Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Electronic Armory

52
Posts
8
Followers
24
Following
A member registered Dec 17, 2018 · View creator page →

Creator of

Recent community posts

This is all great. Lots of extras in the environment to tie the environment together. The voice over is great, but it was hard to listen to it as the timer started counting down and would kill me before the voice over was done explaining how to play.

Trailer was definitely awesome. I loved the menu animations too. Highly customized.

Shooting the Tars was a bit confusing as it wasn't immediately clear that I had to shoot them in the middle. With so many clustered together, it was nearly impossible to hit them to get rid of them.

This was definitely very fun and the theme was consistent. Since you based it on Interstellar, a lot of the Why's are answered. I definitely played this a few times. Mostly to try to beat it, but also it took a bit to hear the voice over and understand it all.

Great job on this!

This was really cool. I didn't actually see the base in the game as it was too far off to the side, but it's cool too!

I was a bit confused on how to blow the tanks up, at first. Would be good to have those instructions in the game itself. I also didn't realize they couldn't get past me, so at first, I tried to run past them, which didn't seem to work either. Eventually, after a few tries and coming back to this page, I figured it out.

Would be cool if this was longer and had more waves. The tank is really cool, but it's hard to see in the dark trench. Also, the night button didn't seem to work and the high noon button looked more like night time. Cool idea though.

You can look into the landscape tool to make the trench a bit more realistic. You can still set up colliders so the player can't walk out of the trench if the sides are too shallow.

It'd be great if the buttons were customized too.

Loved that you used a voice over instead of text for the story.

Wished the UI was a bit bigger as it was hard to keep track of health and bombs.

Great job on this game!

Tricky game! I got through to the final part but couldn't make it back to return to the door since I didn't know which way to turn. Love the camera shake when you pick it up though, nice touch!

I wasn't really sure what I was picking up though to make the door appear. The story didn't quite explain that, nor did it explain afterwards that the door would appear, or the monkey head gave more sanity.

Awesome idea for "health" though with the dark and the torches. There was one play through where I made it back to the torches on time but my health ran out. If that's on a timer, invalidate and clear the handler so the timer doesn't keep ticking. It's quite the feeling to make it back to safety only to have the game kill you a second later!

The idle animation can be a bit more subtle and maybe add in a hip twist and a small head turn. Looks good otherwise!

This was fun and the name is great too! Wish it was a bit longer but it was a bit of a challenge to get around all the nails. I think the jump was a bit high and would have been good to put in some platforms at various heights.

The head on the character looks like it has its normals flipped. You can go into Blender and display those or recalculate them to the outside to fix that. You can also customize the menu buttons. I love the fact you used a UI overlay for the E key to pick up.

Great job on this! I think you have everything covered.

Love it!

Not much to change in terms of game mechanics. Everything is gorgeous and well done. My high score was 103.

In terms of game design, there's a few places in a few attempts where I couldn't cross the river. For one instance, the river was three blocks and all the rafts were traveling in the same direction so I couldn't cross. To improve that, you can look at the last level piece and make sure it won't conflict with the current one. For example, if the last row was a river with rafts moving left, make sure the current one can not also be a river row moving left. You can get more complex than that and look farther back in the history of the level creation and see if there have been a large number or river rows, and if so, lower the rate at which they appear in the future so that everything stays balanced. Also, you can make bigger pieces where you know one road is traveling one way and the other piece, the traffic is going the opposite direction. That was the hardest part about this, was getting stuck and not being able to cross the river.

The story text is a bit long to get through but I love the graphics for the controls. I'd also match the button style to match the colors on your game instead of the gray buttons. Hard to find anything wrong with this game over all. The next step I'd take is put the game in front of people and see how they play it and get additional feedback on how you can improve it.

Such a fun game! Great job on this!

This is awesome. Funny how a few people did Greek myth story lines. I like this story and how you have to find your twin. I was a bit confused on the silver version of the character but quickly understood that it was not my twin that I needed to find. But what a great reuse of the mesh and you even added in a bit of AI. Also, not sure what happened, but I lost health on the first silver enemy, then got my health back with a vase, but second silver enemy I encountered seemed to kill me right away. Awesome game though! The maze is definitely hard and love that you added a voice over, which is way better than a simple text pop up.

