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Emma

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A member registered Jul 29, 2015 · View creator page →

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Thank you for playing, and for your kind comment~!

I also hope I continue development n_n;

It very much does~

The Secret Life of Probes is an idea I've had for a while, but reading 17776 made it easier for me to do a little bit of writing (something I'm not very experienced with) for this game~

Oh and it's worth noting that since I'm actually rendering everything at a lower res, rendering POINTS means you get nice big pixel-perfect dots for stars - then a bloom filter on top of that and you get the really bright stars blooming up :)

Hehe, I agree, cats are the best~

Thank you for your comment :)

Hi! Happy you found the game beautiful :3 There's not a lot of story, so it's good to hear you enjoyed what little there was, as well~

As for rendering the stars, you can see my reply to botmark below :)

Thank you so much for your kind words! I'm glad you like the art style, it's kind of half the tech in the game :p

As for the dot-stars, technically you are visiting individual stars that dot the sky, but there's some trickery going on with separate scales for solar systems and the starfield as a whole. With a different interface, you would certainly be able to visit any one of those dots and get a unique and deterministic solar system :)

I render 8×8×8 "blocks" or octants each with 4096 stars;

An octant is given a seed based on its integer position in the galaxy (one octant unit = 256 unity units).

This octant seed is then used to hash out three coordinates for each of the 4096 stars, roughly like

pos = uint3(hash(i*3+0,seed), hash(i*3+1,seed), hash(i*3+2,seed))

The hash functions at the core of the game all support seeds for the hash as well, meaning each seed gives you another 4 billion hash values. It's not the highest quality hash, but certainly higher quality than causing any visible structure to the starfield generation~

Each dot-star's position is then used in a 3D hash function in the same fashion to generate each solar system as you travel to that star.

The 8×8×8 grid of octants each have positions and vertices ranging from (0,0,0) to (1,1,1), and I simply scale the entire starfield by 256 at the end to throw the stars faaar away.

Finally, the entire starfield is kinda parented to the player in such a way that when the player moves right, the starfield moves with them - avoiding the parallax that would give away their real distance of maybe a few dozen metres.

(Note: the 1D hash function's seed parameter is not exactly great, so if I don't vary the value as well, structure will emerge. The 3D hash function is great with any seed and any value, though :)

Thank you, I'm glad it hit something like that~ :)

Thank you for playing the game, I'm glad you liked it :D

Yeah, making solar system flight also align the ship was a stretch goal I didn't get around to, sadly - as for the clipping through planets and stars, that's ... hard to fix so I'd probably just hide it with some visual warp tunnel effect instead :p

Maybe I was doing something wrong, but the horizontal velocity gets zeroed when I change the gravity so I ended up getting stuck - probably just couldn't figure out the puzzle owo~

Either way, what I did see of the game was really neat, the dialogue is quite cute, and the idea of flipping gravity reminds me of one of my all-time favourite games, VVVVVV

Also cat yay >:3c

This was really well put together and quite a fun story~!

I really enjoyed playing "the same sequence" with extra stuff to do to win~

Now I'm left wondering what really happened :)

Thank you for your feedback~

By your comment, I am unsure if you figured out how to turn off the SSP and conclude the game~ but super happy you enjoyed the game either way :D

I love six degrees of freedom, and this casual take was wonderful to play.

Exceptionally polished for a jam game, with a banger soundtrack ~ great job~!

(I got to 18~)

First off, music is immediately banger, great job on that~! Also main menu is super polished and the fact that you have one with settings is awesome!

I don't think I'd call the game a bullet hell though, it feels more like a shoot-em-up, I'm not quite sure why - maybe because there aren't that many bullets and they don't go off in all directions?

The screenshake is really neat, like quite subtle for small things yet with the potential for more shake, I like that~

There is so much to like about this game, the varied enemies and shots (bombs etc.), the funny death messages, the unknown cheat code entering~ very well done.

One thing I noticed is, there is never a reason not to shoot, so binding it to a button that functionally should be held at all times is kinda tedious. You could either always fire and not use a button for it, or have firing not be the optimal strategy all the time - like slowing you down while you're firing, or something like that~

All in all, a really solid entry - thank you for sharing this with the world :)

Ah, I'm glad that you find the vistas mesmerizing, that's really cool~! Thank you for your compliments, and thank you for playing the game~!

I'm happy you liked the graphics, a simple dither shader does so much for the aesthetics - separates it from other simple unity game scenes, I suppose? n_n~

Thank you for your kind words uwu~

Admittedly, a lot of time was spent on graphics and aesthetics, which kind of shows in the (very) short amount of story that was time left to put in~

Wow, that's kind of you to say. Thank you~!

I'm very glad you liked the shaders I put in, they were fun to make :D

The music was made by my co-conspirator, I'll make sure they get your comment :)

Thank you so much for your wonderful comment, it made me happy n_n~

It is working. Does the button not work?

<3

I see! That's really awesome - I've been working myself on making ECS/DOTS (with Jobs and Burst) work in WebGL, which was an ordeal especially because the Hybrid Renderer does not yet support WebGL so I'm using Companion GameObjects for now (with all logic applied to entities and just the transform of the GameObject synced every frame).

