No problem. I am always honest, as I think only with real criticism/feedback a developer can improve.
CleverAI
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No Time To To Mine - I think you spend too much time for the UI, which would have been better to invest in gameplay and at least some audio, as in two days you really need to focus about what is fun to play. The upgrades only work best, if the gameplay base is fun, then they can add more fun to it. Even though I like Factorio and Satisfactory and those games, I think it was a tough choice to do such a game in 2 days.
But additionally you streamed it, which was making it harder for you to concentrate, so you gave yourself a handicap I think.
It works fine for me. So please tell me your hardware specs.
It could be that due to the Hybrid Renderer you don't see anything if your hardware is not supported. I had one guy who had a very old graphics card which couldn't handle DirectX 11.1 and he didn't see anything as it could not render the stellar objects correctly.
I think the same happens to you.
Holy moly! I didn't expect that. Okay, let me go through it:
The feeling of trapped in a certain spot a the end of the game appears, because you have no more static focus points left. So it looks like you're not moving anymore, but you actually do.
The huge lights will become smaller and smaller the bigger you are. It should have the effect like: At the beginning some material was still able to escape from you, but later you're so heavy that this is not possible anymore. This effect is GPU bound and should have a minor effect. Keep track of your FPS if it really drops significantly as soon as a lot of stars were absorbed.
Spaghettification is handled by the same universe system which handles the whole stellar interactions. Each "particle" is an entity with 1 stellar mass and affected by other objects gravity. So it is not GPU, but CPU bound. But I can reduce the GPU resources more if I change these from a spherical to a point based mesh, because they are so tiny, you probably won't notice the difference. To get a more glowing wire look I have three ideas:
- Instead of collapsing a star into multiple little spheres, I can create long capsules. Each vertices of a capsule is a point where the gravity can pull on. -> I think this would lead to strange artifacts and clipping errors.
- Create a water-like shader, which graphically combines small spheres into one fluid object. This creates the illusion as if there is one long spaghetti. So I don't need to change the system, but only need to give these "particles" another shader. I think that's the best solution.
- Each "particle" gets a trail renderer and draws a trail behind it. It's probably the easiest, but I think not the best for performance.
The light bending effect of a black hole is also shader based. I know there are already assets, which achieved this effect, so I need to look around how to create it with my current hybrid-renderer v2. As I am not familiar with shader coding, I hope there are some Shader-Graph (visual scripting for shader) examples for it.
Thanks. I really appreciate your ideas!
3D Minesweeper? Nice.
At first I thought it were a game like my "Matrix Brain Twister", but this is even better!
Thank you!
The rewind activates automatically if the suit recognizes a hit. So basically it prevents you from actually dying. No manual activation needed. It sets everything 5 seconds back to the past and can only activated again if you past the moment you would have died before. So you can not go further into the past.
You probably need to read this multiple times to understand what I was trying to say.


















