Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

InfraRecon

23
Posts
3
Followers
1
Following
A member registered Aug 28, 2023 · View creator page →

Creator of

Recent community posts

The fact that this didn't win for Technical Excellence is strange. Coincidence? I think not. What kind of Developer makes a detailed open world...and with lasers too, within 48 hours?

Ok, I am joking, but this project was an experiment to see if my world-building skills are up to the test of the actual project I have in mind...I have 2 mountains to climb and 3 years.

Let's see if I can peak. (I'm going to die, lol).

(1 edit)

You are indeed playing as a Villian, the Aliens are the good guys, lol.

I'd honestly call him an anti hero but in the game he is villainous since you can destroy cars, wanted posters etc.

As for the performance the game was tested on a Ryzen 5 3600 and an RTX 3060 so bad performance on your specs makes sense.

Thanks for the feedback.


Did he just, lol...I love this.

What would make it even funnier is mechanics like coughing or choking, which would trigger Godzilla-like effects.
Coughing would maybe trigger fireballs. Choking would be lasers, and you would have to spam a button to stop him from doing that while he is destroying the surrounding city, etc. 
Just an Idea. to make the game more challenging.

But from start to finish, the game is polished and straight to the point, Amazing.

A mere 5% of my power, lol.
Thank you for your appreciation.

Really glad you enjoyed, especially the Destruction.
Definitely agree on the slow Swimming, there is a sprint button for on-ground movement.
Thanks for the Feedback. 

Thanks for that feedback, the game should work for keyboard, xbox controllers, duelsense and xinput controllers.

Try connecting your device directly before opening the game, so the game can recognize devices.

I hope you get to play my game. Sry for the early reply.

I'm always awake ;)

No idea what I'm doing, but I did feed him. The game lacks a tutorial or an easy way to figure out the interactions.
After you figure it out, then it's like, what is the goal?
At one point, I just did not feed him at all, and there were no noticeable immediate consequences.
The game is fairly deep, and the fact that if you feed him too much, he pukes, I like that.

Any contribution is meanful, even if its small.

As long as you keep on improving and iterating on the idea you might strike gold.

So when I triggered the dialogue I could still move when I kept on pressing next.

Personally I think you should keep going a little more, its better than nothing.

And no need to apologize indie development is hard these days, so I get it.

I was thinking like tentacles auto grabbing the food with some screen effects or the kraken shooting teeth and then the food sinks down. Maybe that last one is too dark lmao.

Oh man, I was so looking forward to seeing the knight in gameplay. Sadly, it's not finished enough, but I see what the general idea was meant to be. If I have to flag problems, it's the dialogue and the closeness of the camera and no respawn mechanics? I kinda fell...

The controls are a good base for something really good; the design of the castle is not too bad.

It could have been better; maybe the use of Images would have helped the overall flow of the message.
Or better yet, design a pixelated computer style in HTML, running in real-time, something more interactive.

Honey, get my wallet, cause the new Elder Scrolls just dropped. Oh, Somebody used that comment already.
They are not wrong, though. Take it from me, this would be a hit if it were a fully fledged game.
So ...um, you guys need any help? lol.

The first few minutes, the Teacher Yeeted me out of the map. But the game itself has a good foundation, almost like Bully. I laughed quite a bit; there is some quality meme humour here.

Cool mini-games using popular retro mechanics, nice art, and simple and easy gameplay controls.
Most of all, I like the Dialogue prompts because the art matches the vibe.

Thanks, I merged alot of what I did in the past, it just looks big. 

The loading image mimics the PS2 loading Screen...its mesmerizing, lol.

As for the move speed there is a Sprint button, sadly I didn't fix it for the swimming in time.

No More Updates from Now on, lol.
Hope you guys enjoy even a brief moment of my work, I've never done something this big with a load of systems before in 48Hours.

I'll see you guys next Year, I'll check out some of your games too and give some feedback.

Whoa, so simple but Addictive and has a really nice flow of progression with the whole "Kraken eats and gets bigger" idea. Reminds me of Hungry Shark. If I had to add an idea to your game, it would be a rage mode of sorts, just to show off the Krakens' Hunger.
Great Job.

Not bad kid, I like the Design of the Monster, but I think the level design and controls are a bit basic.
I think what it's missing is more Depth, could be a goal or a reason. Also, the game is missing some technical features, like a coal counter, checkpoints, and lives.
Definitely a neat concept though.

The premise is nice, and the art is pretty easy on the eyes, too.
A little janky when it came to a certain scene, but I laughed.
The thumbnail of the game is spot on. Nice Game.

Gonna be using something like this in my games, it would show off some cool concepts and artwork, etc. Rockstar isn't the only one that can make those smooth Loading screen animations.

I've learnt quite a lot from this project, and I can't wait for people to see what I can do. Now that I've experienced what it's like to make a game in Unity I think I will use it for 2 other projects I have in mind.