Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

andyman404

376
Posts
1
Topics
392
Followers
34
Following
A member registered May 24, 2015 · View creator page →

Creator of

Recent community posts

Thank you for playing!

Thank you for the video!!

Very interesting concept! The max I got was 6.

Thank you for playing!

Yup, it's all a trap - forcing you to go into the store, or else one could just speed run through the mall corridors to get to the stairs each time.

There were originally going to be a lot of other things you can buy, but I only had 7 days to make the game, and so it ended up just being restore health, restore mojo, max health, and max mojo. If/when I get back to working on the game, there would be other effects like increasing the smite range, faster walking, faster smites, farther radius for picking up the coins, better discounts, other attacks/spells, outfits and accessories, etc.

Thanks! To get the effect - I made a created a custom alpha-cutoff shader that uses a custom perlin noise function that varies with time for the alpha. The dungeon version of the shader uses (1 minus noise) for the alpha. There are separate mesh renderers / game objects for the mall and dungeon versions of things, and just one camera. The mall and dungeon mesh renderers lie on different Unity layers, and the lighting and shadows that come from the mall or the dungeon is set to only affect things on its layers.

The shaders also had some triplanar shading so all I really needed to make mesh-wise for the walls were very simple block stuff and then let the shader do the work. For the dungeon, I then added some extra noise to the vertex function of the shaders that move the vertices consistently based on where they are in world space to give the walls added roughness/irregularity that still remains seamless across separate game objects.

I also made particle effect versions of the shaders for the lightning effect that comes from the smites so that the smite would show up only in the dungeon regions.

Having the shaders be GPU instanced shaders really cut down on the draw calls and helped performance.

The noise function is also replicated on the C# side so that each character/pickup knows whether it is in the mall or the dungeon when it comes to behaviour and collisions/triggers.

I'm glad you picked up on how the dead enemies from the dungeon became phone zombies in the mall! It's a subtle thing that some players didn't understand.

Thank you for the video! What an exciting cliffhanger you ended it at in your playthrough! The situation sure got dicey at the end with that 1 health left.

Thank you for playing! Yeah, if enough people like the game concept, there are some more things I want to add in the future such as creating/customizing your very own senior citizen, more spells to choose from rather than just smiting, different monsters, and bosses.

Thank you for your interpretations and feedback! The game absolutely does not use free Unity models though! I made every model. If you're interested in more about the possible motivations of the old man and why he sees the shoppers as nameless faceless people, check out my earlier game that this is a sequel to: Lord of the Aisle.

Or it could also be that he is actually a wizard in a dungeon, and being affected by mind-influencing magic to make him think he is a feeble old man in some strange consumerist dystopia, and lure him into dropping his gold for illusionary products.

Vielen Dank!

Thank you for your interpretations and feedback! The game absolutely does not use free Unity models though! I made every model. If you're interested in more about the possible motivations of the old man and why he sees the shoppers as nameless faceless people, check out my earlier game that this is a sequel to: Lord of the Aisle.

It could also be that he is actually a wizard in a dungeon, and being affected by mind-influencing magic to make him think he is a feeble old man in some strange consumerist dystopia, and lure him into dropping his gold for illusionary products.

Thanks, I'll check it out!

Thanks for playing! Originally the old man walked at half his current speed and it was a much more strategic game. The attack animation was intentional, but it was meant for that slower speed. But I increased his speed for testing, kind of liked it, and forgot to change it back. Maybe I'll just increase the goblins' speed or make a difficulty setting if I continue making the game.

Nice work! It was heartbreaking to see my party members getting slain one by one. I'll always remember Kiki De Leon, the adventurer who I thought could make it.

Very cool aesthetics and styling. When you describe it as "viciously difficult", you weren't kidding! Have you ever beaten it yourself? I wonder what it would be like if you just doubled the size of all the blocks, but not the car, so that there is more surface to drive on.

Well done! The game feels great. I liked level 10 a lot. It made me rage.

Thank you for the playing and making a video!

:) Oh my! I seem to keep slipping up like that. You should see what happened with my other game "Assteroids from Uranus".

Very nice work! I think this was my favorite game from the jam. It's got rewarding game play, can be beaten through persistence, and flying up to mine the asteroids above for materials was a nice touch!

Nice work! I had a delightful time racing through the body maze trying to deliver the oxygen. 25/50 oxygen delivered!

Nice work! Looks great so far. Very challenging.

Sorry, no idea why it would be constantly moving backwards. Could there be a joystick plugged in that perhaps isn't calibrated? Or try restarting your machine and make sure there's nothing pressing down on your keyboard, and there are no stuck keys.

Thank you Hamlic!

Thank you for the useful feedback and suggestions!

Thank you for the useful feedback!

Thank you for the video!

Thank you for the video!

Thank you for the video!

thank you Jupi!

Surprisingly cool game about a swimming pooh. I loved the music too!

Cool ascii art fiction! I liked how there was a game within the game.

Very cute and delicious game! The life of a pot sure is challenging. I liked how the different characters eat whatever you feed them - I could never collect exactly what they wanted.

I loved it. Very chill space shooter!

Thank you for the great videos and covering AGBIC!

Thank you!

Nice work! What a delightful collection of dreams to explore!

At long last, Chromesthesia is released and available for free. Get it while you can. It will be free for one week only.

https://andyman404.itch.io/chromesthesia

Trailer:

Summary:

This is a blissful psychedelic relaxation experience made for both VR and non-VR. Treat yourself to this virtual refuge from the real world with procedurally generated realms of gentle sounds, sweet-tasting colors, and breathtaking beauty. 

Objective: 

Find and catch the bouncing spheres to visit different worlds. Find the perfect place to relax and watch the virtual world go by. There are no enemies, quests, guns, or puzzles. There is no objective other than to relax, enjoy, and veg out.

There is a screenshot feature that allows you to easily take screenshots of what you're seeing, from VR and for non-VR.


:)  Yeah it's definitely a game for vegging out and drooling! I spent way too much time just zoning out and staring at the landscapes while developing the game.

Nice work on making someone's dream come true!

Very cool! Great use of the theme!