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MUMLADZE

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A member registered Feb 25, 2019 · View creator page →

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Thank you so much! <3 

Really happy you liked it. GDevelop has come a long way, and it’s been fun exploring what’s possible with it

Thanks a lot! Really appreciate it.

Most of the work was done very simply. the scene was modeled in Blender and textured in 3D-Coat. The outline effect was also done in Blender using a Solidify modifier with flipped normals, so the outline is already part of the mesh when it’s imported. There’s no baked lighting or shaders involved.

The lighting and shadows are all real-time using GDevelop’s built-in directional light effect, with simple first person camera. The text on the board uses a public extension called “3D Text,” which lets you place text directly inside the 3D scene. Other than that, there are no custom extensions or hidden tricks.

So yes, the polished look mostly comes from clean models, stylized textures, the outline meshes, and GDevelop’s lighting and shadows working together.

Regarding SD vs HD, that option just changes the game’s render resolution. HD runs at a higher resolution (1920X1080) so it looks sharper but costs more performance, while SD lowers the resolution slightly (1280x720) to improve FPS, especially on mobile. When you trigger it, the project simply switches game resolution, and yes, SD mode does actually improve performance on weaker devices.

Overall, the goal was to test GDevelop’s full 3D potential using mostly native features and see how far I could push the visual quality without relying on external rendering tricks. Glad it surprised you too

Yeah exactly

I wanted to test GDevelop’s full potential, especially how far I could push lighting and 3D presentation without relying on baked lighting or external tricks. Glad it came across thanks a lot!

Thanks!

Thanks a lot! Actually there’s no baked lighting it’s all done using GDevelop’s real-time light effects. I kept it simple because of the jam, but I’m really happy with how it turned out.

Thanks!

The outline effect is done in Blender, using a Solidify modifier with flipped normals, then exported like that no custom shaders needed in GDevelop.

The text on the board uses a public GDevelop extension called 3D Text, which lets you place text directly inside the 3D scene.

Everything used is publicly available no custom extensions are used.

Yeah, I did 😂

GDevelop handled it like a champ XD

thanks!

Hi! I have a question about the rules.

I have a 3D scene I created years ago (not made in GDevelop), based on the Rick & Morty garage. Am I allowed to reuse or modify this scene for the jam, or does the submission need to be completely new and free of copyrighted themes?

Thanks!

Thank you so much for the kind words!

I’m glad you liked the sound effects. And yeah the little guy is adorable, which probably makes it even worse when he explodes XD

Thanks again for the amazing rating Really appreciate it!

Thank you so much for playing and for the detailed feedback!
Really cool that you made it all the way to level 30 that means a lot to me.

You’re totally right about adding the new traps earlier. I actually introduce more traps later in the game, but I should’ve spaced them out better so players see new stuff sooner. I’ll definitely improve that after the jam.

I’m also really glad you liked the blood splatter and the sound effects those were fun to make and I’m happy they added to the experience.

Thanks again for the kind words.

Thank you! Glad you enjoyed it and made it to level 30!
I’ll definitely check out your game too and leave some honest feedback.

The monster sitting on the toilet and then chasing me was both funny and weirdly scary at the same time :)

Thank you! Glad you liked the blood splatter  it was really fun to make
It’s actually just a bunch of tiny pixel pieces with 2D physics, some random color changes, an explosion-force push, and a small particle emitter. 

I tried to keep them short but fun to go through. I’m really happy you enjoyed them! Thanks for playing!

Thank you so much! That really means a lot to me  I’m glad you enjoyed it and found it original. I appreciate the rating as well! 
I’ll definitely check out your game too and leave feedback. Good luck in the jam!

Thank you! I’m really glad you enjoyed the concept. :)

I had a lot of fun making the player react (or sometimes not react XD) to the traps, so I’m happy it made you laugh! Thanks for playing

Thank you so much! I appreciate the support And sure, I’ll check out your game as well good luck in the jam!

Thank you! Glad you reached level 60 and liked the mechanics really means a lot!

Thank you so much! Really happy you enjoyed it.

thank you so much! glad to hear that :)

thank you :)

Thanks! And sorry about level 50 it’s harder than the others. I’m already working on fixing that.

The gib effect is just a couple of tiny pixel pieces (blood and body parts) that get spawned and pushed in random directions. They also have 2D physics behavior so they bounce naturally. For the blood, I use one tiny red sprite and randomly change its color between light and dark red after spawning, plus a small red particle emitter to add extra splatter. And for the blood movement, I use the Explosion Force extension.

Thank you! I really wanted the NPC to feel like a real player running the level, so I’m happy it took some effort to beat.

Thanks! the whole point is that the player controls the traps instead of the character

Exactly The whole idea is that you control the traps instead of the character.

(1 edit)

Thanks a lot for the feedback, really appreciate it!

About the description  yeah, you're right. My English isn’t very good, so I sometimes use AI to help me write things more clearly, but I should’ve rewritten it better in my own style. I’ll fix that soon.

About the theme: the idea behind my game was that you don’t control the character at all  you only control the traps and the environment.

In my game, you don’t control the character you take control over the traps. 

thanks!

Thank you so much!

thank you so much I'm glad you like it

Thank you so much