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David Snopek

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A member registered Mar 15, 2019 · View creator page →

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Really cool concept! It makes me think of TABS. Great art, and lots of different cards and units. Great job!

Unfortunately, I think the "deck" (pun intended!) is really stacked against the player - I always got totally destroyed. Although, strangely, I couldn't fully lose either? Like, they'd kill all my characters, and get to my castle and endlessly attack it, but I'd never get "game over", I'd just have to reload the page.

(Also, it's always nice to see a WebXR build!)

Haha, that was great! I laughed outloud a whole bunch of times :-) This had a feeling like "What the bat", especially as the things evolved (like with the moon), and a little bit of Superhot vibes (the in-between area) in the last puzzle. Anyway, wonderfully done! A perfect take on the theme

(It's also always great to see a WebXR entry :-))

Very cute idea! And I liked the Law & Order parody. :-) Nice interrogation room too - the banding on the light, I think actually helped with the aesthetic - I'm not sure if that was intentional or not. Overall, great job!

However, I had a lot of trouble figuring out what the state of my "suspect" was. The countdown to sleepy time was clear, but I couldn't really figure out what the different facial expressions meant, and never managed to get a confession. A little more feedback would have been nice

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A nice little shooter! Great work :-)

A little more feedback from the enemies would been nice. I couldn't really tell when I was hurting them or they were hurting me. And I kept picking up the health, but I never really knew how much health I had.

It says you used Godot 3.6? Was that in error? I know the selection was weird/broken for a bit. But if you did use Godot 3.6, I'm curious about why not Godot 4.x?

Wow, a very polished experience! Really great art, both the 3D environment and the 2D booklets. Very cool concept. This one felt like a fully realized game! The only thing is that it would have been nicer with snap turn, rather than smooth turn.

In the end, I didn't find all of the memories, but I did manage to make it back to the house. :-)

Ah, that sucks. It definitely hasn't gotten very much testing on Pico. Thanks for making the attempt in any case!

Thanks for all the details!

> Regarding Shared Spatial Anchors, just FYI, Meta now apparently supports group-based spatial anchor sharing/loading, which has fewer requirements than user-based. I haven't seen support for this in Godot yet, but maybe I didn't look hard enough

No, unfortunately, Godot doesn't support this yet, but it's something I've been wanting to add!

It's so cool that you made a co-located multiplayer experience! There really aren't enough of those, even among commercial apps in the store.

How did you get the "invite a friend" thing to work? I didn't previously notice that in the API - is it the `MetaPlatformSDK.group_presence_*()` functions? I did a co-located multiplayer game once, but I used a room code system to get connected (but still had the users login via the Platform SDK, so they could share spatial anchors).

Anyway, very cool! And a super impressive thing to build in only a week - playtesting co-located experiences is notoriously hard :-)

Thanks for giving it a try!

Sorry about the gesture recognition issues. Sometimes it works great, and sometimes it has problems. I'm going to keep looking into it post-jam because I'd like to be able to make more games with gesture recognition.

Thanks! I'm glad the gesture recognition worked well for you.

> I'd love to see the multiplayer in action. Do you have a video of that?

Heh, well, I have a video of testing it with my daughter, but it's mostly her dancing and not really focusing on the rock-paper-scissors part. :-) I'll see if I can find an adult to playtest with me, because it would be nice to have video of multiplayer for posterity

Very clever idea! I only tried the single player - nice to see that someone else attempted to tackle multiplayer too. :-) Great environment - cozy. Along with MikeFrom1974, I actually liked the music and thought it fit the game well.

This is a quite challenging game, though! I didn't manage to make it very far on any of my runs.

Great work!

A nice little puzzler! Good evolution of mechanics.

The one thing I could maybe have done without is the smooth locomotion of the player: every level starts with needing to slide forward like 2 meters which, even with the vignette, was a little comfortable. I feel like it could have been a stationary experience.

In any case, great work!

Such a silly and cute idea! The art style is fantastic, and a stretchy wiener dog could not be implemented better. :-) I particularly loved watching all the old recordings running around the dog park. Great job!

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That was great! Binary is a very clever take on the theme, and the user interface as well as the instructions were very well designed. The confetti at the end was a nice touch!

As far as the gameplay: I personally really enjoy programming in 6502 assembly - it's what I end up doing when I'm burnt out on all of my usual projects. So, I really enjoyed this! (Although, it's much more like programming with a machine language monitor than assembly - but given the very simple instruction set, it wasn't nearly as annoying as that usually ends up being :-))

The one note I would give is that it would have been nice to have the ASCII table on a separate object. I almost didn't realize it was there, and was going to end up opening one on my phone. But once I knew it was there, actually flipping the page over was kind of painful, I had to contort my hand around. Anyway, a very small thing.

Great work!

That was wonderful! You really captured the visual feel of Superhot, and the levels were well designed. I always felt like I was racing the little enemy dudes and juggling a 2 things at once. Great job!

