Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

muramasa

35
Posts
2
Topics
7
Followers
A member registered Apr 29, 2014 · View creator page →

Creator of

Recent community posts

Space Crafts

Silver Cross


The SC Silver Cross is a lightweight fighter capable of travelling at decent speeds and carrying light weaponry. It's also versatile enough, having a basic loadout at purchase consisting of a reliable custom-made two-barrel lasergun, two custom-made missile launchers, and a weak but useable tractor beam gun, which enables it to make recovery of certain objects at the sky.

Ship characteristics

  • Thrust force: 18000N/s
  • Hyperthrust: 150000N/s
  • Torque force: 10000N/s
  • Max Speed: 5327.99m/s
  • Shield Force: 100 (Durability)
  • Hull's Integrity: 100 (Durability)
  • Energy Capacity: 200 (GW)
  • Fuel Capacity: 100.00 (Tonnes)
  • Cargo capacity: 1000 Kg
  • Ship's mass: 1500 Kg
  • Four weapon slots

White Vulture


The White Vulture is a big armed spacecraft. If the Silver Cross is made for the hit and run, the White Vulture is made for resisting and hitting back hard. It's not so slow either but can be outclassed in that matter. It can also hold bigger amounts of material, so it's a better candidate for that kind of jobs. It's kind of an old model, but remains being relied upon by certain kinds of aggressive cargo transporters.

Ship characteristics

  • Thrust force: 15000N/s
  • Hyperthrust: 160000N/s
  • Torque force: 8000N/s
  • Max Speed: ??? m/s
  • Shield Force: 150 (Durability)
  • Hull's Integrity: 140 (Durability)
  • Energy Capacity: 250 (GW)
  • Fuel Capacity: 150.00 (Tonnes)
  • Cargo capacity: 1500 Kg
  • Ship's mass: 2000 Kg
  • Six weapon slots

Explorer


The explorer is a tiny little piece of metal that has been making its own use for certain kinds of pilots. It's cheap, it's small and can carry just the necessary. It's not specially powerful neither fast, but for basic mining purposes it has all it needs. You can also make some profit, we believe you can actually cross a quadrant and get to the next station with it.

Ship characteristics

  • Thrust force: ? N/s
  • Hyperthrust: ? N/s
  • Torque force: ? N/s
  • Max Speed: ??? m/s
  • Shield Force: ? (Durability)
  • Hull's Integrity: ? (Durability)
  • Energy Capacity: ? (GW)
  • Fuel Capacity: ?? (Tonnes)
  • Cargo capacity: ?? Kg
  • Ship's mass: ? Kg
  • Two weapon slots

(More to come).

Darkest Nebula community · Created a new topic DevLog

This is basically a dump of my own devlog.

DONE
- Spacecraft movement.
- Basic movement GUI.
- Weapons and bullet types.
- Destructable objects.
- AT Fields.
- Spawning fields.
- Inventory.
- Resource rocks.
- Floating resources.
- Actions log.
- Resource rocks should be able to spawn whatever, not just floating resources (i.e. asteroid spawns smaller asteroids).
- Autoaim.
- Minimap.
- Status/weapons GUI.
- Despawn limit distance for spawning fields.
- Sepparate weapons from craft so they can be changed.
- Weapon remapping. Assign weapon slots to different axises or whatever. Then change maps on the fly (specially for acomodate more weapons).
- Targetting system.
- Change camera with Fs (F1-F12).
- Now it blips and blops. Yay.
- Magnet pull (faster resource recovery). TRACTOR BEAM weapon. Needs polish/tweeaking probably but yeah.
- Target square GUI element.
- Lights! (engine thrust, frontal light)
- Looks like everything has been nicely independized from Player. Spacecraft doesn't blame me for not having an active actor, neither the world blames me if I remove the player craft.
- Turn on/off spacecraft.
- Spacecrafts are now spawnables.

DOING
- Do White Vulture and Explorer preparations to be spawnables and stuff.

TODO
- Moving crafts
- Space stations.
- Buy/sell resource shop.

Ayy quién sabe para que lo siga, total ya tengo muchas cosas encima xD pero gracias ItEm por el comentario. Sí, creo que puede sacársele aún más al estilo y tal, y como dices mi interpretación fue super literal, simplemente todos son esqueletos y listo jeje, de hecho jugando un poco de las demás entradas del maratón creo que este se queda por detrás de algunas de ellas jeje.

Pero bueno, lo importante es divertirse xD. Salut!

Hola y gracias por el comentario ItEm, de paso digo que tuve varios problemas por falta de experiencia y despistes. Especialmente que hasta ayer me dí cuenta que no había marcado que pudiera votar CUALQUIER usuario de itch, no sólo los participantes xD. No puedo dejarme eso rayos, es que me jode tal despiste xDD.

