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LowPolyJack

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A member registered Jul 22, 2018 · View creator page →

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No problem! I think you've already got a very cool prototype on your hands. All the things I mentioned are just small things, I'm sure you will be able to improve on them in time :)

Hey dude, just tried the game. I really like the direction you are going in with this. The combination of MGS and Clock tower mechanics is a great idea and it works. 

Some things I noticed:

  • Xbox 360 controller doesn't seem to work with the game
  • Confused initially by the Tutorial menu option that doesn't work
  • No controls listed, that's ok to be honest, but you might want to put them in the itch page description at least. I worked it out eventually but it would have been better if I didn't have to guess.
  • Enemies are a bit too easy to avoid if you pay attention to the mini-map. Challenging to handle this since this is procedurally generated... I guess try making the vision cones a bit wider, the hallways smaller, or giving the AI more unpredictable behaviors, like turning around to look behind them randomly.
  • Would be nice to be able to aim before shooting. Maybe there is a way to do this but I couldn't find it.
  • I'm not sure I like the energy mechanic, at least not how it's implemented now. I can see how it could make monster encounters more threatening since you might struggle to run away, but it's a bit annoying having to just stop moving every now and then to let it replenish. Maybe it can deplete only when the character is frightened or something like that?

Anyway, really like the style of the game, very cool stuff. I'll definitely be paying attention and looking forward too seeing what comes next for this game!

Hey dude, great video! Thanks for playing my game :) I commented on the video

Hey, thanks for checking out the project! I did actually try at one point to emulate the physics from SMW exactly, but I found that when translated to 3D it made Mario a bit difficult to control. 

In the original SMW the gravity is pretty strong and Mario falls quite fast after jumping. When I tried translating this into 3D I found that I miscalculated my jumps a lot, and ended up dying instead of landing on top of enemies. In the end I decided to tweak the controls a little bit to what I felt better suited a 3D environment. That said, I might have another look at Super Mario 3D World at some point to see how they did it in that game and possibly tweak the movement a bit based on that.

Thanks again for checking it out! 

(1 edit)

Hey, thanks for trying the demo! Not sure what happened there with the weird lighting though :/

Great!

I've just added one, unfortunately I don't have a way to test it so if you could let me know if it works for you I would appreciate it

Thanks for playing! :)

Hahaha xD

Thanks! I did spend quite some time getting the jump physics to feel exactly how I wanted and I'm pretty happy with how it turned out.

I would add an option to set the controls yourself if this were a full scale game, but I'm too lazy to do that for a prototype to be totally honest xD. I know there are some bugs, I tried to fix the 'enemies insta-killing you on spawn' issue by making it so that enemies die if they spawn to close to you, but clearly that still isn't working correctly or the distance is not set high enough on that to solve the problem.

I put a good deal of thought into the level design too. I like games that give the player more than one way to progress, so I tried to include that where possible.

Thanks for playing my game and for sharing your thoughts! :D I will check out and rate your game soon.

The game does support Xbox 360 controllers if you happen to have one.

I love the mechanic where going to one edge of the screen transports you to the other side! Never seen that in a platformer before, it's awesome! Great job on this.

Well.. I screwed up xD

I just realised that my game is not 64x64. I set my resolution to 64x64, but then I went and set the camera zoom to really far out without thinking about what that meant. So yeah I'm dumb, and I guess my game is technically disqualified xD I tried changing it so that it actually is 64x64 but it turns out the game is not really playable at that resolution haha. Anyway I'll leave it up unless I'm asked to remove it, otherwise feel free to rate me 1 star on authenticity.

Thanks! As to the resolution you are absolutely correct. xD I set my resolution to 64x64, but then I went and set the zoom on the camera really far out without thinking about what that meant, so yeah I'm dumb. Tried changing the zoom to 1x scale but it turns out this game actually doesn't really work at 64x64 haha. Oh well, I guess that disqualifies me from the jam, I'll update my description with a confession.

Thanks for trying the game, I will check out your game!

Thanks! I spent most of the jam trying to come up with an original idea, and ended up making this in the last few days. Might add some music in an update.

This is great! Nailed the atmosphere with the sound and music. I envy your ability to make recognisable environments with such little detail.

I really like the odd and unsettling atmosphere. It reminds me of Tarkovsky. Nice job!