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EldritcHSandwicH

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A member registered Aug 21, 2020 · View creator page →

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Recent community posts

Hi everyone! I have recently posted a new dev log and have released a new version with several graphical, gameplay, and UI improvements!

Additions that are on the way and in progress:
 - Leaderboards
 - Tutorial

 - Tooltips

My Regards,

EldritcHSandwicH

Latest build has a bug related to Steam's system. Makes an object persistent when it should not be persistent. Quick fix to latest upload and the bug will no longer be present for resetting the game.

Thanks for playing my game!

(1 edit)

Controls: Feel good

Gameplay: Exactly as it should be

Bossfight: Fun and interesting

Final thought: gives me the big miedo

One thing I like (pet peeve) is momentum redirection on ground landing. ATM it takes half a second of standing still to redirect momentum to jump in a different direction upon landing. I like to be able to more easily turn on a landing and change jump.

I look forward to coming back to this later when it's got more done!

WebGL: can't help you there, I'm learning that one as I go and am prepping some stuff for a big update.

3D engine math: being able to utilize different normal vectors can allow you to do really cool stuff. tangential vectors, I believe, need to be manually calculated and there isn't a nice little code block to use in this case, so HLSL must be utilized or you can just capture the normal and utilize a perpendicular. one of my FAVORITE shaders I've ever made used a sphere calculated around a single point to control either saturation within sphere (inside = colorful, outside = desaturated) or alpha/opacity (inside = transparent, outside = opaque). I used the backface of the mesh to then give it a big emission on the inside. Looks like a hole was punched by a laser cannon.


John Carmack stuff: I know of the fast inverse square root he used, though tiny efficiencies like that are much smaller fish with the technology we're using now, nowadays we  try to optimize on larger sets of components/features and reduce the scale and complexity of larger sets of calculations. 

What I want to learn: I'm very functionally minded and I have been told (in nicer words) that my UI is ugly/unprofessional and that my game doesn't really aesthetically pop or stand out in terms of visuals. I kinda have a checkmark system in my head (i.e. does it work? then great!) and there's little space for thoughts such as: it may work, and may run fast, but it doesn't look *pretty* or *cool*. I want to learn how to make things look cool, really.

Sorry, I'm still at my day job right now and can't yet compile the mac version. I'll also try out the webGL build before I give it an upload. Need to see if it can even run on browsers.

Here's an example shader for the CHAOS element.

https://gyazo.com/c6fb23222096585191125b3475bb8da7

Feel free to ask me anything about shaders except how to write in HLSL! Lol. I understand the math and the process, I just cannot do the syntax.

Mac build incoming, I'll keep you posted! I'll see if the game is viable to run in-browser, it uses about 600mb memory so I'm not 100% sure it will work... I'll check & verify. I use some fancy shaders and those might be problematic, but I'll test & find out.


Thanks for the comment!

Djikstra's Enigmatic Puzzle Cube is now available for sale!

It's basically 2048 but in 3 dimensions. Rotate left or right, up or down, and merge fantastical magical elements together on any face to maximize your high score. The demo limit is 500 points.

Has anyone tried it out?

Hi all,

I'm on the end of a 12 hour bender working on bugs, ironing out game features and setting up my steam and itch pages for release.

I'd love some feedback on the demo if you guys could spare a minute.

(1) How does the gameplay feel as a puzzle game?

(2) Were you able to locate any bugs?

(3) What's your perception of the overall quality of the game?

Thanks a lot, all.

https://redroulette9.itch.io/djikstras-enigmatic-puzzle-cube