LowKeyDev
Creator of
Recent community posts
UPBGE. Pretty old engine, but tutorials are abundant and it's 100% free and open source. If you have ANY prior coding experience (visual or script) it's a breeze to learn, and the only learning curve that I found was addons. The default game engine is good for starter games, but it's harder to get top-of-the-line results. With some community-created mods it's at least competitive with Unity (if not slightly better because who uses C#). It's no Unreal, but UPBGE is a great option for new devs who don't need all the features, and it's based on Blender so it's been around forever. Stability is something you might want to look into if you get an old version, so I'd recommend either 2.5b or the latest release.
Blender 2.79 is from 2017, and is still available for download. Might solve the whole stability thing.
I'd say you want as little luck as possible. Maybe a shoot-em-up or Street Fighter type? You could also try emulating simple games like Just Shapes and Beats, Pong (Check out my Pong-based game here https://lowkeydev.itch.io/3d-pong), or 2d top-down driving games. Many Galaga clones have kept old-school gamers coming back for years, but are a bit cliched in my opinion. Didn't stop me from making one (https://lowkeydev.itch.io/gradius-plus), but still.
Personally I like the retro art and gameplay style a lot, but that doesn't work for everything. Overall tips for short games:
Think about past-present-future. Play on something your audience already knows is a good idea and will click on when they see it in the search results, make the player feedback and pacing of the game satisfying, and think about replayability features that will get your audience coming back for more, for example a high-score mode or a speedrun timer.
I kinda hate how little control you have over your character, but I guess that's the point. Great for speedrunners, terrible for new players.
I had a great time playing this game, but I do have a bug report for you. On the HTML embedded version, in fullscreen, the left and right edges are cut off. I can't see where the player spawns or where the flag is. I'm using Firefox as my browser and I've had it before where games don't like Firefox very well so I wouldn't be surprised if that was the problem. If that's not it, I'm playing in 720x1080.
Oh, great job on that one level where you can accidentally touch the flag while trying to pick up one of the cookies.
7 points, 23 deaths.
No problem! I appreciate your responsiveness and willingness to improve. Best wishes in future debugging!
P.S, if it's possible to check the player's resolution, would it also be possible to make the screen go up by that amount? For example, x resolution is 1080 px and the wallpaper starts at the bottom. Move it up by 1080 px and it will have cleared the screen. If you have a set animation, see if you can amplify (multiply) it by the resolution to make it dynamic for each system. I'm not sure what engine/language you're using, but hopefully this can help.
I'd believe that. Additionally, I won't judge you if you choose not to fix it. I've seen it before where it was a problem of Firefox handling the code differently than other browsers. Just making sure you're aware of the issue so you can choose to fix or warn people or whatever you choose to do with the information.
I was thinking about making some sort of tutorial, but ran out of time. Wall clipping is done by using X-ray mode and grappling to a hold point that is behind a wall. Your WASD movement is not able to clip through walls. Be careful while using X-ray though, as hazards turn invisible with the rest of the level, and there is a malevolent bot that will chase you through the last two levels.
To clarify, WASD is relative to your looking direction. If you're looking straight down, then W is down and S is up. Vice versa, if you're looking up, then W is up and S is down.
Navigation is meant to be part of the game. I didn't focus on testing the level design specifically because I want players to find their own creative (for lack of a better word) way through. M is meant to be difficult to reach so that using X-ray is reserved for more advance players. If you don't use X-ray your runs will be slower, but you'll have more clarity on the level layout and navigation (besides the red areas turn invisible too). Once you've mastered moving and navigating, then you can use the X-ray to optimise and add challenge at your own pace.
As for colors, I didn't mean for the game to be hard to look at in that way. Do you have any recomendations to improve the color scheme? Preferably something fairly intuitive, such as red for danger. I can also increase or decrease the emission settings.
Here's my entry. https://lowkeydev.itch.io/airlock
It looks like I'll have to clear my rating queue before playing these, but I'll try.