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hertzrat

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A member registered Apr 07, 2020 · View creator page →

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What exactly is an idle game?

This was awesome. I got killed a few times by things I couldn't see but overall it I liked the scenario and how alien the abilities felt a lot

This was engaging and I felt suspense about whether I'd save my fiefdom or not

It was hard to find free time this february. Thanks for playing! It was really nice working with the artist, she had a set of really cute images for cards I didn't have time to implement too

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Thanks! If we get the chance, we might use some weekends over the spring to add the content we had planned. This month, it was really hard to find an uninterrupted evening to work

Thanks. This jam, my evenings kept getting interrupted and there's about 4 evenings of work missing from it to make it a proper game. 

If we develop it further, we'll let you know!

good luck everyone! May the coffee be with you

Try taking the game file and opening it in Lectrote

Thanks for sharing your idea to load the game file in another engine, I have it working in Lectrode now I think

Shouldn't have affected it, but maybe there was an IsDead check somewhere that broke a logic chain. I will investigate!

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Thanks. Its been a pleasure talking with you. Please feel free to message me on discord any time with any game related topic you find interesting. Your website says you are making a game? Edit, I also see a drive thru rpg link. I was considering making a pen and paper rpg for free rpg day to promote my game. Big tabletop rpg fan, mostly osr these days

Lots of lods. I think it might be draw calls maybe. Do you know if large textures can cause a slowdown? The cpu is pretty busy, could be just sending textures all day slowing down frames?

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Strange, I'm using a 1080 with a ryzen 2700. At 1440p, I never got lower than 50 FPS just now, and ususally it was over 60 or 65, with everything on max. I guess we know its not pixel bound at least. It would be better if the min number was 60

Thanks for all the notes, they are really helpful! After a few more bugfixes or critical features, I'll look a bit more into instancing and whether I can't get the twig people's triangle counts down a bit further without mangling them

Played it with xansd. Framerate was a bit jarring, but it was very suspenseful with a fun and unique payoff. Like warspawn said, it conveyed the story pretty effectively

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Played it with xansd. She'll split the money with me, won't she? Edit: there is one enemy with a looping death animation. The respawning enemies made it a bit confusing to figure out where you had been already. The character controller feels alright for melee strafing, but feels very good for running forward while steering. That's unusual (in a good way) and I bet you could build on that to make a running/movement-driven melee game. I played it a bit extra because it was fun, reminded me of diablo or gauntlet legends a bit

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A few people mentioned the UI acting up. I just wish I could reproduce it. I'll look into it some more tomorrow.

The lighting isn't built, you're right. The lightmap resolutions are leading to some really weird looking baked lights in some areas. I'll try to disable the text

You mentioned lag: what are your computer specs? We are aiming for 60fps+ on a gtx 1060+, although we dip into the 50s a few times when testing here. If you are getting bad performance with an equal or better card, let me know and I'll optimize things better. I think its draw call bound at the moment, so that means some research about hierarchical instanced static meshes this or next week!

Forgot to mention - the sound effects were excellent, not just the music (played it with xansd)

Speaking for myself, favourite game in the jam, but it would be 10x better at a steady 60 fps. Super fun, you should polish it up and sell it for $5-$15 next halloween (depending on how much polish).

Give me a rain check for December when I can get a next major version together?

This had a very strong opening. The creepy door  with the blood was great, and the lightning was well done. We had some trouble getting into the vent for some reason, and found that the variable framerate + turn speed actually gave us a little motion sickness. Besides that, it was neat and the final room was a fun discovery

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It was pretty creepy how the rooms were identical, and the music was working really well. Performance was mostly good, and it was fun. We were not sure if we had finished it, or whether we were just lost, so if there is an exit we were not able to find it. If there was an exit, it would have been helpful to have an explicit "the goal is to find the exit" on the screen somewhere (or maybe we missed it?). The Very Scary room had nothing in it, which we weren't sure if it was a bug or not. Oh - the outside of the manor was very nicely decorated. Overall, nice work!

The menu is detecting the mouse position as being offset up to an inch or so on some machines. Eg, as being higher or lower than in actuality. It isn't happening to me on my own machine and it is the built in ui code, so I haven't been able to debug it yet. Sorry about that

When you say the wicker people didn't attack, you mean none of them attacked at all after you walked to the campfire? I haven't been able to reproduce that. The few standing in the woods are decoration

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Edit: VR removed, I think weirdly, the project stops compiling whenever I try to remove vr support. I wonder why the wicker things did not attack though. Something must have prevented the dialogue from finishing? I’ll look into it, thanks. If you play again, let me know if it happened again.

possibly that joining that jam

Your feedback is extremely helpful. Would you be open to taking another look at it in December after we polish it up a bit?

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Thanks for playing and for the feedback! Besides the effects, how did you find the character controller and combat controls? It definitely needs some vfx  and sfx 

Wizard: We all strongly recommend you go out and watch the movies, they are classics!

Thanks for playing!


there is an unpredictable bug where the world in level 2 loads too slowly and so you fall through it. It’s caused by the voxel plugin. Is that what happened? Usually, reloading once or twice works. If that isn’t it, let me know

For the combat on the island, thanks for the feedback! You can run from every fight except the first one by the docks if that helps. Ill ask you more about the controls on discord

Thanks for playing and for making that video! We are going to work more on this and if you would like to see it again when there are more features in December, let me know!

What did you use for your GOAP system, and did you find it nice to work with? I worked on something extremely similar, but with behavior trees for a hunter / porter with an eat / cannibalism loop.

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Replayed it after the V2. After having it run smoothly, its one of my favourites from the jam. Felt like a creepy fairy tale!

Honestly, if you kept working on this, I would look forward to playing future versions


Some notes:

- the characters seem to move at 1.5-2x speed on slopes

- some of the stairs are pretty bumpy.

- the camera controls could use a tiny pinch of interpolation to smooth them out a bit

- the light/dark flickering near the house near the end looked alright close up, but from a distance looked more like z fighting than special effects

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I should maybe use more 3rd party systems, but you learn a lot by doing your own

You are very kind!

Windows on Brave... tried it with firefox and it worked. Weird!

Had to base my review on the twitch stream because it was ignoring my keyboard/mouse inputs when I tried to play it locally

I am getting a 'cannot read property length of null' error when trying to load this