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buck tower

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A member registered May 25, 2021 · View creator page →

Creator of

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Very satisfying sound effects and animations!

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Very relaxing! In particular, the bottom side of the initial island is well made to look like it's floating. The music is also great for looping without getting boring.

One minor nit: Full-screen doesn't work as well as windowed: can't hear audio and the image taken is pretty small in the top right. Not sure if that is Chrome or something in Godot.

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Thanks James! Agree. One of my friends IRL said a better use of 3-D would have been to make the puzzle 3-D at higher levels instead of orbiting

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Apologies for making you read paragraphs then. A simpler version:

1. I think you would benefit from judging games by how fun they are to play, rather than what model, engine, language, or any other tool was used to make them behind the scenes.

2. The world never stays put in the technology of some specific era, even if it’s 2019 as great as that was

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I list everything I used in the description of my game. I am fully transparent and am not claiming that I wrote the code by hand. Someone attempting 3D with Quake Engine might argue that you are “cheating” on 3D by having Godot scripts and SDK do the necessary math for you.

I am not asking for you to pat me on the back.

I have used Unity in prior game jams and an Oculus game I got greenlit a very long time ago. I have tried out Construct 3 and enjoyed it too.

You are calling me talentless and lacking creativity because I use AI in my stack, which I believe is arrogant when you consider how your stack would stand up to what came 10 years before it first existed as well. 

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Please don't conflate scripting in a subset of Python with the \actual creativity\ it takes to not lean on an engine as a crutch.

https://x.com/sebasyt_oficial/status/1879646876422799679?s=20

There will always be someone working at a lower "truer" level than you and I are. Prompting isn't even the highest level: Unreal blueprints take less typing than a prompt.

Arrogance due to means is no better than saying all classical music is better than punk and all French food better than Italian food because of the effort you perceive it takes to make it.

If you are going to be arrogant, at least come from the lowest level like making a game in with raw WebGL so that you have actual ground to stand on when you say "by hand"

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The fun part for me is game design rather than rote memory for C#, the pentatonic scale, or Photoshop shortcuts

Having a boss does make the game very interesting!

The respawn loop seems a bit broken. When clicking the alert, it doesn't respawn me, but I die again. Also, I only hear the audio after clicking in Chrome. Advice to always put something to interact with on the page when it first loads up so that you get browser permission to play audio.

High-level C# scripting or WYSIWYG blueprint-dragging is probably closer to prompting AI than it is to the assembly that runs the code. We're not so different you and me ;)

Thanks! Emojis and using a web engine make UI a ton easier

Thanks! Yeah I had 2x 2:00 AI-generated songs, so I pause the music in between to ensure that the music lasts until the last second in the failure path.

Yeah I think the #1 thing I would have done differently is to add a delay before the level ends for more of a victory-screen. Noted for future game design!

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Thanks! It's using https://github.com/pmndrs/react-three-fiber. The initial prompt was to get it working in Replit quick. Then I needed to ssh into the Replit box to coax it to work properly.

Ah darn you're right :'(

Absolutely. If only I had more time. Which really means, if I hadn't spent so long trying to figure out Unity UI lol

Ooooo yes. I would have added more insight but I was worried I didn't have enough time after programming the randomness generation. But putting a cap on the days would have been an easy and quick way to add some actual difficulty!

For sure! I really need to learn Unity's UI system better

Thanks :D

Ah thanks! Enjoyed your video :D

Good audio and I really like the fact that you have the option to continue in the same place (with funny UI text) after losing.

Super cute audio and very original gameplay!

I love the clouds and player visuals. I did have an issue once where the black box I think spawned into me? But the visuals and I loved the particles of sprinting when I did so!

I wasn't quite clear on the instructions, but I saw the comment that said I needed to throw rocks in the windows. I do like the break from time pressure that I feel like a lot of these games have to where it's a bit more dream-like! Nice first-time entry!

Very enjoyable. Especially impressed by the nice glow lighting!

Very nice! Definitely dreamlike. I did find it a bit too hard though. A nice way to counteract its difficulty (and increase player joy) could be to allow a dismembered head to pass the level if it rolls into the exit anyways.

Indeed lol. Yeah I think it'd be a lot more fun if it was mobile with the gyro tilt instead of keys on a desktop!

I've found that so many times. When I was working on an Oculus DK2 (the last time I tried Unity / gamedev) everyone was nauseous too. Sometimes I wish I be a bit more prone to that to get more of an idea for how it could effect others 

Ah yeah I ran out of time. Next time though!

It'd be fun to have no cap on acceleration!

I loved the graphics! It's very nice you stuck to the same palette. I wasn't quite able to figure out if the front wheels also accelerated/AWD? Or is it just 2WD?

Great villain bot chooser!

Great villain AI!

The car spawning is a bit off sometimes, but the siren makes up for it and ensures that it's endlessly playable. Nice thought there!

The glow is so pretty

It took me a minute to find out how to locate the key since it's a bit faded, but I the jump scare made me laugh and was pretty great!