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FilsCorporation

53
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3
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A member registered Apr 19, 2020 · View creator page →

Creator of

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Yeah, it seems like a common problem for my game, I didn't scale UI well(( that's why you shouldn't upload in the last minute

Thank you for kind words) yeah, UI bug was so frustrating to discover right after I made build minutes before jam ends, of course on unity it all worked as intended.

Hey, thanks) sad I didn't put enough time in playtesting in the end) it still should be possible to build better ship while collecting scrap

Thanks) UI was a bit bugged after I built final version. Some player info on the left should be reworked for sure, agreed

Well, I probably should've playtested it more) sad everything was done in the last moment. Thank for ccomment)

Thanks) Yep, too bad I had 2 road trips popped out unexpectedly in three weeks this jam was going)

Whirlpool has some inactivity time after it get spawned so you can move your ship from its area. If it is harbour - you probably should wait) Anyways, it's unexpected sea in the end))

Thanks for reply) yeah, I was told that restart button doesn't work, probably some webgl build bug, gonna check, it should just reload current scene 

I will appreciate it)
https://itch.io/jam/brackeys-4/rate/725011

The game is actually pretty challenging to play in a good way! Good pazzle design

Pretty cool mechanics to fit the theme! Graphics and postprocessing are well made, amasing work in this short amount of time!

On my way rating yours, here's mine: (5 ratings left))

https://itch.io/jam/brackeys-4/rate/725011

Thanks for feedback and detailed review on a game. Glad you gave it a second try after freeze. The game supposed to be heavily reliant on rewind to fit the theme, I actually tried so you can't complete it without using it - the reason I made mines and random enemy placement. The idea with shadows is good, but I think if I could make sounds for this game in time it already would be easier to spot the enemies)

Thank you for the kind words! Yeah, light and shadow was probably the biggest part of this project)

Hey! Thanks for reply, i will try to recreate bug in level 2, for me it worked. I will check your project later)

Thanks for kind words)

Thanks for reply) you're not the first to report that bug, gonna look for it)

Maybe you ran out of time? For example if you shoot hostage, you can't win anymore, but it wont say it for you) Anyways thank for reply!

Great art style, but really too much effects, getting hard to play game for a long time.

I mean i shot the bullet, then did nothing, but the monster "stepped" on it and died.

Building simulator) nice game, was fun to play. Should extend theme with more puzzles.

Completed last 2 levels with -1 rewind) Really fun experience. Appriciate fast restart in the games like this, putting player in the right place sometimes was hard. Good job!

Love the art style, and the way enemies fade away on distance. Nice idea for mechanic, kinda bumerang, really fun to set up traps for monsters with that. Not sure bullet should damage them when static though. Well done!

Yah, its jittery probably becouse i made camera to focus not on player, but slighty with offset to where he was facing, to allow you to see ferther, probably not a greay idea) And aiming is actualy not precise, you are right, player aims to the mouse position, but the gun is slightly to the side of your hand. Respect for you for paying that much attention)

No, i didn't. Used restart when failed, thats why thought that lift is redundunt. 

Thats what this game is all about, looking into corners)

Thanks for detaild reply! Yes, i found that bug minutes before jam end, as always) Sound was planned for sure but couldn't get it in time! Didn't understand unresponsive controls, are you talking about movement?

Generating mesh from rays that collide with walls. Then draw it and apply as mask to only draw enemies and NPCs that are cover by this mesh.

https://github.com/filscorporation/Rewind

Gotta watch your sides and use rewind when killed)

Physics materials in Unity are often solution to climbing walls)

Speed of increasing complexity was good, just slightly dissapointed that was not enough space to explore the mechanic)

Simple aproach on the theme, but still a complete game. Hitboxes for some spikes are wierd though

Such a polished and finished game. Kinda popular way to use theme, but great implementation. I really like graphics. But the wall jump was hard to control, too much velocity from the wall.

Well, can't really see where the theme is implemented. Other than that maybe would be good to freeze rotation, keep horizontal velosity when jumping and overall rework player controller. Anyways, good attempt!

Wow, really fun and complete experience! Btw what was the point of button and lift in level 5? Level can be completed without them just by recording and playering your jump) Anyways good job!

Really cool idea! For me i whould like to see it being harder - most positions in "rooms" are reachable from just jump so teleporting with physics have no real use. Anyway well done!

really familiar art style) and music is satisfying, don't know how it was made. Game loop need some changes but overall pretty good!

i've got the movement mechanics, but what was the goal of the game? and why is players mouth open?)) (btw you got unity text lost on the screen)

Really good! Would love to see more theme impact there, besides inverting tutorial. But the amount of polish is nice.