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MWRADKE

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A member registered Sep 16, 2024 · View creator page →

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Hold up, This is genius!!! I LOVE IT!
If this ended up on steam, it would not surprise me.

I can't believe this is a Scratch project. Holy hell.

I can't do horror games, but I still gave it a try. This was really interesting concept. I enjoyed the consistent art style, and the mechanic of possession. It really made me plan my next movies carefully in how I progressed in the dungeon. 

THIS WAS SO MUCH FUN!!!
I already love survivor type games, but this was really cool, different, and well done. I really see this progressing into a bigger project. The audio for the instruments were so good, it really felt like I was slowly building up a beat of my own.

This is a fantastic! I'll make sure to create better and more clear instructions in the future. But I am glad you stuck it out and found the mechanics fun. It makes me happy to see people enjoying themselves, even though this is only my second game.

I'm glad it was fun! For me that's a huge bonus :)

Beautifully executed. My only gripe, is the jump height is not variable depending on how long I'm holding it. I wish it had that added in, because at times not being able to control how high I'm jumping threw me off.

However, fantastic mechanics, unique in the aspect of the eye sight. I found that interesting, and it had a tactile nature to it. As some of the same mobs have different eye sights. The sneak was implemented flawlessly. I liked how the bushes added variation in how to approach the challenges.

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This is fantastic!
Absolute wonderful experience, genuine potential to be a great game.
I would love to see this project get developed further.

My favorite part was how simplistic the mechanics were, but the real challenge is behind mastering the simplicities to achieve best times.

I feel that, when I first made the mechanic I had problems too. A hint I forgot to add in the game was how to chain the launches. That's my poor design flaw though, I'll definitely return to this project after the jams finished for at least 1 additional update. Glad to know I got the juice right! I appreciate the feedback a lot, and the time you spent playing.

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The Game:

BYTE_rus  is a game where you are a virus attacking security protocols to collect data and extract it in a top-down, dungeon crawler experience. You have 1 way of accomplishing the goal and it is with your virus.

My Experience: 

I picked Godot up 4 months ago, and I saw this game jam as an opportunity to see how far I've come since learning Godot. I'm not a veteran developer, just a dad that has ideas. But I love competitions, and I love being creative. My plan of attack for this Game Jam was to keep my scope small and contain my ambitions into my singular goal.

Make The Player's Controls Feel Good!

That's it, and that is where I kept my focus. Spending a majority of my time tweaking the player's movement to feel weighted in responsiveness. The movement system almost feels like you're controlling a microscopic entity in fluid, where momentum and precision matter. I used multi-stage input processing: current direction, potential direction, inertia consideration, and mouse relativity.

Anything Extra?

The attack and dash mechanics were built with the same attention to feel and precision. When attacking, the player launches like a missile in the opposite direction of their locked position, creating a satisfying risk-reward combat system. The dash system complements this with a three-charge mechanic that recharges over time, letting players chain together fluid movements while managing their resources.

Love it, maybe a future version we can get an 8-directional version.

in 30 days I took on the challenge of learning Godot and creating a game. It was fun and this is the product that I produced by myself. Each day had it's own frustrating mess of problems. But I'm happy to say with bugs and all the problems, I loved making this project.


Slime Jam Mountain | Game Page