Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Insculpo

14
Posts
2
Topics
11
Followers
1
Following
A member registered Jun 08, 2018 · View creator page →

Creator of

Recent community posts

KnockBack (Demo) WIP

(2 edits)

I have been looking into other game engines for a bit of time even before the announcement, Godot and Unreal I have been making more attempts at.  Maybe I try Twine again.

Want an arcade style game experience with a bit of melancholy?  Try falling stars.


https://insculpo.itch.io/falling-stars

Overview

Falling Stars is an arcade shooter game I made to get my programming and game development muscles operational again.  I have decided to publish it online in the middle of development because I used to make larger projects I didn't spend time updating/documenting and that led to a lot of intensive game development activity falling into obscurity.

Controls

Falling Stars involves a simple control scheme.  You maneuver horizontally (arrow keys or WASD) at the bottom of the screen and make use of two weapons. 

Your first weapon is a laser beam.  I am likely to redo it as a raycast.  You press Space to fire the laser.

Your second weapon is a missile launcher with limited ammunition.  You press Z to fire the missile.

Misc.

As your score increases, Falling Stars will get more challenging and introduce new challenges to contend with such as UFOs or giant falling stars you will want to stock up missiles for.  There is no end point to Falling Stars, only a game over screen that displays your final score.

More is likely to be added but I think Falling Stars as it exists now is playable.  I may put it on the backburner to join a game jam instead or continue work on it depending on my mood.

Here is a video reel showing the basic game play of Falling Stars:

Here is the link to Falling Stars:

https://insculpo.itch.io/falling-stars

(2 edits)

Colorstroids is a simple game that is an asteroids clone with some different rules.  The goal of the game is to make as many "colorstroids" as possible before the time is up.  Try to avoid making Greystroids- greystroids are made when you destroy tiny colorstroids.  This is a much simpler project than other ongoing stuff I don't document well and is mostly just me trying to get WebGL working again along with showing a fun little spin on Asteroids that also acts as a way to get people used to the kind of spin/thrust movement in a frictionless space some of my other projects use. 

It may seem simple or trivial at first, but believe me the game gets quite difficult as you try to maximize your colorstroid count and having to avoid shooting tiny colorstroids.

Additional images:



This is what it looks like if you make too many greystroids:


Link:

https://insculpo.itch.io/colorstroids

Unity by default of me knowing how to make stuff in Unity.  I want to also try Unreal but I am terrible at 3D modeling.

(1 edit)

I’ve gotten used to it. 

It is much easier to criticize/insult from the sidelines than work on and build stuff.  

I am already wondering how much asset mangling is allowed, like if I chose to fuse assets together or change their color alphas would this be an acceptable mutation on the assets?

The crew mates are getting increasingly leggy

(1 edit)

Hello.  I am Insculpo (though I also use ZoppaDoppa as a username). 

I have been making games for some time (a few years) but recently decided to go public with projects I do since the lack of feedback is suffocating.  So you will encounter a lot of stuff that's incomplete/WIP on my page.   Two of the current games are interactive story games but one of them is an arcadey combat prototype for a larger game project.

There is a setting a fair amount of the games I make take place in known as the Stellar Abyss which you can get some insight into through Future Museum.  I should note Brain Box is not a Stellar Abyss game, even if it has a bit of its DNA in it.  Exospace is absolutely a Stellar Abyss game, but that game is my flagship project so it has been mainly released in prototypes such as the Combat Prototype that may leave you with the impression it's going to be an arcade game.  In truth it's an Adventure-type game with interactive story elements as I hope to eventually demonstrate with an NPC Prototype later this year.  I publish these prototypes mainly since I want to have some public vertical slices to get feedback/exposure with.  

I have used Twine and Unity but have at times used Python for procedural generators.

(1 edit)

Future Museum (Incomplete)

https://insculpo.itch.io/future-museum

It is always okay