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GabrielRRussell

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A member registered Apr 12, 2021 · View creator page →

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https://gabrielrrussell.itch.io/septiny

Yeah, I wanted to include more details on the ingredients, what they do, etc, but I didn't have enough time to properly learn how to implement those features.

This is in general terrible advice. NDAs are much more legally binding compared to a EULA. You can get in serious trouble for breaking an NDA.

While I love the idea of a 3DS Jam, unfortunately you aren't allowed to distribute software made with the Unity 3DS port, as that software and it's exports are distributed under NDA, and doing so would be breaking that NDA opening you up to potential legal issues.

I highly recommend instead you have people use the open source homebrew toolchains, software and games made with those can be freely distributed with no issue whatsoever. 

https://www.3dbrew.org/wiki/Main_Page 3DBrew is a GREAT resource for developing homebrew titles.

That's something that I would have changed but I had limited time working on the game (I was busy with IRL things at the time), so I was mostly just trying to keep everything stable and not falling apart hahaha. Next time though I'll definitely be taking care of issues like that properly.

I beat your game. I noticed a few issues. I like the idea of a rather floaty platformer + run and gun combo, but there's nothing to shoot at to complement the style, so it's just precision platforming by itself.

I also noticed that it feels like you used a capsule or sphere collider for the player, as sometimes you can fall off the edge of platforms without using. 
I recommend using a box collider to prevent issues like that in the future. There also is no terminal gravity, meaning you can't run off of platforms without your gravity being extremely high compared to the expected rate.

I enjoy the music, and the art style is pleasing, although the background and tiling could use some touchups. I think if you kept working on this it could turn into something really unique!

Yeah, I'm not exactly experienced with developing a platformer but I took a lot of the knowledge I knew about other games and their tutorials! The way I structured the Days made it super easy to slowly build on concepts. I think I struggled the most with designing the days 3/4/5 since they're kinda in the middle of difficulty. Day 6/7 was fun to make because it was basically a test of your precision platforming skills. 

I was worried that players might miss the fact that the Boots allow you to double jump, but I didn't have the time to properly add in any type of visual cue nor an explanation, so I just hoped that by forcing the player to use that mechanic they would be able to figure it out. 

Thank you for the review, it means a lot to me! If you have any other questions please ask away!