The ending happened a bit quickly, so maybe add in a delay and a transition so it's not so sudden and the player can understand what happened. A death animation might be good too and might be fun to create as well.

If you're looking to polish this game up a bit, I'd add in some more props to populate the hallways (vase looks good though!), change the health bar to have an image background and foreground and add transitions and additional graphics for the menus. Maybe use the marble material on the buttons with a border or something similar. Also, the walls are a bit thin, so maybe add in another wall mesh that's thicker, just for those pieces that stick out in the middle of the room to give it more depth.

Great job on this!

Great idea for this game and the atmosphere really good. Reminded me of a few older console games with the wall of trees. Character model was very detailed. You can speed up the animation a bit in engine so the feet don't look like they're sliding. Also looks like the character is floating above the ground by a few centimeters.

I'm really bad with written directions like that so took me a really long time to find the house. Be careful with RAR files as that requires additional software to uncompress.

I love the idea of reducing the time limit by choosing the wrong door, but it wasn't immediately obvious to me at first. Great job on this! Loved playing it!

This was fun! Took me two attempts to beat it, but I didn't quite realize I had won. So it'd be great if that win screen informed me of that. The lose screen was great and loved that the golem fell over.

This might be a bit better controlled via keyboard. As my mouse hit a wall I wasn't able to move any more.

Love the interact animation! Not a lot of people added additional animation states, so I love to see that kind of detail and extra level of interaction instead of things just disappearing. You could add an animation notification so that it only picks up the additional fuel when the golem as bent over, or just add a delay before the fuel disappears. Not a big deal but would add a lot of polish to that interaction. Great job on this!

A lot of work went into this for sure! Looks great and love the extra character animations. The blend space would transition between walk and run a bit better and you'll have to deal with less transitions on the state machine. I do love the idea of the anim notify to actually do the jump. That's probably the best way to do that, since animations change and that timing is crucial but easily adjusted using the notifications. Love the start screen too. Simple but really effective. If you remove the buttons from the start screen, it'd make a great preview image for the game as well. I can definitely see this being a fun and great game if you could make it into more levels. Reminds me of this game too. Awesome job on this!

This is so cool! Love the swinging axes and how they really make it slow going, trying to get through them with that time limit. You can turn off camera collision with them and that'll prevent the camera from moving close to the player when they swing behind them. Sounds are great and the boxes opening are a nice fun addition. They could open a bit quicker but they do match the sound well.

The torches cause a shadow. You can go into that object's details and turn off the ability for it to cast shadows to get rid of that.

Great job overall with this!

This looks really great! Wish the meshes were a bit more complex but the battery looks good. It'd be great to see a UI that was a bit more polished. The 1/1 battery might be better as an icon that lights up when acquired. You might want to show how many charges are left. The progress bar is great, but might be good to show the total and remaining charges.

When switching from the menu to the game, such as pressing "Retry" I had to click again to capture the mouse. I couldn't jump from one platform to another at first but I aimed up and was able to easily get it. Great job all around on this. Such a fun mechanic! Would love to play more levels with this mechanic!

This is great. Love the idea of using this simple character. Screenshot of that character looks wonderful. I don't think it makes sense for this character to jump. The material on this character looks great and is all lined up well and the animation speed is perfect as it doesn't slide. Love the fog too.

Not sure it makes sense to complete the game as soon as the last chip is collected but you could have the player return those to a place to complete the game. Also, the menu and game intro would be great if you matched this gorgeous aesthetic. Great job overall!

Love the various lighting in this game.

The character's animation is a bit slow in respect to how fast it moves across the ground. You can speed that up in the engine or in Blender. Walls shouldn't be infinitely thin since they just look like sheets of paper and disappear when you're viewing them from the opposite side.

Was looking for the developer video.

A lot of great little touches in this game. The field was a bit confusing and dark to get to but the look and feel of this entire game is pretty great and consistent.

This is a great and creepy game. The variable red to dark light is really effective. Love the material on the character and the sheath on the back. Great touches. The material looks a bit stretched on various areas. You can try a Smart UV Project in Blender to get rid of that or add seams to do a bit more advanced unwrapping.

