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chrisbiscardi

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A member registered Feb 06, 2020 · View creator page →

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yeah crystals definitely have too much health for what it is currently. Thanks for playing!

yeah I just tried on my 240hz and you're right. I don't know why I assumed bevy_enhanced_input was taking care of framerate independence for me. Probably because of the observer api. Anyway, thanks for the heads up!

hmm, I wonder if the "too fast/slidely" is you experiencing an intermittent bug that I'm trying to track down. I think bevy_enhanced_input sometimes skews the input value higher or lower. I found myself having some builds that were fast and others that were slow.

Re: viewport. The game was set to allow enable fullscreen so that people would use it.

Thanks for playing, and your thoughts!

nice, thanks for the recording. The game was definitely designed to be played in full screen (which is why I enabled it on the itch settings).

The tower spawning is something like 1/3 towers right now, which is *not* reflective of the difference in health between it and the floaters. I also have a half-built awareness system that would've made the big eyes target you more often. Basically just ran out of time :D

intent was to prevent leaving the platform by checking to make sure you were inside the navmesh when applying movement... but I ran out of time to do that (or texture the platforms, etc)

It was intentional in the sense that I am intentionally using AnimationEvents driven by the AnimationClip to trigger the actual hammer damage+effect. So if you see the effect, the damage triggered, and that doesn't happen immediately. Although in the future I will likely prevent user input from being able to early-cancel/restart the attack animation so the animation won't restart as fast as you can click.

yep, those were definitely "in my head" but I absolutely ran out of time to implement them :) As I move forward I'm intending to move it in more of a roguelite direction and away from "waves". Thanks for playing!

took me 7 days  😂 Probably bought my torch too late. Ending was fun.

Was a fun loop. The popping sound you chose was solid (it easily could've been overwhelming with the amount it played). the crackling played into the aesthetic which is a nice enough outcome from what was actually happening.

you're right, hammer attacks should definitely go in the mouse direction. I basically ran out of time and used whatever transform I had lying around in the system already 😅 As I work on this post-jam that is one of the items on my list to fix.

linux users should make sure their system is configured correctly. Such as running chrome with `--enable-features=Vulkan`

The rotate/forward controls are a bit hard to use but the idea is cool, and the outlines seem to have really helped differentiate interactive boxes from the rest of the level.

Regular WASD or controller support would've been nicer for the controls.

I became a t-rex snack. soft clock ticking is nice.

The rhythm level was my favorite because it felt like figuring a puzzle out, although the alternative control scheme made it feel like "D" was broken rather than there being a different key to hit.

The fog and lights are cool

Audio track definitely fits the theme! and the "hand drawn" line-art style animations add to the effect well

The health bars are positioned by a vertex shader, so can easily be scaled up or moved. Right now I'm using a hardcoded vertical offset: https://github.com/ChristopherBiscardi/bevy-jam-7/blob/6e8d26bb6f94bb62d43146b08... . The player's health bar should really be in screenspace UI as well.

I agree audio would've added a lot. Alas I ran out of time for that and damage indicators, etc. I think both small damage numbers and a "hit flash" shader would've helped.

yep, that's because I used webgpu without webgl fallback. You'd have to use firefox nightly or enable it yourself for firefox support.

I think it holds up well in 3d. There's a bunch of things I didn't get to that I hope to improve after the jam, especially relating to controlling the character and landing quality "judgements".

linux users have to configure their systems to run webgpu using the appropriate flags for their system. There's no problem with WebGPU in that sense. If you're running linux you have to set flags like --enable-features=Vulkan when running chrome

its a good reminder to do some tutorialization and signposting after the jam

yep, woodpecker is an unreleased crate (and not one I own, so I can't choose to make it public until its ready for a release).

yep, dof and bloom. dof doesn't work in Bevy's current orthographic projection 3d camera, so I threw the camera far away and used perspective make it look isometric but also gain dof.

that's unfortunate. I used the bevy quickstart gh actions and the windows build works, so I wonder if there's an issue in the macos script.

unfortunately the vello ui implementation I was using doesn't have wasm compatibility yet. Its in-progress though.

Since each tile is its own collider the rapier physics plugin causes the corgi collider to smack against the side of the tile colliders for some reason even though it should be on top of them, walking backwards and then going forward again resets the corgi's level, but that's not very fun... My plan is to make contiguous platform tiles all the same long collider, but I was unable to complete this before the jam ended.