Recent community posts
Eh, the obstacles are easy to distinguish due to the color once you play one or two rounds, and the juicy jump works well with the speed to make the game feel really dynamic! So to me, it's not really an issue.
Apparently it works well via Wine or Steam Proton, many people are playing it that way. I might make a native Linux build eventually, if there is enough demand and if I have the resources to test it properly!
That's because the game isn't out yet! I could've sworn it said so somewhere on the page, but apparently I was just imagining things. ¯\_(ツ)_/¯ Anyway, I added a note now!
Once the game releases later this year it'll be available for purchase here and on Steam!
Thank you! The stomp was originally just meant to give you height more quickly than a charged bounce, and it also lets you bounce off enemies really high. I'm already thinking about improving it though, since I agree that there is not much actual use for it!
The soundtrack was done by Andrea Baroni aka Cyberleaf Studios. I can't resell it, but you can get all the tracks here: https://assetstore.unity.com/packages/audio/music/electronic/the-8-bit-jukebox-l...
Thank you so much! The soundtrack was done by Andrea Baroni aka Cyberleaf Studios. I can't resell it, but you can get all the tracks here: https://assetstore.unity.com/packages/audio/music/electronic/the-8-bit-jukebox-l...
Whoa, nice score! Thank you very much for the kind words and the feedback, I'll look into it!
Edit: I've just released a patch today that changes how powerups are spawned. Thank you for helping me make a better game!
Thank you for playing the alpha and giving feedback, I really appreciate it!
I'm already working on making the combos a bit easier and more fun to pull off. I'll be adding the ability to charge your shots, which will pull enemies with more force. This should give players more control over the playfield and reduce the amount of time spent walking from enemy to enemy. Do you think that might make the game more fun for you?
I will also add more audio-visual polish to the game so that everything is a bit juicier and more impactful. As for the environmental kills: They're still a bit experimental so I'll think about ways to make them more relevant or fun to use. Thank you for the suggestion!
I've been seeing a lot of almost consolatory messages regarding GDC these past couple days. Stuff along the lines of "don't feel bad for not being there." I kinda didn't know I was supposed to feel bad...? I mean I guess it's good for networking and stuff, but some seem to view it as a sort of pilgrimage that makes you a True Game Developer™. Or maybe I'm just picking up the wrong vibes. Either way, I don't care all that much about GDC, I mainly care about making games.
And making games I do! I also do segways. I'd like to highlight the game I'm most proud of: [Speer]!
It's a puzzle platformer where you use a spear to create makeshift platforms, flip switches, transport barrels and much more. I really like game mechanics that are simple but flexible enough to offer a surprising amount of depth, so that's something I tried to tackle with this title.
Anyway, have a great day whether at GDC or #notGDC!
Thank you very much! You will be able to configure the controls in the final game.
I'm curious: Why didn't you want to shoot the enemies multiple times? One shot is enough to stun, but if you keep shooting you can move them around the stage and into hazards, or even your own foot.
Thank you very much! I've added some dust on landing to see what it looks like.
Right now throwing a Speer at yourself doesn't do anything. Might change that if I can think of an interesting thing to do with it...