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Lua

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A member registered Jun 23, 2021 · View creator page →

Creator of

Recent community posts

Wow! This game is so polished and so fun! I loved everything about it. The game mechanic is fun, it looks really nice, and the music is an absolute bop (and it even has a built in scoreboard!)

It’s impressive how you managed to make such a polished and fun game in just 4 days. Congtrats!

I really enjoyed the parkour gameplay. Especially with the double jump and dash upgrades. The game also looks and sounds really nice.

Fighting the enemies was a bit tedious and at some point while I was playing I realized I could just ignore most enemies because I would just regenerate all of my health faster than they could damage me. But then the combat section where you’re old happened, and there the combat felt nice, since I actually had to dodge enemy attacks and my attacks also hit harder which felt like a nice powerspike.

At first I struggled a bit with the controls, but after I figured out how to place lines it was really satisfying trying to keep the domino chain reaction going.

I managed to create a secondary falling line of dominos with the double line tool by spawning some dominos in another line. That was really funny but also made the game more stressful and thrilling. (which doesn’t have to be a bad thing) With these two simultaneous falling lines I actually had to use the multiple tools as the cooldown for only one line tool was too long for me to rely on it.

The music is really soothing, and the clacking of the dominos has something really satisfying to it.

Hey, thank you for the really nice feedback! :)

I did the programming for the movement of the fly, and I can give you a short description of how it works. The movement was probably where I spent most of my time trying multiple approaches to make it as fun as possible.

The basic idea is that the cursor spawns waypoints for the fly to move towards every FixedUpdate and when you move the mouse. The fly tries to reach these waypoints in the order they were created. There is a max number of waypoints that can be stored. If a new waypoint is stored when the queue of waypoints is full, it just discards the oldes one. The speed is then determined by checking how many wayoints currently exist in relation to number of max waypoints. This value is then used to interpolate between the min speed and max speed of the fly using a quadratic ease in. Also an additional speed value that gradually increases over the duration of the game is added to make the game faster the longer you play.

Here are the lines of code that determine the speed of the fly: float t = (float)Cursor.CurrentWaypoints / Cursor.MaxWaypoints; _speed = Mathf.Lerp(minSpeed, maxSpeed, t * t) + AdditionalSpeed;

We actually didn’t use DOTween for the movement of the fly, and mainly used if for the sequences where the train enters the tunnel to move the background object and fade material parameters.

For the loop visuals another team member would need to answer that question in more detail. But I know that it is a combination of a custom shader where a parameter is animated and a particle system.

Let me know if you have any more questions about the game. I’m happy to answer them :)

Hi, you can find the tracks for the Ring level here and here :)

Thanks for the in depth feedback and kind words!

We are discussing your ideas in the team and are trying to incorporate them into the game. Especially the user interface is something we want to improve upon a lot, so having such detailed feedback on that subject matter is really helpful. :]

Thank you for the feedback.

Your combo idea sounds really interesting! We’ll keep it in mind when making new levels. :]

As for the 3 keys simultaneously issue, we did not experience this issue while testing. Did this issue happen in the browser version or in a downloaded version?

Thank you for the feedback! Originally we intended to go with your first approach, but that proved quite challenging with our rig and control setup for our characters.

For future dance moves we will go with moves that look more similar between the player and the opponent, and maybe also with your third idea. I think it’s quite the charming idea to have Gorbs lack of direct copying skills explained as his own unique style.

Thanks for the feedback! We are aware of the issue. The reason behind this is that we are from germany, and the WASDYX is correct on the german keyboard layout. In our next update we will fix the issue and make the in-game button prompts correct on any keyboart layout. :)

Supi!