Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

austin merrick

15
Posts
15
Followers
4
Following
A member registered Aug 14, 2020 · View creator page →

Creator of

Recent community posts

Amazing. So many great design decisions like being able to walk away from conversations at any time, the amazing minimap, and the really interesting and unique enemies. The game has so much personality and it's just so fun to explore in.

Thanks! You can actually change your mouse sensitivity with +\-, and if you play with headphones, enemies actually play a warning sound from behind you before they attack.

the story + the lights going out made me so nervous! very thrilling experience. nice work! I came here from your video

a fun little adventure that lasts 5-10 minutes. I really enjoyed the experience. nice job! :^)

thanks! i made the music and chest sounds with logic and the other sfx with bfxr. i actually made the chests like that on purpose, but i never expected anyone to notice lol. nice find

fun little platformer! dash distance felt random at first, but once I got used to it, it was pretty fun.

woo gave me some chills. very creepy sound effects, but an interesting experience :^) are you going to make a video on this game? I really enjoyed your 6 months of game dev video

I don't get it, but I liked it. keep it up tiger

Amazing use of the 1-bit art pack, great polish, and genius mechanic idea.

Rad idea and I loved the music. Nice! Very impressive for a first game jam.

A simple fun idea with good implemention. Nice!

Rad visuals and dialogue. Controls feel a bit weird however. The character feels like they are always on ice.

I really like the addition of the leaderboard, and the controls feel great! The spike hitboxes seem a bit big however and the post processing is a little nauseating.

I am reading this amazing explanation 227 days later haha :^). I understand everything except for one part: "I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect." I would think if you simply drew the checkerboard onto the flat plane using the flat plane's UVs that it would not line up with the player camera well, right? So do you place a special placeholder holder color there like green screens do and replace it with the dithering on a "post processing" shader on the camera so that the dithering uses the camera's UV? Such a beautiful game and I this creative use of viewports really interests me