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iwilliams

175
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A member registered Nov 06, 2019 · View creator page →

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Glad you enjoyed it. You should give Godot a shot, it's a really fun engine to work with :)

So wait your monitor is only 60hz? I know Godot does have some problems with high refresh rates, but I don't think it should be running more then whatever your monitor is set to...

Of course! I develop all my games on Linux :D

Ah that's because I only bound up and down for the purpose of menu navigation. Glad WASD is working for you now though!

Give the latest uploaded build a shot, I think I've fixed the issue.

You were right about it being a framerate issue!

The bug was occurring when the display framerate dropped below the physics processing framefrate... It should be fixed in the latest build I just uploaded.

I just uploaded a new build that I think should fix this problem. If you give it a shot, please let me know if it's fixed.

The rankings are time based. S rank can be pretty tricky on some of the levels.

Thanks for playing! Congrats on all S ranks, I wasn't sure how many people would actually try for it, and some of them are pretty difficult.

Thanks for playing! The part you got stuck at requires you to crouch behind the barrels on the bridge so that the camera will pass over you :)

What do you mean by broken? You have to hold the direction of the wall.

Why do you think it's broken? You have to hold the direction of the wall and keep holding it.

Hey! Glad to see you trying out some game dev, and with Godot (good choice :D)!

Really impressive for your first game. I know you didn't get too far with the game play, but I like what you did with what you had. The level design is good for what's there, and it's easy to see how more mechanics could be added on. Music and art assets are great too!

Looking forward to seeing what you do next :D

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Phew, glad it worked on a second download 😅. Thanks for the kind words, glad you enjoyed playing!

You should have seen the first iteration of that level, glad I got some folks to play test because it was even more confusing before haha. Glad you liked it, thanks for playing!

Did you extract all of the contents of the zip? There is a dll file that you need make sure you extract along with the exe.

Hmm the dll file should be included with the zip, did you extract all of the contents?

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Thanks! I'll give the new version a shot sometime soon. I'm currently integrating Twisted IK into a prototype I'm working on so I'll let you know if I find anything else as I go. It's really been great so far, coming from the inconsistencies in Godot's vanilla IK across the last few updates.

The only other thing I've tweaked is adding a `use_target_up` option to the look at modifier. I have a first person arm rig parented to my camera and the hard coded up direction was making my bones twist around when I put my hands in the air. Here's the snippet:

Vector3 up_dir = Vector3.Up;
if (use_target_up) {     up_dir = target_node.GlobalTransform.basis.y; } twisted_bone.LookAt(target_node.GlobalTransform.origin, up_dir);

I noticed the ModifierLookAt3D with additional rotation set was causing my bones to scale out of control after a bit of time. Added the following to line 155 of res://addons/TwistedIK2/IK_3D/Twisted_ModifierLookAt3D.cs:

 twisted_bone.Transform = new Transform(twisted_bone.Transform.basis.Orthonormalized(), twisted_bone.Transform.origin);

Linux build worked great! Nice short game, reminded me of a haunted house. Good pacing, and nice set pieces. 

Thanks for playing!

https://iwilliams.itch.io/releveler

Ah yes, I wish I had gotten an NPC into the demo... Maybe in an update soon 😉

Thanks for playing! I definitely plan to experiment with some more lighting effects, I agree some torches could look really good!

I'm working on an update that fixes some small bugs and tweaks a few things. Once the update is ready I'll submit the build to steam. Should be before the end of the month! 

Thank you for the detailed feedback :D. Your observations and ideas are pretty inline for what I have planned so stay tuned!

I'd love to have it on Switch! I've got to get a lot done first, but I'll try to make it happen one day :)

Thanks for playing, I'm glad you enjoyed it!

You didn't do anything wrong, unfortunately there's a bug where it's actually possible to stand **too** close to the door causing the interact collision to clip through the trigger 😅. I definitely certify it as a win.

Thank you for playing! I'm thinking about adding a clock to track how long it takes to complete a run, is that something you'd like to see?

Check out Itch's CSS guide.

Thanks, have you seen the one I made for the Haunted PS1 Demo Disc 2021? :D

If you're willing to help test, I just uploaded a debug version on my itch page that will give you a console that should show the error when it crashes. It would be really helpful if you could grab a screenshot of any errors showing up in that console!
Go to my page and grabfiends_isle[windows]_v0_6_6_DEBUG.zip

I saw one other person with this problem, but I'm not sure what's causing it. Could you let me know what version of Windows you are running? Also you can try the stand alone version here: https://iwilliams.itch.io/fiends-isle-demo

Thank you for the thorough feedback! A lot of the mechanics in the game are really really bare bones right now. There was a submission deadline for these demos and I decided to focus on including a number of mechanics that try to hint at what I have planned, but are certainly not anywhere close to their ideal implementation.

  • Full controller rebind is definitely the goal, but a few extra binds could help in the meantime! 
  • The current stamina system is hardly better then decoration right now haha. I like your ideas, I'll keep some of them in mind while fleshing out my weapon system more.
  • I honestly can't remember why I disabled moving and attacking while in the menu, I guess I thought it would make it easier? You're absolutely right about menuing being a rewarding skill to master in Dark Souls though, I'll be adding that in for sure.
  • Item pickups need their hitboxes adjusted, I thought I made them big enough, but I've been watching people play and need to be even bigger. I'll definitely try out a hot key at some point, although I do want the player to have to find some safety to do too much maintenance. More advanced menuing with categories might be a good middle ground!

Thank you for playing, I'm glad you like what I have so far. I'm going to make some posts soon on my twitter (and probably here too) about my plans for the future of the game and some behind the scenes stuff. Follow if you want to get updates! :D  

Thank you for playing, glad you enjoyed it! The worms really need a complete re-design lol.

Thank you for playing! Glad you enjoyed it :D

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Thank you for playing, I'm glad you enjoyed it! I appreciate the feedback, for the demo I really focused on building out a number of mechanics to have some variation and as a result everything needs a bit of balancing :D.

I'm still figuring out what the future holds for the game, but I'll definitely be putting out an update eventually so stay tuned :)

I appreciate the thematically appropriate instructions you've provided.

Thank you for playing! A lot of the mechanics aren't really balanced right now, they're just there to give you a taste :D

Tony me once, shame on you. Tony me twice, shame on me 😞