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O0ddity

22
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A member registered May 01, 2017 · View creator page →

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These controls are a bit undercooked.
IMO Should be the character reaches and leans towards the mouse, excluding any hands if they are grabbing.
I want to be able to grab and swing myself back and forth to build momentum to make a jump.

Also currently you can just spam jump and rocket yourself into the sky.

The art direction is on the nose... considering the concept. If you are going all the way with developing this. It might be worth making it feel a little less derivative. i.e. bringing a unique point of view and style - assuming it's not a parody.

Seems like a cool concept though and looks alright.

Great groundwork for something great. Really enjoyed it

What you've done so far is a massive achievement.
Not sure if you wanted some feedback, but I have notes of a few things that stuck out to me. Mainly a lot of the game _feel_ is kinda flat.

Interaction feedback, and juice - a lot of things don't feel very impactful. For instance the player's seconds ability [#3], the wind up feels slow and the tail end of it feels short and uneventful.
Picking up health items doesn't feel like anything is happening.
Some enemy attacks could use more telegraphing.
Does the sword attack have any variations? Probably all of these could use more animation _steps_ (things happening in a staggered fashion gives more impact) and additional particle effects.

The levels could use a little something more. Maybe addition set dressings. and things to break or pick up? Actually I think would they really need is to imply a larger world. Like a skybox that hints to the tree tops of a wide forest. Or an inaccessible side of the caves opening to a wide inaccessible cavern or underground lake.

Amazing little adventure that completely sucked me in.
Really well done.

You know what. This is really pretty well made. i.e. this game works great - I beat it on my phone and it was a seamless experience.

Nice work

Please write out the controls for the game.
Sure most people will figure out WASD for movement.
But, is there is a fire button or some other mechanic that has a button. Who knows? Only the developer I guess.

(2 edits)

Cool, I managed to land on all the pads in one run.

Would be nice if there's some confirmation of landing, like the ring could turn green and play a rewarding sound.

Depth perception is hard, maybe you could have a "ghost" shape collider sphere, and draw the the collisions as indicators of stuff that's nearby. Similarly you could do a ray cast to project a fake shadow.

Edit: supporting mouse and keyboard, it's actually easier to control.
Just add WASD bindings + left click thrust and patch:
### CameraRig.gd : _process() :
var mouse_input = Input.get_last_mouse_velocity() * 0.001
var cam_horizontal_input = clamp(Input.get_axis("cam_left", "cam_right") + (-mouse_input.x), -1.0, 1.0)
var cam_vertical_input = clamp(Input.get_axis("cam_down", "cam_up") + (mouse_input.y), -1.0, 1.0)

Great stuff

This is pretty dope.

(1 edit)

I am managing alright so far, but it would be nice if R1 pulled the camera to the character facing.

I'm tempted to suggest L2 and R2 -90 , and +90 respectively around the Up Vector and L1 +/-180.... but that's probably over the top.

Now all I hear whilst awake or asleep: "Non-Tormater"

(5 edits)

Nice one.
One thing that is a littel broken: When the  signs change and the converbelt backs up. If you have a couple of items that are already off the belt, they don't back up far enough to go back onto the seesaw belt. So you get punished for having placed previously correct items.

Maybe you could have a hitbox, that hit as soon as the item leaves the seesaw? And if the item matches the row at that time, you could tag it with the row, and ignore the negative effects if an item goes through the same row level as the tag? e.g. https://pastebin.com/zi55dgzD

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This is actually great. I instantly had a fun just playing a tune, rapidly rearranging the chords and move over to strum, back and forth. It really surprized me that's workable.
Would sugggest maybe including the alternative F Major chord.

A way you could really elevate this; would be to have some kind of feedback as correct ( or incorrect) strings are played. Which would make the chords far more easily discoverable.
I think this could be a fantastic learning aid.

I saw this on Youtube and thought about a game involving soviet apartment building battle ship... its the same guy. Imagine having such a reconisable style...that its an unforgable signiture of your work; Takes being a real artist.

You keep on making such helpful stuff. <3

I am curious how this works. Do you have any links to papers or something naming and explaining the techniques?
Looking through the code I guessed that the shaders just render the images with lighting using the generated normal, spec, POM, maps? Are the calculations actually all done in `fshader.glsl`? or is there some CPU image processing somewhere else? I'll keep digging.
I wanted to try applying it to image masking or see if there's a way to do something like it in real time with a shader on the GPU.

Nice job.

Played this at Pax 2018, pretty psyched to see an update!

FYI you can mirror your repo by adding additional remotes to your local git repo `git add remote <remotename> <repo-address>` and then pushing to the specific remote with `git push -u <remotename> <branchname>`.
It's a nice idea to have public mirrors if you're self hosting git. i.e. github, bitbucket or gitlab

 I really like the concept of the game. It needs some mechanical polish, but it really  is quite good.

Here is my criticisms / feedback:
The part where you get stuck on the end of rails is pretty game breaking . The swing physics feel a bit floaty. All of the enemies should really be a  lot more visible, especially the crates, they blend in a lot with the background and it feels cheap to die to that.

I wonder if the control scheme would work better if holding left click pulled you in and right click was just for cancel/detach.

(1 edit)

What the heck are the rules for placing blocks?!

10/10 weird. Loved the conversations with the characters. 
Really enjoyed the vibe and overall atmosphere.
I had  great time  racing around the platforms at THE BEACH

Mechanically there could be a lot more polish.
THE CASTLE feels like its designed for a different player controller ( or different scale) compared to the rest of the came
See https://siactro.itch.io/toree3d as a great reference of similar player controller.

I'd love to see the game design improved upon and the game world expanded. It really sucked me in... to a fucked up dimension... and I love it.

Really cool ideas here, beautiful atmosphere.
Loved it.