Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Miteoren

77
Posts
9
Followers
3
Following
A member registered May 22, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

I almost fixed everything except for one small stutter on first shoot. Someone said that OpenGL is compiling shaders only when they visible first time. So i made a node that sitting in front of main camera ( As it turns out, it is completely necessary ), and when game starts, it spawn every prefab that i need to spawn in game for 4 frames. And then deletes all of them. Offcourse i had to mute ingame sound for this duration because there is a lot of "play on ready" sound with particles etc. And i changed process mode for this node as "always" because initially my game is considered paused.

I hope it will help

You can read more in this devpost

Thanks. I was surprised with result myself

That was the only idea that i had for fps game without any theme. Mouse is kinda working for me in web, but you have to press escape twice to pause game, so it still kinda weird. Fps games is not really web genre anyway. Also, i was so happy when i find out how to preload particles to fix similar stutters problem in my other 2d game, but its not enough in this case i guess. There is a method where you save particle materials as resources, and in autoload node, create dummy particles with this materials, and fire them. Probably somewhere in a distance. In this case i have to try something else

Yeah. Initially i wanted to make some kind of chase gameplay, to make use of flips, but i was in a rush. Too many new things to learn and try. And, as usually, i was hyper fixated on sounds and music.

Probably im not gonna develop this any further. Maybe i will try to make linear level, but it implies a lot of things to add.

Anyway, it was a fun 4 days ride. I was able to learn new things and make better music, so im happy.

Thanks for feedback

Thanks! I think that it feels well-crafted because of sounds and effects. And ost also. Something to watch, something to listen. Feels good when an idea comes to life

It was goody enough for me, to actually do it. Thanks!

Its nice that you sometimes have to take health upgrades instead of damage, just to survive. And dash is usefull almost immediately. Camera is a bit too close. Graphics are cute and simple. Good stuff

Brutal in terms of taking damage. Insane music. Cool pixel art.

The only thing that takes away fun is permanent damage, and lack of information about bonuses. I just dont know what im getting.

Fun game

Yeah. Cars and explosions is adding a lot of fun. But gameplay is 100% about presentation. You just throw dices and look what happens. Kinda like god simulators, but god is actually playing dices

There is a whole contraption behind it, where dices is spawn one by one in some kind of box, and then, when you throw them, box is opening on one side, and when all dices are in the result area, result area is closes, so no dice can escape it. And each dice collision is creating little hit sound, so it feels really nice

I don't know about original. For me it was almost instant chain of thoughts like Dices => Bell Curve => Bell Curve look like a bridge. So it was almost brain dead concept for me. But it was a huge fun making it. Music with car horns and cars sounds, double view layout, sounds and physics. Cool stuff. Anyway, thanks for feedback!

You made it in time, so its ok. Also there is one funny thing. Because of instant turns, in some places you can be confused, because view are almost identical, after turn

Nice concept, but its too easy. Even on hardest difficulty. This game need some twist, like robot arm that put pieces randomly, and messing up your work, or some conditions, where you need to pack some specific pieces in a box. And visibly accelerating difficulty

4 events minigames and 2 tasks is far enough to exceed my expectations. I noticed game timer only when it was 3 minutes before win. So good job

Slowly but surely this game turned from horror to rythm game for me. I started to press W perfectly in time, to move faster. Movement is a big flaw. But. It has potential. The mood is scary, and i genuinely thought that somewhere there would be a screamer or something like that

The candy one. You can stack them 4 into the box. Pretty satisfying

Kinda scary. And idea is hillarious. It's like "what if killer is kidnapped you and threw you into the basement, but the basement is a total mess". In terms of feedback. I wish i could bonk killer with picked up stuff. And maybe somehow move items with kick, or just push them while moving. Because doing it one by one is overwhelming 

Wow. The only place where i was forced to go blind was tripple fast area. Where you after checkpoint grabbing third speed upgrade. Other than that, design is great. Even that place at the end where you need to tripple jump and swap movement mid air. I wish there's more puzzles like this. Great job!