Lo que dices de hablar por Discord y tal es parte del objetivo de hacer estas cosas. Compartir makeando, y pues makear xD. Luego de eso pues que salgan juegos, que la gente aprenda a trabajar bajo tiempos reducidos (para que luego con tiempos no reducidos puedas trabajar tan rápido y aproveches el tiempo xDDDD), que se aprenda a publicitar (conseguir/atraer ratings), y pues divertirse xD.

Y bueno, dependiendo puede venir otro de estos en un futuro próximo. Gracias a participantes y votantes por... participar xD.

Qué decir, es el juego más bonito (visualmente) de la maratón xD. Tiene gráficos originales y su propio estilo gráfico. Es un poco complicado seguir el ritmo con tantos personajes y cosas por hacer, pero poco a poco con algo de prueba y error se puede sacar. También tiene varios bugs, especialmente de pasabilidad, puedo pasar sobre ciertas partes del agua de alrededor de la casa de la capitana esa, puedo pasar sobre los estantes de la biblioteca xD (mayoría de ellos (?)), etc. Y si me voy muy para arriba me quedo atrapado en un mapa con sonido de mar :'D (no sé si hay teletransporte de vuelta).

Pero está bastante bien, y mucho más para el tiempo que había.

Me ha gustado la temática, tengo cierta afinidad con ella porque una vez (hace muuuuuucho tiempo) había pensado hacer un juego de un héroe zombi que lo discriminaban xD. Me ha hecho gracia ver esto, además de que está un poco mejor explicado su origen jajaja.

El sistema de batalla está bien, es sencillo, pero qué montón de teclas xD. Pero te haces la idea de cómo va, sólo que la Z queda tan largo de todo, no sé si ese script tendrá forma de configurar los botones y tal. Pero en fin, te las apañaste con el tiempo.

Y pues en general me ha gustado el jueguito, podrías hasta continuarlo xD.

Lo he jugado un rato. Tengo varios problemas porque los puzzles no son muy intuitivos, aunque están bastante bien, llegué al segundo espejo. Lo malo es que me he tenido que guiar abriendo el maker xD. En especial no sé cuándo hay que tocar cosas y cuándo no, ya que todo se ve igual de hostil xDDDD.

De nuevo, los puzzles son bastante variados, y eso que aún no he visto los otros 2. Eso es un punto a favor. ¿Porqué pusiste esos fondos xDDD? Y el último problema sería que pasada la primera dificultad (la de esquivar enemigos), la pantalla se queda en negro, creo que te faltó reestablecer la pantalla o algo así.

En general el juego es regular, pero pos ta bien. :^)

CuteXiora me avisó con anticipación que se tardaría un poco más en añadir la descarga por motivos personales. En cuanto se pueda se verá cómo añadir la descarga a la página. Perdonen las molestias.

(1 edit)

Intenté dar una pista de qué palabras usar con el color, sin meter mucho tutorial xD, siendo un juego corto meter tutoriales es más dañino que en uno normal. Pero pues aún queda corto en eso. Hay algunos arreglos rápidos que se me ocurren ahora podría hacerle para mejorar lo de comunicar que debes introducir palabras también, será quiza en una versión 2.0. Muchas gracias por el feedback :^D.

Easily my favourite from them all. I can't say much about what to improve, maybe adding some indication for certain approaching enemies. I got stuck a little with the big enemy. Though this could also be due to my screen resolution, I played in 640x400 since I need to squeeze as much performance as possible with my potato PC.

Loved the aesthetics overall, I think this is one of the games that feels complete despite the lack of time.

Graphics are nice, though it lagged a lot on my end. Had a little problem with resolution, seems like it needs a high screen size, at 640x480 some of the instructions text at the start can't be read, fortunately it was just about clicking so I was able to play anyway. Gameplay was pretty barren, it's racing but it's a little unchallenging, at some point rival cars seemed to pass through a small part where there was no road (they just turned too much or something). Then at other point, I was at 1st, magically went back to 6th (skipped a checkpoint without realizing maybe?), and then back to 1st again and I dunno why. I did nothing more than following the road and be gud.

Picke Riiiiiiiiiiiiiiiiiiick. That's what I thought after seeing this old man beating stuff. I like its graphical style, nice music too and the menu looks quite decent (except for that green in the buttons xD). But overall yeah, GUIs are pretty nice.

I think I found a bug regarding weapons, though nothing really problematic here. At my first attempt I got a flamethrower, sniper and assault. Then died against the first wave of enemies since I hadn't grasped the controls (took me a while to notice that text that says Q to change weapon). But still I was trying my weapons, and the enemies just flanked me. But yeah. Here comes the bug I mentioned, sorry. After dying, I gave it a retry and for some reason it kept saying me I had the weapons. So yeah, nothing critical, just a minor bug.

