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Pēteris Masļenčenko

18
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A member registered Jun 18, 2017 · View creator page →

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Thank you!

Thanks so much!

Ha, I hadn't conceptualized it as giving commands to another character. That's interesting, could go into programming game territory somewhat. Thanks for playing!

Thanks for taking a look! Glad the gameplay worked for you. I knew it was funny, but didn't expect people to actually find it fun.

Thanks! I had a 90 degree turn command that was too useful so I took it out. Now that you mention hexes, though, I hadn't considered that turns could be made in, say, 30 degree increments.

Ha, thanks, appreciate it!

Thanks! I actually did have a short 90 degree command but it was too good, I wouldn't use anything else, so I took it out and leaned into the obtuseness. Good point about the out of order, syntactically commands. I hadn't even considered that!

For a game with the default blue Unity background, this has a lot of personality. Love the feel of the movement, the sounds, the tutorial with the receding walls, the subtly funny text. It was fun to run around and shoot for a bit but I was slightly frustrated how much the gun sight is misaligned by default, and I realized that it's impossible to get shot (web version)? Good, juicy base to build further on

Happy to hear it worked for you! Although it's mainly a joke game, I agree, it can be pretty intense or satisfying at times.

Love the hard sci-fi vibe here. You establish a very strong atmosphere very quickly with the message log, sound effects, reload mechanic. Could see this spun out into a bigger game. So much potential for different environments (inside, outside, small satellites, large derelicts, etc.) and stories. Very nice entry.

Really beautiful, love the theme and art. With some more thought and structure, I could imagine this as a small 30 minute walking sim type of experience.

Small nitpicks:

- There's a typo in your instructions. They say that Q and E both "swim up"  

- Having the setting to save images to the player's device by default is a bit intrusive, imo.

My first thought was simply taking damage any time you let an enemy pass, like in a tower defense or something. But I get wanting to keep the game clean. It's a fantastic result for the timeframe and the experimental idea.

Thanks for the heads up! I moved it down one

This has a strange dreamlike quality that I really dig, it's subtly creepy even without the enemies. The level design works well in the sense that I was funneled in the right direction while on the run and not thinking much. And yet it didn't feel totally linear. The look is cool, though a bit hard on the eyes. I was confused by the diamonds. Thought I was teleported to somewhere else on the same map instead of to a new level, and at one point near the end I started wondering if there's some puzzly aspect I'm missing. So maybe it outstayed it's welcome by a level. But overall a surprisingly interesting entry.

oh wow, funny, i also made a text parser FPS for the jam. you've done beautifully with actually trying to wrangle it into something playable (whereas i just played up the obtuseness). the three lanes, cocking and reloading your gun are inspired design decisions, they work really well. great sound and juice as well, and the graphics are very charming.


you could probably incentivize the player to go on the attack more - currently it's easier to avoid enemies and be very selective about when to attack.

Hi, Henke! This really made my morning - it's so nice to know that someone remembers this project :) Especially someone who does great work like you!

I'll try to have a look at the project this weekend, thanks for letting me know. Let's hope it doesn't crash and burn when I open it in a new version of Unity.

Thanks!

Hi wormo! Thanks for playing, glad you liked it. Shame you got stuck, but thanks for letting me know! Did you try interacting with any of the letters of the sign?

The pixelated look is really easy to achieve in Unity with 2 cameras and a Render Texture: https://docs.unity3d.com/Manua...

Have a low-res Render Texture with Point filtering in your scene, set it as the target texture for the camera of the first person character. So the Render Texture will display what the first person camera is seeing in low-res glory. Then, simply have a Main Camera pointing at this Render Texture. I'm sure there's better ways of doing this (this method doesn't take the screen resolution into account in any way, for example), but it works.