Cute game. I packed some cool gifts with 4 oranges and 4 boxes of chocolate. Or two whole Silksongs. Or 4 this curved things that I don't know the name of.

Fun little game. Cool visuals. Enemy's are pretty simple. And the fact that you need two hits to kill them is pretty overwelming. It would be cool to have some progression in that term. And maybe enemy's with different shapes, that clearly indicates bounce directions

Im gonna make UI with shells. Just so i dont have to animate an actual gun. This weird simplified graphics are better to stay simplified

No its infinite. Basically, it's just a proof of concept.

Yeah, i should try to do dual joysticks controls. Should feel good. Thanks for feedback.

Thanks! I guess i can be proud of this :) Im totally proud of the sounds in this one, thats for sure

Thanks! I didn't have enough time to implement the levels or other features as originally planned. For example i was planning to make doors, with buttons, that you can kick and close off some passages.

Also i thought about doing full dark shadows, but it could be unfair in some cases. If two zombies is get you from both sides its game over.

And levels could be good. I guess I can create interesting situations instead of randomly spawning enemies and hoping that situations will happen on their own. This concept allows that.

Thats just adding some gradient or noise to UV in shader. But 3D is whole other beast, so good luck

Thanks. Upgrade system was slapped on last couple of hours. Initially it was random, but i changed it to fixed order, so important upgrades like shooting speed and targeting count can be obtained each run, making it more stable

In terms of gameplay its pretty shallow. I was imagining more dinamic flying and dodging, but it is what it is. Thanks for feedback

The soldiers are too fast, but it's cool that you managed to assemble everything that well. Ads are good. Font fits pretty well. You even made settings menu. So you definitely learned a lot, and that's the whole point of this jam

The concept is good, but amount of clicks you need to do to refill decent amount of ammo is tiresome. I can barely keep up with enemy waves. And hope is slowly leaving me) I wish that you can hold this button

Maybe it can be better if whenever you open reload menu, a lot of ads is added that you need to clear up, and then you can hold button, or just reload big amount of ammo. Because in that way, the focus will be on closing ads rather than clicking reload button, and occasionally blocking one or two ad that get in the way

So much content! And ads are really annoying. Especially because you need to move with arrows, but constantly switching to mouse, and then writing captcha's. That's peak annoyance right there)

The music is familiar. It's from Magicraft. Or i guess it's just free music that used in Magicraft

I almost though that you can't win in this game. But you just need to get everything right. Pretty fun little game

Thanks. The only thing missing here is a series of events that will really affect the process and what kind of scrolls you get. And perhaps some real gameplay challenge, as it is now an endless experience without game over

Yeah. That was the whole point)

(1 edit)

Funny bit crush effect on ads after clicks. Also did this red bar below is slowly moving up? Or i just imagining it? It will be cool if it does, like a difficulty increaser

And you need to add disclaimer "Do not use this game as a guide on how to surf the internet" XD

Good visuals and particles. Cool that you made upgrade system also. I played it for a pretty long time and upgraded everything. When I closed the game, everything was sliding upwards in front of my eyes)

Beans turrets! Audio is pretty annoying, character gets stuck on sidewalks. But again. Beans turrets!

Cool inertia, fun memes. Also i accidentally closed the game tab. 10/10

What is a fraud depends only on the text itself. The rest is generated randomly

Colors will be too obvious. The headers is randomized just for fun combinations

About walking. This is kinda essential flaw in this dual-screen design. Since it means that you just throw out scrolls, and on the second screen you accidentally hit someone, but I made too precise throws and the player still needs to aim. I can place him a bit farther forward. Also i kinda imagined it as if main protagonist is sitting in the office, but it actually this tower

About enemy's throwing rocks. I though about that. Like it's some kind of timed event. Enemy starts to charge throw, and you need to scare him away in time. Perhaps i can do that they can even knock those messengers out of the wall lol)

Characters reactions are cute and funny