Thanks for giving it a try!! Nice video - I really enjoyed getting to watch you play it

Thanks for giving it a try!

Sorry it was frustrating. :-( Sometimes the gesture recognition works great, and sometimes it has issues - I'm going to see if I can improve it some after the jam, because I'd really like to be able to make more games with gesture recognition

Sure! I just made an "as-is" export for Pico 4. It's stuck with some crummy hand models and I only tested it for about 1 minute - so it may not work all that well :-)

After the jam's voting period is done, I'll do some more work to get it working better on more platforms. I had really wanted to support Pico 4 and WebXR, but just ran out of time :-/

Great stream! Thanks for playing it :-)

> I do wish there was a way to restart a level, or end it early.

You should have been able to bring up the pause menu by pressing any of the face buttons on the controller. Which controllers were you using?

Great video! Thanks so much for playing it :-)

Thanks for playing it!

All the levels should be completable while in a stationary seated position. Do remember which one it was? It would be nice to know which one we didn't quite succeed on that with :-)

Love the art! I enjoyed the variety of options for moves. However, it was very hard - I did ~10 runs but rarely made it through more than 1 room

There may be a better way, but clicking on the player character brought up the menu for me

Thanks for playing!

Yeah, the balance of everything is pretty bad, because I kind of never got a chance to do any balancing :-)

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Thanks!

I'm also disappointed in how little content I was able to make during the jam, but that's how jams go. :-) I do intend to continue on this idea, although, not right away. Whenever I'm playing Stardew Valley, I'm constantly thinking "this would be great as a roguelike" so I'd love to eventually see it fully fleshed out

Thanks!

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Thanks! I was able to get it working with the WebXR version, and it even ran fairly quickly, at least compared to my expectations after you explained that it is really slow.

The best object I got was this very cube-ular apple:


Very cool! We are on our way to the holodeck :-)

I also tried asking for a house and a heart, and neither of those actually looked like the requested objects.

And all the objects it made seem to have their normals flipped and/or their vertices wound backwards, such that I see the inside faces of objects and the outside faces are culled. I don't know how much control you have over that, but perhaps you need to invert the normals and/or reverse the winding order of what the generator gives you?

Anyway, I hope you keep iterating on this! I'd love to see a more developed version. And, I know it probably isn't easy/cheap to host the server, having it as a WebXR experience really makes it more accessible than with all the setup.

Thanks!

Thanks!

It was my hope that folks would naturally figure out how to do the gestures, but perhaps it needs something a little more tutorial like.

Thanks!

Thanks!

Really cool vibe! Great visuals and music (although, the music stopped completely after a little while). It took me a bit to figure out, but the level made very interesting use of 3D space, in a way that most games don't. Finding some of the "platforms" to put the crystals on was tricky, but I prevailed in the end :-) Well done!

Really great retro arcade vibe! And who doesn't love shooting stuff in VR :-) Overall it seemed very polished. Well done!

However, I kept having a problem with the gun being stuck facing a weird direction. The first two times I launched the game it was facing backwards, and I couldn't shoot anything. On my third try, it was just kind pointing maybe 20 degrees to the left, and I was able to successfully play. (I was on a Quest 3 using Steam Link)

Really cool concept, and amazingly visuals and audio. Those particle streams! This is such a zen experience with a fun sandbox to play in. :-) I definitely think this could be built out into a very interesting full game. Great job!

Very cool concept, like VR tower defense! Even though it was simplistic, the art and the environment looked great. There was a nice game loop of observing and tightening up the defenses. Well done!

The one thing I struggled with was turning the pages in the book - I never quite got the hang of it, so I never had the right "spell" active when I wanted it.

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Really unique concept, I love it! The breath visualization worked perfectly for me, that was very cool, and it made remembering where I was on the breathing a little easier. And, in general, the environment looked really nice. Great job!

UPDATE: I just saw that you wrote it doesn't work with inside-out tracking like on the Quest, except I played on the Quest 3 (over Steam Link) and it worked great for me!

Great job! The environment looked great. I was really surprised by the unicorn - I kept jumping, because I was expecting something evil to happen, but it never did :-) The 3D photos at the end was really cool! I didn't think that was possible in Godot because there isn't stereo rendering to a viewport -- I'll check out your project files later to see how you did it :-)

Very cool! The art is great, I especially like the way the fire looks when you punch it out, as well as the environment. The voice over is a very nice touch. :-) Getting surrounded by the enemies is very intense, though!

(I ended up playing on Windows - I haven't had a chance to try your new Quest build yet)

Great effort! Submitting a working game by the end of the jam is an accomplishment in itself. :-) And the environment and art is quite nice.

For comfort, this game could really use a snap turn. Oh, and I couldn't figure out how to make the enchantment table work - it seemed to recognize  the items I put on it, but I couldn't get it to do anything.

Thanks!