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S-ed

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A member registered Jan 01, 2016 · View creator page →

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(1 edit)

The world is procedural as well, it is HISM, which are working really fast in UE4. It was animated in blueprints, and then in C++, but due to high amount of nodes it still was slow. It was possible to move animation code to the Vertex shaders but we already have huge load on GPU by the Raymarching cycles.
This game uses dynamic resolution to maintain the framerate, but it's not supported by HTC Vive, so use the resolution scaling in SteamVR if this game goes slow on high count of the bubbles.
Later I'll probably make a more optimized version, if I could to bypass the UE4 "bug" I could not bypass at the time.

You could hit me on twitter: https://twitter.com/mc_lo
Or Discord: https://discord.gg/unreal-slackers S-ed#7290

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I like the models.
I think you don't have to mention that base mesh was made before the jam if the models were made during it.
The only thing this game lacking is the Arnold model.

I like the art style!

(3 edits)

The world is procedural as well, it is HISM, which are working really fast in UE4. It was animated in blueprints, and then in C++, but due to high amount of nodes it still was slow. It was possible to move animation code to the Vertex shaders but we already have huge load on GPU by the Raymarching cycles.
This game uses dynamic resolution to maintain the framerate, but it's not supported by HTC Vive, so use the resolution scaling in SteamVR if this game goes slow on high count of the bubbles.
Later I'll probably make a more optimized version, if I could to bypass the UE4 "bug" I could not bypass at the time.

You could hit me on twitter: https://twitter.com/mc_lo
Or Discord: https://discord.gg/unreal-slackers S-ed#7290

(1 edit)

2 levels were scrapped as well (1st out of theme, 2nd was just for background vistas):




So. Let me tease you and show some that is not in this game cause of...reasons.




I know, exposure is not as good as money, but still...
https://twitter.com/mc_lo/status/975629339793469440

I've also noticed weird issue that my progress data got corrupted (blue corners). For some reason they all got randomized. Even appeared on levels I haven't yet played.

(1 edit)

There's some bug on "packager" guide level. It hangs after single cycle with error "undefined" in PLAY mode, but does work in STEP mode.


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Greetings!
Finally got the chance to play it. Great work!

Some things I've noticed:
No introduction of controls after <, space, >; would be nice to show inventory (E) shortcut somewhere.
You could stuck on the "basement" between Gnarcier "rocks" and the trigger (or next block) when you jump over, until it kills you. I can't say it's a bad thing but penalty is high for the first 10-15 minutes of gameplay.
Taff for some reason tells you: "You're the only being in heptaverse that can use it" (even if it's true it's kind of weird to hear/read, very cliche). Maybe something like "the only being left", or "the only being we found" (depending on backstory etc).
I like the save mechanics, but it saves even enemies locations, hope it won't backfire.

Great Game! But tree location at the beginning makes it so annoyingly repetitive.
At the end I've started to kill myself just to skip running back to save point.

Maybe RNG gods just mean to me, but I'm often stuck in a situation when I have only 1 bar and there's no one around. Tried to jump on same place but that won't helped.
Once, however, spawned like that: 

The title soooooo confusing...

Just set both teams to CPU. That was interesting.