hooks.

also, noticed a bug - if you run into the line, you get teleport ed to the hook.

Interesting experience.  Gameplay would be better if you could tell if the fish were in front of or behind the hook better vs at the hook.

well... I tried both interactin buttons and the bugs just jumped on the player.... so how to kill it wasn't clear... not that you are to kill it.