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PolyCube

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A member registered Aug 23, 2021 · View creator page →

Creator of

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cool! added you - excited to do it

I unfortunately won't be able to make it :(

so good

who? I think you might be mistaken sir

sorry, but no :(

You can go on top of the blocks if you boost off of the bucket at the right angle lol

Pretty ok-ish game tho!

Damn, pretty fun 3d vampire survivors type game


Extremely cool concept! Very well done all way round.

My small complaints: The collisions for objects are sometimes goofy since I'm trying to select the object when it's the tile that I actually have to hover over which tripped me up a few times. Also the 2 tile plants seem to be only selectable from 1 tile? Would see this game more playable on a keyboard only than a mouse in my opinion for more precise control

Anyways, I'm just nitpicking. good stuff! also I may be just dumb but I can't figure out the last level? Seems impossible to put the 2 tile plant in the light without blocking my way. Also a cool mechanic would be for the lamp to emit light on it's own (unless it's already doing that)



Glad the issue is fixed!

Welp, yea I wanted to do varied themed areas and actual textures - imagine concrete walls with vines and moss etc. would've definitely looked much better than the default grid texture

The sword definitely needs to be tweaked to be a lil more consistent but I also feel like it's potential is not explained well enough to the players. The 1st place speedrun right now is 1:53 and the movement is crazy - didn't even know you could boost like that lol (https://www.youtube.com/watch?v=rpu1ogod1i0). Another problem is the confusing level design which should definitely be tweaked to be more obvious where to go and where to boost off of and at what angle but didn't have infinite time to work on the map. The difficulty is really all over the place as well so I don't blame you for not making it to the end lol

Thanks for such a detailed comment and thanks for playing!

Thanks, my secret sauce is no job or sleep

(1 edit)

Thanks for such high praise 🙏 I did a sneaky little move and updated the game with a new build that fixes the mouse input not firing issue in the literal minute while the jam's time was being extended. You can give it another shot if you want :) I definitely feel like the movement can feel floaty a bit, should probably work on tightening a bit but I kinda feel numb to it now since played with jt so much

GREASE MAN
felt incredibly slick, would prefer this as an endless runner though instead of a level structure. Love the soundtrack lol

Oh wow, I love this - great speedrunning game! Only complaint I have is it's kinda weird to let go of buttons to do the wall jump, I would much rather prefer holding space instead of it being auto haha. The pixel art is so beautiful, amazing stuff in the visual design departament. Felt really slick grabbing enemies and launching off of em. Clever, tight mechanics all way round

Oh wow, I completely missed this. Thanks so much for playing, glad you enjoyed it :) 25 mins is not a bad time - current WR IS 1:53 tho so keep the grind going!

no clue what I'm doing and there's a bagillion things happening at once but heck yea bruda this slick as hell. I like the artstyle a lot

thanks for playing!

current WR is 1:53 so keep at it 💪

https://www.speedrun.com/KONSTRUKT

We made a speedrun.com page for it and the #1 run is insane. feel free to join in lol

Let's call it intentional haha. But really I just didn't have time to unwrap the whole thing. Wanted to go for a concrete, brutalist-esq aesthetic but well.. time. Looks decent honestly. Thanks for playing!

Thanks for playing :)

Really fun little game. I would enjoy aiming my ship with lmb tho and in the direction I want to move instead of this slingshot movement. I did in fact feel pretty slick dodging stuff and the addition of gravity around objects is really cool!

Damn, I like this idea a lot! I struggled with the controls at first but once I figured it out it felt really *slick* and *clean* to move around

slick indeed

Pretty fun! I like the artstyle and how squishy everything is

glad I can just blame my incompetence on your skill issue!

Thanks :)

WR is 2:01 so far, so keep grinding 💪

Thanks for playing :) The default textures are only here since I didn't have enough time to actually unwrap the whole thing lol. let's call this an intended style

I'm in love with you

Thanks for playing! Yea I feel the game can feel a bit simplistic at times with the movement being just "boost up". I like the idea of going fast through the level with the sword doing slick boosts so I wanna expand on it after the jam. Did a speedrun.com page and found some interesting movement options like getting a ton of horizontal velocity and jumping right as you hit the ground as sort of a bhop to preserve it. My best time is 2:03 but you can definitely go faster

So sorry this happened. Found out it's a common bug with this engine version I was using only after the jam - simple version update should fix it. It happens on older hardware or integrated intel cpus, hoping it at least ran okay performance wise. Thanks for checking it out either way, glad you enjoyed my default textures!

The shader work is me copying random yt tutorials and hoping it all works together haha. Thanks for playing - I definitely wanna look into how I can build it up from scratch into something not held by scraps and duct tape and continue with it

I still think I should've gone the speedrunning levels route..  Thanks for such high praise though <3

Thanks! Don't worry you can blame it on me lol

Thank you so much! I love your games a lot as well - great style, super juicy, great ideas all around. You totally should've done this jam as well

This might be the issue where the mouse is weirdly flickering on the side and the click was just consumed entirely without any effect on the game. Had it happen to one of my friends when he playtested the game. Not sure what's causing it but after he updated his graphic drivers it worked. read on a forum that it happens on older hardware with my ue4 version. Sorry about this, I will try to resolve this once the uploads unlock after the jam!

Reminds me of playing Incredible Machine when I was younger. Slick and clean stuff

I absolutely loved the vibe in that game - encountered it randomly few days before the jam while researching brutalist visuals. the first room in that game was like a guide for how to get a similar vibe, would love to see that project worked on more since I absolutely adore how much it does with so little. I did indeed near perfectly copy the room haha. I'm horrible at making visuals so of course it did not turn out as beautiful, didn't even have time to put actual texture in so I call the default grid material a style :)

I wanted to put more options but the options menu itself was so rushed at the end that I just decided to include the most important stuff.- been already running on fumes at 5 am, thought that 100 fov is more than enough but yea I do get how some areas can be confusing. making the arrow or whatever kinda help with that but my playtester friends still didn't know what to do sometimes - well it's a gamejam what can you do

The final area was like 10x harder but realized that noone it going to dedicate this much time to learning the perfect angles for wall bounces, came naturally to me since I literally did it for hours while making the game but my friends would just ragequit after a few tries. I heavily nerfed that but yea the difficulty progression and the parkour challenges in themselves are hella unbalance and all over the place. wanna revisit this project with a fresh mind after the jam and add more mechanical depth to it. Thanks for such a detailed feedback :)

It's more of a linear parkour game haha. Should've gone all in on making independent interesting speedrunable levels instead of slowing the dev time by making a whole ass map. I wanna explore this idea after the jam ends with more depth than just "jump up to the ledge"