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Eric Baumhover

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A member registered Oct 05, 2019 · View creator page →

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Minimap Code: https://pastebin.com/WLtcJMcg

Basically all it does is find specific types of Collision in tilemaps to determine pixel color. Does all collision, makes a huge image, then uses an atlas texture to move around it.

Godot Engine indeed! Also thanks for the feedback.

Input not registering sometimes happens if you don't click on the game window. If it still happens after that, I have no idea. Probably an engine bug that I would have trouble fixing.

You gave me some feedback so I'll return the favor.

Honestly, doom style graphics and visual novels are two things I have zero experience with, so I'm not going to discuss those parts, BUT I do have stuff to say.

1. Music is integrated well and it seems like you put work into making it feed in and out. I was actually surprised by it an started enjoying myself when the first fight started.

2. Once I figured out how the enemies health was displayed(the glow) I appreciated it immensely. Minimalist UI while still giving the player information through other means is something I always like.

Other than that, all I have is this: I had fun and did not feel my time was wasted, which I cannot say for some games I've payed for in the past. Doesn't mean its good or anything, but fun is the most important thing for me with games and your game had some. I could definitely criticize a lot more stuff, but I don't feel like I have an actual grip on 3D gamedev, so I'll leave that for other commenters.

Also the MSPaint style is kinda hilarious in both a good and bad way. Even doing it for the UI is the best part.

Not going to give as big of a response as previous but here goes:

Slide was originally the primary form of conserving speed, but do to the addition of jumping out of a dash, it is kinda worthless now. I am probably going to remove it because it has caused too many problems.

As far as landmarks and layout go, I was using a very minimal tileset when making the level, so making landmarks became almost impossible once I started detailing everything. Too few tiles to use, and my attempts at making landmarks kinda failed. In the full game that shouldn't be a problem, but I'll edit the description with some hints.

As far as developing further goes, the prototype has fulfilled its purpose and I feel that I can take this project further, but updating the prototype wasn't originally part of the plan, but I'll do updates near the end of the jam. I wanted to get something out sooner in the case of stuff like this, but I'm busy till like Sunday so thats probably when I'll fix all this stuff. Don't want to leave it like this.

Thanks for the reply, and thanks for being honest, it means a lot.


About the character being difficult to control, there are plenty of things I am too used to from working on it that I really needed to test on new players, so that is the main purpose of this submission (thanks for figuring that out)

Wall jumps being sticky is kinda a problem I'm still figuring out. I changed it last minute because I worried jumping off walls would be to hard, but I think I over did that. 

The slide (if you even used it, nothing in game mentions it) is kinda annoying because the only way to cancel it is with a jump. Probably going to add a way to cancel it with an opposing input. Also it really should only happen when you have enough speed or give it should you a boost if your going to slow.

Other things being problems are the interactions of dashing into a jump. If you didn't try it, you should. Mixing Gunvolt and Celeste leads to absurdity. Dashing diagonally into a jump has some intentionally massive speed boosts, to a level I'm not sure about now.

That leads into your other points which I absolutely get. 

First thing of note is enemies and obstacles in future stuff. Biggest thing there is that with the character being based of Copen from Gunvolt, dashing into an enemy will not harm you, instead being a means of readying for an attack after bouncing off them. Mixing this with hypers and wave dashes with Celeste means you are putting yourself at risk by jumping out of the dash, meaning its not a good idea if you are going to slam into enemies. 

Stuff like spikes and lava will be kept to a minimum because they don't mess with the speed factor of the game.

 Also, the speed is intentional. Not to go into more detail than I already have, the core of the game I am making is a Metroidvania based around speed, and designing all aspects of the game around that speed. Precise jumps are likely not going to be something that is required often.

As for the level, it was made for this jam and it isn't great. It tested and proved some experimental engine edits I'm working on, but other than that its kinda garbo, has one good moment, that's it. I can only recommend playing with sound. You'll know if the level changes that way, big ol' rock breaking noise. (I didn't want to add screen shake...)

Also, when its voting time for the jam, do take another stab at finishing the level, the one cool moment is the end.