I think enemy waves could use some variety, they're just flanking enemies everywhere. Also why are those robots at the center helping you? I guess they help, even if at first I thought they were trying to kill me. But yeah, nice work guys. Pickle Riiiiiiiiiiiiick. I'm taking as given you people know Rick and Morty.

Is that a compliment or an insult? xDD jk thanks for the comment.

Sometimes finding stuff was kind of hard due to that blur, and you overrun the camera easily. But there is quite the amount of detail and best of all, this is one of the games that feel complete. Sadly it lagged terribly at my PC, would be fine to have the option to disable the post effects. ;9 And I like that you took the time and evaluated the graphics settings (Low/Hi Quality, and available resolutions). That's a nice viable option if you don't want to test it out against loads of possible configurations. Props for the sound design, so far this is the best one in that regard, feels complete. Still some sounds might be missing (for actions and etc) but yeah it has a nice variety of them.

Who are Gary and Sozey? why aren't they counted at the team size? Are they iaginary friends? if so I understand, I got several. #foreveralone

This game looks really good, but plays bad.

Models are pretty great, sprites have some nice animation. Menus, this game even has a title screen that does something else other than play and exit. It doesn't work well on small screens though, some buttons aren't visible when you use, say, 640x400 (sorry but that's the resolution I use, need to squeeze as much performance as I can). Then the music is comprised of several remixes of Taira's work. But there is no sound effect, no bullet sounds, etc. Finally, gameplay is ok but it's nothing really outstanding and has quite some glaring issues. Don't know if I missed some "how to play" thing but I didn't even know I had a fire button set in F. Actually not knowing how to fire made the game have challenge at all. When I discovered the F key, I just spammed F and pressed right. You can't move while firing but you just need to spam F, not hold it.

I think this game was pretty affected by time. I believe it started awesome, then was rushed as hell. I even could say I wish you had a backup at day 2 or something just so you can completely remake what you did at the next 2 days of rush, but with no rush.

(1 edit)

Pretty interesting game, and nice use of music. The oscilloscope at the start feels like a gimmick, but I guess it was used to test out the input from sound, for latter usage, and also to encompass the idea of using audio as part of a mechanic for later. So yeah nicely done. Also cubes beating cubes, YEAH! All hail savagery!

One thing I want to complain, though, is that when dealing with the raising cubes (the ones that follow the melody), the character often got stuck. Was a problem, especially when they form a staircase, since it was unnecesarily annoying to pass that section, I think.

Definitely one of my favourites, but man I sure hate those one-hit kill spikes. Also I feel SO sad for those birdmans, :'(. It was pretty fun and had a lot of personality. There is lots of refinement to details you should consider doing to improve the feel of certain actions, I sometimes quadruple-jumped or something, dunno if it was a glitch but it made jumps feel kind of unreliable. Then some animations felt weird or something. But at the same time, some animations were quite eye-candy. I REALLY feel sad for those birdmans and their little birdies in home.

Please make death conditions, had to restart the game the first time I played since the enemies shoot a bunch of bullets, I wasn't prepared (since all Unity games load very slowly for some reason) and so the bullets pushed me out of the level. Since my character fell off the ground, and there is no "death barrier" or something below it, I had to restart the game. But yeah, nice first attempt.

I see no person, only a capsule person. The city looks cool. I like that. But there are some things to refine, like the menus not working well in small screen resolution.

I like what you did for puzzles, the ladder surprised me, expected to use it to climb but it actually *did what it did*. Had some problems with performance due to my potato PC, the controls lagged to me up to an almost unbearable state. But fear not, as I'm accustomed to that. I despise post-processing effects in Unity since they add little graphically but add sooooo much lag. But hey, that's me and my potato.

I also felt kind of relieved for not hearing the same remix of Taira's Ethereal song. So good job with that too. And art was nice.

Yeah, that's understandable. I play on Simple setting most games due to my potato PC. Some games I play on even lower settings.

Loved it. Quite well made, well polished, and I like music games xD, never thought of seeing something like this in the jam. It could have some extra fluff, some more effects, less story just conveyed through text, that's what could be maybe improved. But I think it's a pretty solid decent game overall. Good job! One of my faves.

I laughed so hard with the story. "Don't text and drive". Is this a community service ad? It was fun. I also liked the ways you managed to workaround stuff, like putting that bar to send you into the building (though you should had make it taller and remove the renderer so it doesn't show). Now, please make you die if you fall into one of the many pits.

It was kind of fun.

(1 edit)

Didn't knew that was my ammo. Nice introduction and gameplay was nice and effective. Sadly it ended so fast.

There was a problem with Unity's shading configuration at the second screen. Hobo doesn't have what I needed at the time. And that's pretty much it. The game looks pretty darn solid, can't complain much. Just that it's too short.

