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A member registered Feb 18, 2014 · View creator page →

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Seems like any team could potentially outdo solo developers.  Or without team size based groups I think larger teams will tend to have an advantage over smaller teams.

However if each round had team size brackets/buckets then that could make for a more level playing field.

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Only if they are pre-generated they are no longer random they are a pre-defined sequence or non-random so any plays through a game relying on them would be the same each time.

Assuming you start using them at the same index point.

Could be beneficial as your game would be identical each play through and allow you to find bugs and even tweak gameplay by changing the numbers in the list/array.

Could limit your number of levels depending on the size of your data pool.

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OK Just some in game static models but it's a start, need to add some fun gameplay elements.

Will update here as I go.

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One Shot

Had a problem building procedural levels - I started just building cubes out to random points but the resultant levels needed lots of changes to allow for player movement e.g. ramps going up and maybe down, side walls to prevent falls and block sight lines.

Started thinking I may need to hand craft the levels and then figured I could meet in the middle with a prefab/level 5³ blocks approach that eventually worked out.

Thank you.

Just a title screen with some basic models with simple textures but it's a start.

What about using multiple 8x8 textures allowing for shading e.g. stripes (fur), dots, dithering?

Could allow for an interesting art style and higher resolution looking textures, but maybe make for complex art pipeline with multi-material models.

Or using multiple 8x8 textures in a single character to provide a more textured effect e.g. sides of cubes, parts of characters e.g. eyes, nose, mouth, hands ect.

The result could be a low res style of game meshes.

Well it was made in a few days vs the original taking a team about 2 years.  Try Unity and see if you can do better?

Work in progress so far,  keeping it simple.

Didn't make the deadline but still working on the game.

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Just a WIP Screenshot managed to get the whole planet into Unity with simple placeholders.  Going for a Turn based game with a Climate Apocalypse theme and the need to Escape the planet before it's too late.

Still got to work out the game mechanics/design but have some ideas.

Will try and update here as I go...

The theme 'Two' can  be interpreted any way you want e.g. only Two levels, characters, hitpoints, lives, players, enemies or items your player can carry.

Could you add a link to your LD rating page please?

OK could you add a LD46 link to your rating page?

When compared to the original 1993 version or the remade 2016 version or the new Doom Eternal 2020 version?

What it just needs a AAA budget and staff to work on it for about 2 years and it could compete with Doom Eternal.

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Press the left shift key to go down. - Sorry in development build new update in the works.

Seems to be VPN related, could it be that some VPN servers are being blacklisted by the game hosting service?

Getting connection refused error in frame for unity html game xeewolf

" refused to connect."

Does anyone else know why this error is happening, is it only happening from my browser and what is

Thanks for the feedback I will work on an update...

Just tried the game in Chrome it is very unresponsive in Edge and Firefox it is at least responsive possibly too sensitive.

The original Zeewolf did not have targeting, to my recollection.  Note the missiles and AA missiles do lock onto targets.  The controls attempt to match the original although sensitivity may vary depending on players mouse dpi.

Thanks for your input you could be more constructive with your criticism though.


Found this Vox article that highlights the impacts of volcanic driven climate change and plagues

To be Historically accurate this key bit of information would help or links to short summaries/blogs that detail the reason for the falls might help and what is the most accurate history of these events?

Just wondering if there is an optional theme?

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My point being that 200 lines of code without some kind of size limit e.g total character length could contain a huge code base just no line feed characters.

Here's a 6 line business card reflection probe demo for Unity.

  1. using UnityEngine;using UnityEngine.Rendering;
  2. public class UBC:MonoBehaviour{private int[] txt={524288,1432917,1906002,1383925};private Material m;
  3. void Start(){m=new Material(Shader.Find("Standard"));m.SetFloat("_Metallic", 1f);m.SetFloat("_Glossiness",1f);int y=txt.Length;for(int i=0;i<txt.Length;i++){int x=10;for(int b=1;b<=1048576;b=b<<1){if((txt[i]&b)>0)B(x,y);x--;}y--;}G(10,10);GameObject p=new GameObject("ReflectionProbe");ReflectionProbe pc=p.AddComponent<ReflectionProbe>()as ReflectionProbe;pc.resolution=256;pc.size=new Vector3(20,20,20);p.transform.position=new Vector3(0,5,0);pc.mode=ReflectionProbeMode.Realtime;pc.refreshMode=ReflectionProbeRefreshMode.EveryFrame; }
  4. void B(int x,int y){GameObject b=GameObject.CreatePrimitive(PrimitiveType.Sphere);b.transform.position=new Vector3(x,y,0f);b.GetComponent<Renderer>().material=m;}
  5. void C(int x,int z,bool red){float t=2f;GameObject c=GameObject.CreatePrimitive(PrimitiveType.Cube);Vector3 s=c.transform.localScale;s*=t;c.transform.localScale=s;c.transform.position=new Vector3(x*t,-3,z*t);c.GetComponent<Renderer>().material.color=red?;}
  6. void G(int x,int z){bool c=false;for(int a=-x;a<x;a++){for(int b=-z;b<z;b++){C(a,b,c);c=!c;}c=!c;}}}

It's about 1223 characters.

Updated game the Free toggle now ensure Jobs are paid for in full if off or you get money from the energy they produce if on.

It was a quick Ludum Dare project that then got worked on a bit then shelved while I worked on other projects.  It does need more work to get the Business Economic system working, was thinking of going more accurate with real world data but it would be a lot of work and the renewable energy world is a fast moving thing with newer better/cheaper products constantly being developed.

How does the two colour limit work if I make a 3D game, is that per component or model/character e.g. warrior, armour, shield, sword could be seperate models elements but in a sprite they would be one?

Could you be more specific and have you seen the original Doom for comparison?

Thank you for trying the game and providing good feedback.  I think people are used to so much more from even free games e.g. there are AAA quality free to play games on stream.

I'll think about it.  Thank you.