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HinodeCoder

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A member registered Aug 25, 2019 · View creator page →

Creator of

Recent community posts

Hi, thank you for playing! The main reason to create this game was to implement a raycaster. I’ve put a lot of time to code it and this have hurt a game, unfortunately. Lack of feedback on weapon and enemies (and environment) caused that this is very rough experience. For me personally it was great to make something from scratch but I’m aware that it’s not a real game. Thanks for playing anyway and really thank you for your feedback. I appreciate it :)

Hi, thanks for checking out! There is a lot ways to improve it further but I’m satisfied with what I have now. Definitely will build upon that. Thanks for valuable feedback, I need it more than ever. Making a game in pure C with software renderer was a blast and I’m glad I chose that path. I’ll check all the games from jam when I’ll find some time. Curvy Bullets looks fun on video - I’ll check it out!

I think that’s interesting when someone introduce in a game a common concept or a thing and then tries to change it a little bit in a way no and expect. Obviously I didn’t done that here but that concept resonates with me a lot. 

Thanks for playing!

Hi, yes. It’s a friend. My daughter drew it. About jellyfish: it’s one of those things that everyone catches up quick - final game will have more interesting creatures. 

A game for a game jam: Jellyfish. It's sci-fi shooter coded using raycasting engine from scratch (Wolf3d technique). One weapon, two fire modes and a ship full of Jellyfish monsters. I've created it because I wanted to learn raycasting techniques - but renderer for the sake of renderer is boring so I decided to create a game.

Pixel art by me - but I'm a programmer so please forgive me...

Hope to continue developing that game and extend engine a little. I think I'll post a code on GitHub for everyone curious how it works.

Game at: https://hinodecoder.itch.io/jellyfish