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Radu Nenu

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A member registered Oct 12, 2020 · View creator page →

Creator of

Recent community posts

Hi Relma, thanks for playing our game! This build only officially supports Windows, and since it’s a Windows build being run through Wine, there will be glitches and unwanted behavior. For the future we might extend that to officially support Linux too, but thanks for the data and the specific technicalities, it’s gonna be useful!

Thank you so much for the feedback and for playing the game! :D

Hi, thanks for playing our game! :D

Yeah, I can see why the pixel shader is annoying. It's a combination of downscaling and pixelating the image. We did that as sort of a quick and dirty way to save on performance, since proper optimization wasn't going to be a thing because of time constraints.

Your health is actually indicated by the dice in the top left! You have 3 HP, and when an enemy damages you, you lose a dice, therefore lose 1 HP. If you kill the enemy which stole your dice, you get it back. That's indicated by the pink laser going through the enemy.

Yes, the name kind of is a reference to daikatana :D

98 Jam community · Created a new topic moomoo
(1 edit)

i like the moomoo


👉😎👉

Hey, thanks for the feedback and for playing! Yeah, I made everything myself.

The double jump doesn't feel intuitive because it works completely differently from the normal double jump mechanic you may find in other games. As explained on the game's page, "The faster you follow the first jump with another jump, the bigger of a boost in momentum you get; there is a linear decrease in the momentum boost reward you get over time.".  I made it this way because after first implementing the usual double jump mechanic, I found that it didn't fit the gameplay style. In other games, you use that double jump mechanic because your movements are more precise and separate. In POLYSPACE you run continously, so this double jump method is a bit more in line with the entire gameplay.

As for the portal, indeed collecting the last orb spawns the portal on top of you, which makes have to jump to teleport, but the teleport location is right on top of another platform in the next level, making you land a safe fall every time without pressing anything. But the optimal strategy for a good time makes you collect the middle one within the first ones.

People seem to have a pretty easy time remembering the location of each platform, even on the second level. At the end of the day, both levels are not 100% symmetrical. 

Hey, thanks a lot for the feedback, I really appreciate it!

No, as cited in the original Itch.io game page, the only plugins I used are: Discord RPC SDK and ParticleText. I made the leaderboard from scratch myself, as well as all the other assets. (except for the music obviously). I made the meshes, particles, shaders, VFX, code and everything.

As for the readability, I feel like because of the double jump mechanic, combined with the sprint mechanic you get a sense of how much you can move in 3d space when combining those 2 mechanics. The effect of that is the "readability". Depending on how much you sprint you'll be able to understand "okay, I can do this jump, but not that jump". That was at least what I was going for and IMO (as well as from feedback) I think I kind of got it. The 2 levels have different layouts which you can memorize, helping you be able to say "ok i wanna go there so I don't fall this time around".


 The game IS designed with frustration in mind - no checkpoints, no respawning on platforms, etc. Judging from feedback from other people it seems this has been achieved, but it's always good to hear more opinions!