There were a few other gotchas if you're interested, but at this point your approach seems way more feasible (also for not using preview packages~) Good work, thank you for sharing~!

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Does this build for WebGL/run in browsers?

This is an exceptional jam entry. Everything is very consistent and polished, the concept is brilliant, the gameplay is enjoyable, the colour schemes fit well together, the music selection sets the mood... yeah~!

Overall a truly great jam game, thank you for submitting~!

It's a very hard game, probably could have used a bit more telegraphing or zooming out so you can see stuff before it hits you. Quite punishing to be sent back to level 1, too :p

As well, some of the sprites seem to have linear filtering instead of nearest neighbour filtering, making the pixel art blurry~.

Nevertheless, the game works well enough and the core gameplay loop is functional. Thank you for submitting~!

A decent idea for a jam game, and congratulations on your first successful Mini Jam submission~!

There are a few janky behaviours with the movement controller, as I'm sure you're aware, and I did end up getting cornered by a crow and having to quit the game~.

Overall, though, the game is a good entry for the jam, thank you for submitting :)

Very enjoyable and pleasing to play. The refuel scene is a really neat touch, and reminds me of Solar Jetman for the NES. The astronaut sprite is also really cute~!

I personally have gripes with linearly interpolated pixel art, so I would've preferred nearest neighbour scaling for the sprites, but that's not a big issue :)

Solid core gameplay loop, sneaking around dodging bullets and firing was fun.

Audio was simple but neat~

For 12 hours, this is really enjoyable and nicely presented, with vibes from both Hotline Miami and Thomas was Alone. Good job~!

A few observations:

  • As others point out, the screenshake effect ends up being quite jarring because the effect is strong and doesn't resolve cleanly, meaning the camera teleports back sometimes several times per second.
  • Since there's no reason not to fire as quickly as you can at all times, it might be worth implementing a held autofire (or just always be shooting). Alternatively, there should be a downside to shooting that discourages doing it 100% of the time~.
  • As far as I could tell, there is no indication of your health, so it might regenerate slowly but I have no idea when that happens.

https://elyon.itch.io/the-secret-life-of-probes-prologue

I'm not a big fan of apples, but this was fun to play. Simple but solid concept. Music was awesome!

+1 for not having red apples, those are the worst :p

Took a while to be able to "win" consistently, but the flow of things made me keep going :3

Nice variety of crops. White text was a bit hard to read in winter, and the game was punishingly difficult at first, but it was worth sticking with it I feel :)

Sound effect for season changes was a bit aggressive on my ears, but I appreciate that there's any sound in the first place :)

Main take-away: capitalism is bad uwu, and give my compliments to your cat for this game

Having an installer instead of using itch's capability of launching zipped Unity games directly from the itch app required unnecessary effort to get the game running. A web build would have helped, as well.

I'm not quite sure how seasons fit into all of this, but in fairness they don't strictly have to.

Nice that you got audio into the game~ And the various sprites are very identifiably enemies, earth, etc., good job on those~

As for the gameplay, I found it pretty hard to get the "orbit-bullets" (?) to go even remotely where I wanted them, meaning I could only comfortably manage around 40 seconds before my sun died :(

That said, the game was enjoyable enough for me to play a few rounds trying to improve my score :)

This was a super fun puzzle game, amazing that you made engaging and meaningful and balanced puzzles for a game jam, it's really good (I made it through to the end!)

The graphics are very consistent and neat, as well.

Overall a great game, start to finish. Good job!

Yeah this was a simple but solid game!

The art fits well together considering how many artists were involved, and I do love me some parallax scrolling :3 Music was great and fitting, too.

I could definitely see this as a neopets game :3

It worked well enough for me in the itch app~

This is a neat little game that unfortunately crashed for me after a while on my second planet.

The art style is nice, and it's impressive how you managed to have three different mechanics in one, basically – exploring planets for resources, crafting fuel and spaceship, and then also going to space to go to different planets. Nice~!

Glad you got it working! For some reason it still won't install through the itch app, but it works well enough when downloading the zip manually~

As for the game: The fact that you made these things yourself and managed to submit within the deadline is really cool!

There were a bit too many busters of ghosts for me to play for very long before dying :p but the effect where the person's spirit leaves their body when you catch them was really nice~!

Too difficult to do much in, but the idea is fun and works well~!

A great idea, executed really well!

I got pretty far but then the other cheerleaders had the audacity to start mixing moves, how dare they~!

Nah, it was a really fun game, the idea works, the art is lovely, the music fitting – overall a very enjoyable game!

Cute little game. The note for your professor helped build the character, I wouldn't tell people to ignore it~

Nice sound effects and music~!

Love the art, such cute animations and the "speech" bubbles are a really nice touch.

Wall-jumping was super difficult to pull off, and sometimes regular jumps wouldn't work properly~

The immediate controls and small screen size compared to gravity made the game really difficult, but I got pretty far (at least far enough to see the dog!)~

Music is nice, and art really does it for this game. Despite not being able to complete it fully, I liked what I did play :)

Tip for distribution:
If you use .zip instead of .rar, and only zip the game files inside the above-mentioned "Builds" folder, the itch.io app lets people install your game directly from the app :3