Skip to main content

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

noctacorpus

89
Posts
2
Topics
13
Followers
11
Following
A member registered Sep 16, 2023 · View creator page →

Creator of

Recent community posts

holy fkn sh*t

Very nice story, the ending is harsh.

Ending 1 screams describe everything.

5/5 didn't expect to end up in the PoolRooms

Nice details and atmosphere

Not gonna type some joke or act like this was a good experience, sorry. I don't find game in this.

From my as players perspective I'm trapped in a room shaped with a place for me to block the fridge's view from self, otherwise game stalls, as if playing peekaboo with it. Fridge disappears, fridge appears behind me, fridge's gone again, and I'm suddenly surrounded by fridges, and then they're all floating. The fridge did not kill me, nor I found out any creepy twist, no meaning.

I thought its going to end up with MC actually having schizophrenia and shooting up his station, letting oxygen flow out, following death. Was almost sure.

God tier SFX and presentation

The game gets straight to the point. Awesome.

Good work explaining the scene afterwards, the GUI was clean. Nice presentation overall, but could put a bit more work on implementation. Player movement felt very weird, and its easy to flip the truck and drive off the terrain. Also it's not the "harsh reality" imo, its a certain person. Harsh reality would better describe stuff that happens to a huge groups of people in certain countries and etc

(1 edit)

Graphics were mid, expected a bit more from the story. Carpets could at least have drugs rolled inside of them, or something like that, then "taking care" of the town would mean something, but having a rug of human skin, I doubt would bring satisfaction, unless the town was really weird, in which case story should have covered that imo.

Though good job, finding out that I'm (as MC) is the bad guy caught me off guard.

Kinda just a walking simulator, I used the cheat engine with 2x speed because of slow walking. Also the title changing to UNIT06, lured me into starting game once again, but nothing was different. I didnt get to find out the lore or the story, just a fadeout at the end. Tho graphics cool.

very cool, tho i expected more "scary" in there

This is the beauty of math.

I'm waiting for the moment GPU's evolve enough for raytracing/raymarching to be practical everywhere.

Hi, a 3D artist should be capable to generate models on request, should have own style and personality about it. Also capability of spotting what is missing in scene and making it look better.

C++ is a good choice for gamedev.

Though in your other posts I've seen that you are looking to join new team for your first jam. I'd recommend sticking with newer teams for start. Even if you are able to learn fast, understand that I'm not able of teaching fast.

Good luck.

(1 edit)

Ive been using unity for 7 years and pretty much can do everything. Always optimized, no memory leaks, no vibe coding.

So far i've been a solo dev, I lose steam quickly if I work alone.

Hit me on discord 'ctrlon', typically respond right away

I am looking for advanced team aswell.

Good luck with your game bro. Make sure to pick the right engine, and remember: First make it work, only then make it beautiful.

Even I didn't know microwaves have USB ports.

And yeah, the teleportation, the robot SOMEHOW moving without actual motor/servo parts, also nowhere being a battery nor cables for it.

The thing here is, it's the 'goofy' genre of the game. Most of the times you have to interpret it as "imagine you just figured it out and it worked". And for the teleportation, it's an exaggeration of how sneaky the robot is, that it looked like it teleported (while it actually teleports behind the scenes).

I knew there will be that one guy who will notice it. Well, I could either try to fit another fake door somewhere, or change the bathroom door's label to bedroom, if I found it more important, or if there wasn't a nice sofa in the living room. Either way, thanks for playing!

Thanks for playing! The models in the game have a very low poly count and no textures (only color), thats how I managed to compress it to small size.

5 stars! The level design was awesome. The way robots ability buttons do different things (jump/excavate), fits in to mech theme perfectly and shows that different robots have their different purposes and have to cooperate to reach the goal.

It reminds me of a flash game I used to play as a kid, called "Wasterlands".The footstep SFX when having no mech perfectly reflects weakness. Though the mechs and energy is being given for free, and the gears that I was collecting didn't seem to do anything. Overall nice game, I reached danger level of 1200

I can tell that you liked it, Thanks for playing! About the music, I was planning to add some, and make it slow down after inserting the USB, to make things a bit unsettling, but that's coming for postjam along with grammar fixes.

Awesome, the graphics and sounds are perfect. Combat system too, but I want a bit more dashing around and knockbacks, I think the player shouldn't be able to control that much air movement, and also its possible to spam S + K combo on all enemies (but it almost does no damage, so thats a good thing). Tbh it's perfect, but the only thing i'd change is K can be used once, reloaded if touched the ground or killed an enemy (so it's still possible to pass through the hovering 1 shot robot parts).

Are you sure this comment was meant for this game? Theres no stairs and no enemies that can be damaged.

Uhh, I meant to say simulating a gameboy in HTML5, because I played the game through browser and not a gameboy device. I believe it's a simulation of a gameboy (or recreation, imitation, whatever).

Yeah and I tried the down + jump, the robot didn't roll for me. I'm down to streaming and showing this realtime if you want.

Yeah I realized the keyboard thing though because if mouse being in the left side of the keyboard (as for right handed user), however I didn't bother flipping it, because I had no idea anyone would notice... well... good job, I guess.

About the ending, I have a todo list of adding a victory, which would be by running away from the robot, dodging and throwing items at it, until it shuts down or something like that.

The moral, you almost hit a bullseye, but mines is more focused around AI. People are using AI mindlessly, everywhere...

As always, thanks for playing!

Original, but not very gameplay rich, that's why I expected a scary twist, like  in the "termination" meaning, or one of the robots in the end glitching out and firing a rocket at you. Check out Mike Klubnika to see what i mean.

Stomping on enemies feels great, however I got stuck in a room (where I needed to roll?) Didn't figure out how to do it, even tho i read all controls and tried all combinations. A tip for future control layouts: to simulate GB use arrows + Z X C and N M (as start and pause) instead of WASD and F G H J.

Just run around in circles and shoot the worms. Very easy. Make it harder, different kinds of enemies. And lastly, make the robot explode on death.

Ejecting your module and letting it explode after use is a very robotic thing to do. I want a bigger map, maybe dungeons layout, more weapons. Also for now (as in many bullet hell games) it's possible to run in circles and avoid everything. Make enemies predict your position.
aimPosition = playerPosition + playerVelocity * distanceFromPlayer

Cool game, but I feel like it doesn't take any skill to play there, like theres nothing to master. No matter how good I play, it appears that I will run out of energy either way. Very satisfying graphics and sfx, good job.

Thanks for playing, glad you liked it!

Wow, it's really cool to see my game played with reaction! As always, thanks for playing. (Nice thumbnail btw, should have though about toaster shoulder)

(1 edit)

10/10 STORY
10/10 ART
10/10 SFX
10/10 CONTROLS
10/10 MEAT

Thanks for playing, glad you enjoyed it! About the graphics, I'm currently experimenting by trying out different ones in each game, these ones seemed to turn out best.

it's okay, there can always be a postjam version

Also, it would be really cool if you found a way to prevent player from just holding shoot forever and killing enemies even offscreen where they don't see you. Maybe maybe ammo reload or something.

Banger graphics, reminds me of good old times.

Needs some polishing, also it appears that backwards ([A]) doesnt work?