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A member registered May 24, 2015 · View creator page →


Recent community posts

HOLY GUACAMOLE! You are amazing!

Thanks for the video!

Thanks for the video!

Thanks for the tips!

The skybox is really just a flat gradient that is a child of the camera, placed at a distance so that it will cover the whole viewport. The clouds are made using a particle system of meshes with a semitransparent material. As for the "flat effect"? I'm not sure exactly what you're referring to, but I set the edges for many things as "flat" in Blender (3D modeling tool) as opposed to "smooth" to give it that faceted lowpoly look.

Thanks for the video! Awesome thumbnail picture!

Thanks again Sebastian!!

Thanks! The connections need to be in a chain from the start point. If the black clouds break a link the chain, then the minds that are not connected via a trail of inspired minds to the start point anymore will lose their inspiration. So you need to build robust redundant trails so that even if one link breaks, then redundant links will still carry the trail inspiration. It's a bit unfair depending on how the proc-gen levels turn out.

Nice work on the game! It definitely is mesmerizing to look at and zone into. The beam coming from the player sure does help a lot in figuring out the 3D space. This game would be an awesome fit for VR (one controller/hand would be the ship).

Thanks again Sebastian!

Thank you Sebastian!

Thank you for the video!

Thanks for the video!

(Edited 1 time)

The easiest way is to just download the itch.io desktop client and launch the game through it.

Sorry to hear about the ongoing chronic pain. Have you tried making/using a foot-mouse? I had some chronic wrist pains, and moused with my feet for a while. There's a learning curve to it, but ended up being rather efficient.

Such neat and tidy code! Well done!

Nice work on putting all those games into one single source file!

Wow! Truly 1 class, only 1 asset in the whole Unity project! Well done! I didn't even realize this was possible.

Wow! That's so cool!

Posted in Enums?

Enums aren't classes or structs - it's just a bit of syntactic sugar over the ints. I think Enums should be allowed, as long as they're in the same file as the rest of the game.

Thanks for the video! Get well soon!

Thank you for the video! What is that interesting wallpaper behind you in the video? Is it all photos or comics?

Thank you for playing! Great video!

Thank you Humbby!

Thank you for the video! You were so close to beating the game!!

Thank you MrBobbly!

Thank you for the video!

Thank you for the video and for your eagle-eyed efforts!

Thank you for the video!

Congrats on beating the game! Thank you for the video!

(Edited 1 time)

Thank you for the video and the great ideas!

Thank you for the video!! You were so close to beating the game!

Awesome video! Thank you!

Amazing score! You finished the 4th floor - my wife is going to go crazy when she sees this! Congrats!

The camera motion was all done using Unity's new Cinemachine cameras. They have an obstacle avoider that you can use to avoid certain layers of objects, with some smoothing. It gets a bit difficult to see things in upper floors though - I should have added some kind of manual camera rotation feature, but ran out of time during the jam.

Impressive score!! The all-time high I've ever seen is 106000 (my wife's 4 hour playing frenzy).  I think that completing the 4th floor would have required genius levels of skill, and/or miracle levels of luck. The crane doesn't scale well for higher floors currently because it moves too fast for higher floors. There were supposed to be optional clumsy elevator platforms and optional floor boards that you'd be able to build during later levels, but I didn't get time to do that during the jam. Also there'd be trucks and construction equipment that drive around, which you could use as something large and magnetic to step on. Oh well, maybe later.

The attraction system (ab)uses Unity's Particle System's collisions. Every second, hundreds of invisible little particles shoot out of the poles of the magnets and collide into magnetic objects only. Each particle collision generates a little pull between the object (at the point of the collision) and the magnet's pole, depending on how far away it is. See this tweet for a gif showing a debug view of the particle collisions:


It's not true to real physics, but geared more for clumsy fun physics. The real physics prototype (the thing I was salvaging in SalvageJam) was way too wonky for playability. There's actually a little magnetic pole in the butt of the magnet too that weakly repels very nearby metallic objects so that the magnet will be a little more likely to stick to things with it's head.  And instead of varying attraction with an inverse square of the distance, it's using an inverse cube of the distance for a snappier effect.

The movable objects (I-beams, barrels, etc) actually have a speed limit on how fast they can move so that they don't get launched too crazily into the air because of the magnetic "slingshot effect" that may happen if you move too quickly. When a moveable object makes contact with the magnet itself, it just uses an invisible breakable fixed joint to simplify the simulation, and making it invisible to the particle collisions. This joint is broken when the force on it is too much, or the player presses jump, and the object then becomes visible to the particle collisions again.

No, sorry. I couldn't get my custom shaders to work with Linux.

Are you on Mac or PC?

Thank you for trying!

Thanks for the video!

Thanks for the video!