For the menu screen, you can take a screenshot of the game and use that as the background instead of the current color.

Mannequins are super creepy. Some of the walls could be a bit thicker as they look a bit strange since they're suppose to be rock. Love the robotic female voice. Definitely a great little game.

Love the custom page. Love the theme. The whole level is nicely done and very detailed!

I skipped the platforming by walking around the sink on right side. I was also able to jump around the knives on the right side as well but ended up being easier to go through them. It was hard to get perspective on how close I actually was and kept dying without actually touching the knives.

For the jumping and platforming, it'd be great to give the player a bit more control over the character in the air to make that easier. It's hard to do platforming on third person views, so a bit more control in the air would make that a bit more fair.

It took me forever to get to different points and then dying was a bit frustrating since it took so long to get back to the part where I died. On the far side of the stove, there's no collider so you're able to fall through the space between the stove and the counter, but doesn't seem like it should. The burners following a pattern would be more fair to the player but I love that they only turn on when you get close. That island jump was a bit too far away.

Highly suggest you put this in front of people and watch how they play it. You'll find a lot of tiny things you might want to improve that you may not know about or ways that players might bypass what you intend for them to do.

RAR is not a common format and might require some users to download the tool to be able to uncompress it.

Great job on this! This is so cool!

This is great. I love the model. It has a lot more detail than something boxy and the backpack is a nice touch. The character is floating above the ground a bit. If you align the bottom of the capsule collider to the feet, he'll be on the ground since the character will use the capsule to collide with the ground.

The animation is a bit slow for the speed of the character. You can speed up the animation in engine or with the animation itself. You can of course slow down the character's movement to match the interaction.

For the future, I'd question why the ship is so tall for such a small character as well as why they're escaping instead of fixing the ship and escaping to where? As the health and stamina get low, there could be a visual or auditory indication of that.Just a few random questions that ran through my head. Great job!

This looks really good and I love the moving sun, the creatures, the ladder back up and the spear. It might be good to remind, in game, how many more items are needed, just to remind the player. Story is fun too. Great job all around on this.

Love the cracked helmet in this and what a good idea to use that as a reason for the timer and end game scenario. Love the hole in the wall as well. Level looks great and could have been a bit bigger, but it's a small spaceship so definitely makes sense! Great job on this!

This was great. Definitely a lot of work went into this. Love the invisible platforms. What a great idea. I also loved the sticky feet area to increase the step height to the final part. A lot of really cool mechanics in this as well.

Great use of additional assets too and would make a great puzzle game if you built out additional levels. Great job!

This is a great idea. It was a bit confusing that I needed to balance out the pickups, even though it was in the instructions. I thought I was trying to get rid of the heat bar. It might be good to show the bar or screen as getting colder or hotter to show it's getting dangerously close. But otherwise a great game for this.

Good job on this. This was a fun little game. It wasn't exactly clear that I had to get to the top of the level but also, there wasn't anywhere else to go. I did try to double jump up the wall but that was slightly out of reach, so that was good level design since it was then pretty clear you wanted the player to use the platforms.

Love the modifiers to add speed and the double jump. The pits would have been nicer if they had sides to them to add depth. There's also a few light gaps, likely due to meshes not being snapped to a common coordinate.

I saw there was a new Saw movie coming out. The intro is good but you can break it up into another paragraph or more to make it easier to read since it's a lot of text. Players don't usually read a lot so you might also want to break it up into smaller pieces either through a skippable intro or as they're playing the game.

Rest of the game looks really cool. You should probably make those swinging axes a one or two shot kill as it seems like they don't do very much damage. But great idea overall for all of this.

This is a lot of fun and pretty difficult with the low lighting. The light is a bit harsh and would look better as a softer light, also with a reduced radius. The health might be a bit too high too and a bit too easy but great job on all the obstacles and their movements through this level. There's a lot of little extras and this and everything looks good. Can't wait to see the next one!