There are many little problems. The gold counter has too little space for digits, when you go over 100 (which is pretty common) it chops some numbers. The fireballs bounce sometimes and don't dissapear after hitting a wall. They could also leave their lasting particles, I think there is an option for easily doing that in Unity, just to not make them dissapear abruptly. It was pretty repetitive though that's fine, there was not much time. Good things, looks were ok, and systems worked fine, just needed some touch-ups. Maybe gameplay was shallow but it's best to have something work nice than putting lots of unnecesary half-implemented features. In this case, it had a reduced set of features, and they worked fine.

There is one thing about this game that's kind of bad, and that is that you have an upgrade feature, but upgrading is a bad idea. I think that a damage bar would be better, instead of making the car more uncontrollable (tires) or the game more difficult (engine). It's like playing Gradius with the highest movespeed. Graphics look nice, and the intro is a nice touch. I like the little sound effects you used too. But that music loop, it's pretty tiring.

I've tried downloading the .rar file two times, and it says the file is corrupted. :'(

I don't want to rate your game, I mean, it's a game due to it having a challenge and a victory status but... It's pretty much all it has. There is a lot of stuff there that doesn't work properly. Also please consider making folders and organize your assets, it will make things easier for you in the long run.

And please consider making a proper executable file. Just go to "Build settings..." and click "Build", save in a new folder, then zip the entire folder containing the .exe and the game_data folder. For extra fancyness, make a readme.txt

(1 edit)

Sorry but after getting the calendar, what do you do in order to progress the game? I want to give this game a fair score.

EDIT: Ok now I know what happened, I tried playing it on a low resolution (640x400). I play most games like that due to my potato, it really helps. I played quite a bit of it, didn't got through it all since I died. Thing is, your ship feels like a slug, just like your character. When you start on land for example I had some trouble gaining speed, dunno if I was colliding with the land. Then after going throug some places I crashed once, and I lost all progress. That severely demotivated me.

I like the game but I find these two issues to make the game a little bit unbearable. I like the idea, needs some polish, maybe add other kinds of objectives, or some variety (maybe there is something after you find your revenge or something). Visuals are pretty nice, reminds me of old 3D PC games, things like Terminal Velocity.

Really nice visuals, simple yet effective I think. Funny names, dunno what they mean, Acoc, Aloc, cocac, wacac... IDK. OH WAIT! Coca Cola. Sound was ok, liked the zombie grunt I guess. Story is kind of weird, I mean, it's good old zombie apocalipse but I wonder why that guy gives you that power, what happens to the girl, etc.

And gameplay is a mixed bag. Feels better than other entries, but there is so many controls and so little time to use them. Didn't even try the super attack thing. But it sure is creative.

Had to cut a lot of corners, yeah (looks more like a circle now). Due to time had to do either that or leave even less gameplay.

Sorry, I ran out of time and forgot about giving indications of how to play. I updated the jam entry in response to this. Thanks for trying though!

Hi MySystemLagz, my system lags even more, sadly my potato wasn't able to play it properly (did deliver around 5 healthpacks but it was too laggy). My specs as a kind of benchmark: Pentium 987 processor, 4Gb RAM, Intel HD Graphics.

Gameplay is ok, I feel bad because I didn't test it out to the end. But performance and optimization is pretty bad, aside from the lag the download is 500Mb, dunno if all UE4 games are like that. I liked the soldiers expressions, they are kind of cute.

Graphics are good, and you people managed to do quite an impressive job. I'm not a fan of Unity's postprocessing effects though, I think these effects only obscured the screen and didn't cuntribute too much. The rain was cool, the setting at the start of the game.

Now, gameplay. The idea is ok, sneaking and that stuff. I think the guards are overcomplicated, didn't realize they kind of followed you, I just thought their movement was random at first. The lights, please don't, 3 out of 5 lights didn't show up in my game session at least, or at least I guess there were lights, I just didn't saw anything. I somehow managed to get their timing or something, I actually don't know how the heck did I passed through them.

I didn't especially liked the sound department. The only music loop was tiring through the end of the game. But I loved that death sound, so ominous.

Story is ok, but I know this is one of the most difficult parts of conveying since you have little time, which ends up in short gamelenght. The "twist" at the end was fine.

The art style is pretty cool, there are some errors at the animation but considering the limited time... For what I've played I find the depth in the movement unnecesary, I mean, it is still not being used for much other than exits on the foreground or background.

Writing is pretty ok/good. Dunno if the story is implemented (haven't seen it start, just walked around and read some of the protagonist's comments about everything -because every building has a line-), but the setting is great, there is quite some detail and care put into it.

(1 edit)

I don't really understand the controls, there is like one zillion things you can do but I don't find their use (I don't know what I did once to crouch, dunno how to shoot the gun I'm supposed to have). Text flashes a little fast, or hides on the background when the white letters are over a white wall.

I liked the siren, sounds are pretty good too. The story is kind of unique, I'm sure my mom would never go to Japan.