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labrattish

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A member registered Oct 06, 2017 · View creator page →

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I got the first set of characters (main character and 3 enemies) modeled and rigged for my group's game yesterday,  today is weapon models, traps and tiles for background and platforms. I really like what we've dubbed Mama Eyeball:

Thanks for playing! We definitely need to add in an exit level button and add in explanations for powerups...we honestly weren't sure if they were going to get in but I think the plan is to add in hover tooltips. We have two other levels planned out: a brawler (think Punch Out) and an ice breaker penguin game and I'm hoping we actually finish the game (and adequately test it for camera and control issues).

That's strange...no one's had that problem and we've been using the webpage to show it off (and I just played through them to make sure I could on my end). There are only 3 active levels; the book, the targets, and the cave on the far right.

Glad you're enjoying it! Odd ended up being the name of the game and we had a lot of fun. We were a little scared about it running in the browser since it's loaded with normal and light mapping, but glad to see it hasn't bogged down for anyone. 

Directplay is part of DirectX API that was used for game development and is no longer explicitly included. I'm honestly not sure how to fix it or what its replacement is.

This is super charming! I had a lot of fun.

I really like word games and this definitely put a different spin on them for me. I was a bit sad that the words are predefined, rather than you being free to make a word around whatever is already there, but I had a lot of fun. Sometimes the collisions seemed a little sticky, but I'm sure with a few more games I wouldn't notice as much.

This was interesting! The narrative really makes you think and I like the choice of low poly assets. I think it could have served you better if you had either done a terrain, surrounded the edges of the park plane with trees, or added a fog effect so you didn't have such a stark drop off between the world and the skybox.

I had a lot of fun playing this with my sister, though the lack of in game instructions made it a bit hard to figure out player 2's controls (we went on the game page and saw that you could even jump). I think it would be nice if there was a line down the center, as the textures not meeting up is a bit distracting to my eyes. Did y'all make your models? They're really neat! We did run into a possible bug where we had a score somewhere over 1000 reset to 0.

This was a neat concept and I really appreciate the narrative and that you kept your game in scope for the time. It would be fun to add some footstep sounds and maybe a slight screen wobble when you hit the more elastic portions of the word lines.

This was really fun and really cute! The default audio levels were really loud for me, but I appreciated the ability to turn the music off while I lowered the volume.

Interesting concept, I enjoyed the choose your own adventure aspect and the setup was intriguing albeit, I wish I could progress faster. However, everything was slightly fuzzy, possibly due to a resolution issue, but it hurt my eyes to look at too long. You may also wish to change it so it no longer needs directplay, since that is highly deprecated. I also like the graphics, makes me rather nostalgic.

This is really cute! I feel like it'd be a great mobile game

Neat! Thanks so much

our Linux guy said the build we made worked on his without having to make a specific build-i'll make sure that's actually the case and if not get a Linux build up. 


But. THANK YOU. We knew it had to be something stupid simple. Either I or one of the guys will get to your fork after school/work and release a bug fix build. 


I can't thank you enough. 

It took me a while to understand how to play, but once I did it was a nice mechanic. I just think your instructions could use some clarity and/or picture examples.

Thanks! We had a lot of fun and I had an immense amount of fun doing the art side--we were initially afraid that we were going to see a ton of other vampire games, but I guess not. 


1. The weird white screen is a bug that we're still trying to pin down, but there's actually an end screen and a credit screen that is supposed to come after that for some reason is deciding not to show (we're trying to hack around the problem and get a new build up).


2. Audio is always our downfall. It got left to the last second and is definitely one of the things we need to work on being better about.

3. There's supposed to be a transition between levels, but they ran into the same problem as the ending and we pulled them out to avoid confusion:


This is really cute! It took a while for me to get the hang of using the arrows and w/s, though. I would much rather have it either wasd or arrows in general, but I also get that having the two hand control makes it more like an etch-a-sketch.  And the water is an ingenious eraser!