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CleverAI

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A member registered Jul 04, 2018 · View creator page →

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No problem. I am always honest, as I think only with real criticism/feedback a developer can improve.

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No DOTS were needed for this small amount of objects. Just object pooling, timed updates, simple colliders, square distances, HashSet's and build with IL2CPP.

Thanks!

Unfortunately, the game does not work as the buttons don't do anything.
I also had to rename your "Time Weaver.exe" to "My Project.exe", as you should not rename the .exe manually after build. You can set that in the "Player Settings" in the Unity Editor.

I haven't found anything that makes this game fit to the timeless theme.
The game itself is too grindy, to get some coins for upgrades, and too repitive, just pressing W like a berserk (with few evasions), and therefore not really fun to play.
But if this was your first game, it was a solid start.

Sandbox does the trick

Yeah, no game files in the zip file. It's a pity to not get rated due to this circumstance.

Well, the art looks great on the screenshots. It's a pity that the rar file is messed up and has no game files in it.

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Thank you! Banana is iconic!

Well done! I was able to get all teddies within round 3, but only because I am a good memory player. However, the concept, theme, art, sound, gameplay, you nailed everything. Good job!

I played it 10 times and my highest score was 1350. While the main principle is solid, I always lost when the boards disappeared by "Hat Trick" and I had no other boards to jump on to come up higher.

Well, 15 min is definitely a hard time scope to create a game.

Well, I don't play clicker or idle games, so it is not the type of game that is fun for me, but I think this is a solid clicker game for 2 days development time.

Thanks!

I think you spend too much time on the artistic part, as this looks great with Supernovae and such, but the gameplay is not fun to move either endlessly to the left or right.
Moreover, did I miss something that makes this game fit the "Timeless" theme?

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.

Good job, a lot of gameplay for that short time, but quite hard. Unfortunately, no sounds.

Well done in that short time! But as others said, it is quite the task to finish it, but I finished the last level with 4 spitters too.

While the sound and visual design are great for that short time we got, the gameplay itself is not much fun, at least for me.

Leaderboard updated. You're #2!

You're not the first one who asked me that. It seems people really like the Lizard Spock variant.

Let's see what I can do about that.

Leaderboard updated. You're #1!

Nicely done, but the mouse control felt a bit off. Mostly died because of it.
Also good thing that you showed the used assets at the end.

20 seconds objective fulfilled!

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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.

Thanks! I leave a reply on your video.

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:

  1. 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.
  2. 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.
  3. 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!

Thank you very much!

You can tell me, what type of new  content do you wish for the future?

Thanks, I am glad you like it.

If you want, you can give the Steam version a try. There you have much more settings and the performance should be better too.

Here is the changelog for the Steam version.

是的。 这是非常具有挑战性的,但值得一试。

Okay. It's a pity.

That sounds funny. You don't have a screenshot or a small video of it, don't you.

Thanks.

That's easy, if you use the project which Unity provides. Just copy the corgi prefab and its essential scriptable objects. Then copy and change the material as you like.

The machine learning code should work for both. Perhaps you have to correct some errors which occur. 

3D Minesweeper? Nice.

At first I thought it were a game like my "Matrix Brain Twister", but this is even better!

That's so awesome! I really like your work. Not only this, but your work in general.

Especially the space part, as I have done also an universe simulation. 

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Thank you very much!

Well, only as long as they are not totally inside, but on the backyard of the building.

May I ask you, how far did you come?

Thanks for that info.

So you nearly made it to the end of the game. Not bad.

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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.

Thank you very much for the detailed feedback! I am glad you like it.

Nevertheless, I have some more questions for you:

  1. How far did you come?
  2. Did you manage to come to the end? 
  3. Was it to difficult?

Thank you very much!

Best I could do was a distance of 643m.

The theme idea was pretty neat. You have to rewind the car, so it still can drive backwards. Clever.

Nevertheless, any kind of information on how long the car can still drive would be good.

A neat little game you good here.

But I think the dash is not needed, just let the player move faster.