It would have been pretty easy to just make a longer corridor, with a bunch of different lasers at various levels to make it take longer and more interesting with various turns. You have two different pickups only based on color, not really that different though. You also needed two different custom models but these are basic shapes that the engine provides so it would have been nice to see something more interesting even if basic.

This was so fun! Love the llama model. Maze was pretty tricky to get through. I found the flower first but didn't realize I needed the key, even though it said to unlock it. Love the particles.

You should make a level with just pedestals and vases that you can crash through, as that would seem to be pretty fun.

The wall texture is nice but isn't seamless so that sticks out a bit.

Definitely a great game and can't wait to see the next one!

Creepy game and very hard to see! You should have some people play this while you watch them as I think you'd get a kick out of that. HUD is a great indicator of what the player needs to do. So many cool little things in this one. I like the use of the flashlight and the charger. Would be cool if the intensity of the light got dimmers as the battery discharged. Great job on this!

Trailer looks awesome. Great job with that! Game look and feel is really attractive.

Menu transitions is a very nice touch. I finished the game in with a few seconds over 2 minutes left. Might need to make it harder! I also wasn't exactly clear on what exactly I was picking up since I hit the E button pretty quickly and the message to pick it up disappeared almost as fast as it appeared. So maybe display what was just picked up. I also wasn't sure how many objects I should be looking to collect. In these types of games it's important to relay the information in such a way that a panicked player can easily get that info. But this game is so well polished I can't wait to play the next one!

What a creepy game. Great job on this! Your walls need to have depth and they're also getting culled since they're only plains. So as you exit the room, the walls disappear. There's also a wall at the beginning that's missing. The platform at the end with the trees, that doesn't have walls, could be made into a cliff or something instead of a square platform. Can't wait to see the next one!

Fun replacement of the default gun. I didn't exactly know why I was shooting the targets but definitely was fun. You can make the pits have walls and depth as they were a bit confusing on what they were exactly. Great job on this!

This looks pretty good. For the walls, make sure you give them depth instead of flat plains as they look very strange in some places. They're cinder blocks so they should have a depth to them. Maze was pretty confusing. Game shouldn't be this large though with the number of assets in the game. Great job on this!

What a trip of a game. Was a bit confused on what was going on but super fun. White brick walls look awesome as well as the other textures. Definitely a great idea for a game.

Definitely a scary one. Not having the light makes the jumping a bit nerve wracking. Textures and everything look good and match the scene. The sword in the stone is a nice touch as well as the win image at the end. Maze is pretty confusing, especially since it's dark but the flashlight is a cool addition.

This was a ton of fun. I wasn't really sure how to escape though and I kept dying, but wasn't really sure why besides a time limit. Took me a few attempts but finally got it. What a cool ending!

The buttons are a bit hard to click since the text seems to block the hover and click state. Make sure the titles are children of the buttons so allow the click.

Also, can't say I've ever eaten at this fictitious restaurant but I'm glad I haven't, after reading that note!

This looks great. Love the intro with the librarian and happy to see the font you chose is perfect. The maze is crazy and I can totally see a library having something chaotic like that. The key has that very arcade look to it, which is cool and I like how you make it float up and down and rotate, as well as glow.

I like the idea behind this but it's a bit morbid! The bikes are a bit hard to see so you could angle the camera a bit to get more of the profile of the bikes. Great first game!

Everything looks great on this one. Shadows are a bit distracting and the movement of the ship is way too fast, but love the reimagined take on an old classic.

Great first game! Asteroids look good and the ship model is awesome. Would have liked to see the background expanded to fill up the screen and the shadows are a bit distracting. I like that you added shields but was hard to tell that's what they were without feedback. Looking forward to the next one!

Game is looking good. Love the initial menu screen. It's too bad the background in the game is not textured. Also looks like some issues with the normals on the asteroids as some of the faces are being culled out. Looking forward to the next one!

Definitely one of the better first games. Not a top-down game but this is awesome. Love the ship rotating on turning, background, asteroids and almost seems impossible but definitely beatable with enough practice. Great job on this one!

Love your spaceship model with the emmissive material for the jet. Asteroids look great too. It'd be cool to vary the rotation and speed of those to get a bit more variety from the single model. Everything looks great on this one and great job on the first one!