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one sketchy guy

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A member registered Jun 17, 2018 · View creator page →

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The movement feels really nice. I also liked the combat when it was working. I like this sort of art style when it's done well. 

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The bad:

The face direction is based on velocity which means that if I'm nudged by an enemy I am no longer facing that enemy. When I have already cleared an area it's "sold" and there is no way to back out of the menu as far as I could tell, so I was soft locked  right there. The pixel size is inconsistent, which leads to a jarring art style. Animations don't stop when I stop moving, which lead to me misunderstanding what buttons do something and which ones don't.

The good:

The movement feels really nice. I also liked the combat when it was working. I like this sort of art style when it's done well. The page looks promising.. The name is really cool. 


I look forward to my complaints being addressed if that happens. Because if they do this could be a really cool concept, especially with a talented team like this.

You're right, this is sorta abandoned. I've been secretly working on moving the code base away from it's current source because the windows form framework is too inefficient for my needs.

You can find the source code for the original project in the forums, where it's fully open sourced. You can branch and continue working on it, however I will not be continuing the journey. The next version of this editor will change the program entirely.

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Super fun! I like how the transition to bird form feels, and how it makes you much faster. I hate the controls, the button choices don't work well for big hands. A cool update would be being able to us the mouse and attack in the direction of the mouse instead of the direction I'm facing. It's very clunky to have to press the direction I want to attack before attacking. The music is pretty bad, but the visuals are awesome.

Shows allot of potential, I think the animations feel really stiff, but the art is beautiful to behold. I couldn't beat the boss, and I blame the hitbox doing repeat damage. When I stand in front of the boss I can't get away in time, or deal enough damage to kill it, and with the bow I can't tell how much damage I'm doing. The mechanic of having to put away your weapon to jump higher is interesting, and I like the super jump.

I haven't made the announcement yet, but it's looking like I won't be able to get it done until January. With all these new features comes a lot of new bugs. I'd like to get a demo available before then, but it's looking unlikely. 

These are the comments I live for. Hope you're looking forward to the upcoming update, with lots of new features and a whole new art style!

Loads pretty slow for me, check out this: https://forum.unity.com/threads/webgl-slow-loading.525066/

It helped me to speed up my load times

When I hit play nothing happens... I just get a pink screen

Game of the year.

Had some earth worm Jim vibes in there with that animation. Loved it. Only thing missing is sound!

Great game, perfect amount of interaction for a 5 hour game.

Great designs! Only thing missing is some nice and juicy sound effects! 

Loved the game, not much to say other than the tutorial restarting once I messed up was kind of annoying. But over all very good game.

Really cool, reminds me of older games like prince of persia. Would be nice to hear some music, or a more crunchy punch sound, but over all really good.

Really cool controls, feels fun. Had no idea how to play lol. I spent a good few minutes just smacking asteroids into other asteroids but I didn't know if that's what I was supposed to be doing since I was dying from it, plus the lines were very confusing. But's a pretty game, can't say it isn't pretty.

Best. Comment. Ever.

Love it!

I sadly couldn't get passed the first level, however the music and art was fantastic!

Perhaps the tutorial screen is unclear, the mouse is only meant to be used to hit the arrows you don't have any direct control over them. I'm glad you liked the art :)

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Sorry it wasn't public, if you give it a try it should work now

https://gitlab.com/onesketchyguy/low-bros-spriteeditor It actually is supposed to be open source, and compile-able right from visual studio! Let me know if this link works for you, if not I'll see what I can do to make it more public :)

Will there be a discord for this jam?

The use of a capsule collider with precision platforming was infuriating, I would land on the platform then fall off. Not fun. I enjoyed the teleportation mechanic but it felt more like a gimic than an actual mechanic. Like I think I only actually needed it 2 or 3 times, and the rest of the time I was reseting because I fell off of a single tile. Can't stress that enough, I actually didn't want to finish because of the use of a capsule collider instead of a box collider. Jesus christ. Like if you had used 2 tile wide landing zones that were more fogiving it would be fine, but it's a single tile, and you did it allot. One or two scenarios where I have to land on a single tile and slip off would be annoying but okay. Overall I came out more annoyed at my experience. However, there were no bugs, and in 2020 that's really saying something, so 4/5 stars!

Bloody amazing

Thanks! It's (clearly) not done, but the idea can be easily expanded which is planned!

I found the meaning for life in this gam.

Probably the next Crysis. My computer can barely run this beast of a game.

o.O

This is much MUCH more playable, thank you so much!

Look forward to it!

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Hey! I've found a magic number for the camera movement if you have the pixel perfect component on your camera... 

transform.position = Vector3.Slerp(transform.position, desiredPosition, speed * Time.deltaTime);

is what I use, and speed = 2.5f

Hope this helps.

Being as I don't know what engine you're in or your approach no. I would just say to smooth it out so I don't feel sick when I'm moving quickly

Got really nauseous, the camera is too jittery :C otherwise a cute platformer though... Excuse me while I go throw up... loved it though...