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Jesse Hamm

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A member registered Nov 03, 2016 · View creator page →

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Wow!  Thank you very much!:)

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Thank you!:)  Excellent playthrough!

Wow!  Thank you:)

Thank you!:)    Yes, Zaxxon has always encompassed one of my fondest memories during my early days in the arcade:)

Thank you:)  Yeah, I had forgotten to implement the altitude indicator.  I'll probably get to that ASAP:)

Cool! Congratulations:)

Thank you:)

Hey, thanks:)

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Thanks for the suggestion.

I'll see what I can do about implementing a raycast system in order to better    determine what the player is precisely aiming at.

However, I will not be  deviating from the isometric perspective as this again was explicitly designed to invoke the orientation and gameplay style of the original Zaxxon.  I will also be keeping the Y-inversion controls as this is both an accurate invocation of Zaxxon, and an authentic representation of aircraft pitch controls.   It may take some getting used to, but it's easily manageable, once you get the hang of it.

Thank you!:)

Thank you:)  

Yes, there should be keys within the game.  The first one is located at the end of one of the corridors, while the remainder are contained within each of the locked rooms.  To reach the first key from the start of the game, head down the hallway to the left (past the octogonal pillar), this path should wind a bit until it comes to a dead-end with a skeleton and one of the   intact grandfather clocks.

One of the other problems that I was unable to rectify prior to the deadline was the camera system, which had a tendency to wobble during  encounter with the transparent ghosts, due to constant over-corrections with the lock-on system.   Hopefully I'll be able to remedy this so that the display becomes more stable. 

I'm glad you liked the game, and I'll do what I can to fix the issues:)

Wow! Thank you:)

Awesome work, guys!:)

I hope you guys continue with this project.  I can't wait to play more of this game:)

Thanks:) Yeah, I gotta admit I have quite the affinity for "Nightmare Creatures".  It was also the main inspiration behind my PS-themed title, "SNAILS".

I'll see what I can do.

I won't be permitted to institute any further downlaods until after the rating period is over, but I'll give it a try:)

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Thank you:)  Nice playthrough:)

Thank you!:)

Yeah, the volume is pretty harsh, at this point.  I should be able to apply the appropriate audio sliders after the rating period for the jam is over.

Wow! Thank you:)  

I can't wait to participate.

Thank you!:)

Yeah, I'll definitely get on revising the game page, so that the text is more legible ASAP.


Thanks again for the feedback:)

Thank you:)

Thanks!:)

Pretty much a   flawless entry.

Excellent use of music, sound, visuals and gameplay!  

The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)

Perfect!:)

Pretty much a   flawless entry.

Excellent use of music, sound, visuals and gameplay!  

The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)

Perfect!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

Thank you!:)

Yeah, I definitely need to incorporate changes in terms of bullet speed and particle duration, which I will definitely be implementing after the voting phase is over.

Thanks for the feedback.  Cheers:)

Really fun!

I especially love the intricate and otherworldly design of the creatures  and textures, while the upgrade mechanic and progressive difficulty make for some really addictive gameplay.

Excellent job:)

Wow! Thank you:)

Well, technically yes.  

Although nothing much, at this point.  Just some revisions to the existing control configuration so that it's hopefully more intuitive than before, and some additional bug fixes.

Maybe.  However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).

Some of the areas I have in mind will  be   considerably more open  with various inter-connected paths and corridors, so I would prefer a shooter that enables  considerable   freedom in terms of player movement.

Yeah, I'm still attempting to revise the control issues.  If this ever goes formal, I'll be applying options for the player to manually tweak the Mouse Sensitivity options.  In the meantime, I'm still tweaking the controls so as to apply a reasonable default setting.

The  model of the player's aircraft was originally rendered in Material settings in blender, which applies solid colors rather than texture maps.

OK, good.

OK, that's weird.  The Nieuports were already utilizing textures, so that shouldn't have been a problem.

Perhaps the issue is with the shaders.

I've just uploaded another update labeled: pfalz 1_12.zip   which replaces the standard Vertex shader with the Mobile equivalent.

The original VertexLit was exclusive to Unity version 4 so it's possible it's no longer compatible with later system types or    operating systems.

You can try this update.  Hopefully it will work, but again, I'm not sure.

Thanks:)

Yes, the update is available, it's the secondary download labeled pfalz 1_1.zip.

Like I said, I hope this works, but I'm not entirely sure.

I've just implemented a little update which applies conventional textures rather than Blender-based materials to the plane in question.

The alternate download is labeled  :  pfalz 1_1.zip

This may rectify the compatibility    issue that your computer is having, but I'm not certain.

Hmmm....   That's strange.

As a diagnostic, I just recently downloaded and ran the program, and it appears to be working fine from my end .    I  had also  received some feedback from users in the past of the same variant who apparently were able to play the game without any issues.

I would note that the model in question  applies fixed material settings    as specified in Blender, rather than conventional textures.  So, it's possible that this configuration may pose compatibility problems with certain system types which I am not aware of.

I don't know. I'll have to look into this.  Sorry for the inconvenience.

Thanks for the feedback:)

I can definitely   revise the controls to be smoother and less erratic than they currently are, but the flight model has largely been omitted in effort to be more accessible to casual players.

One of my other prototypes,  Pfalz E.III (which is a nostalgic throwback to early-90's era DOS games), incorporates rudimentary  flight physics, including acceleration/deceleration parameters depending upon lateral orientation, basic stall characteristics  (but no spins), and a certain amount of speed bleeding in hard turns.

Pfalz E.III by Jesse Hamm (itch.io)