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Sidremus

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A member registered Apr 30, 2020 · View creator page →

Creator of

Recent community posts

Hey Jarp! I've been really impressed with these assets, and I've been wondering, what is your workflow to making these?
I'm looking into making a game somewhat in this style and I've found myself really struggling to find assets in a true top-down perspective. Thank you!

Excellent! Thank you very much

Hey Xecthar, I'm looking into making maps in this style too, but I'm having a hard time finding assets for it.
Could you give me a few pointers on how you built your asset collection for a post apocalyptic style?
Or would you be willing to create a pack with your assets (if it's possible with the license)?

Oh, and another idea I'd love to see is to be able to work at different scales. So how about things like:
- Spaceships and planets, asteroids, nebulae
- Cities and vehicles, terrains
- Microbiology (it's in your name bru), ameba, plankton
- Animals and/or cryptids (this would also probably tie in well with other themes/be very flexible)

I'd love to see expansions of the existing themes. I'm always wary when picking an asset set for my roguelikes where I might not find the breadth on a specific theme I'd love to have.
This of course being said in the context that this is already a massive set and a beautiful one to boot :)

Happy you got it! That's exactly the vibe I was going for.
The game was pleasantly easy to work on, and is supposed to feel like it too!
When I get the time, I will probably just add a couple of more courses - when I'm in the mood for some more pleasantly functional gamedev

Zortch community · Posted in Bugs

Can't save game when not running as Admin (Win 10 64 bit, Itch version).

If anyone has trouble saving their settings or saving the game's progress, running the app with administrator privileges might be the fix.
I usually don't encounter this sort of issue, as I run a rather lose Windows security setting, and was doubly surprised as the game was also not installed in a protected file system. But oh well. Just something to be aware of I guess.

Otherwise having a great time!

Updates to the game:

https://www.youtube.com/watch?v=g7Ks3-HMeCM

(2 edits)

[UPDATE]: Been making progress on the gameplay prep: https://www.youtube.com/watch?v=g7Ks3-HMeCM

[Original Post]:
I'm an experienced game dev and VFX artist and want to stretch my level design legs.

This is how it currently looks like in motion:
https://youtu.be/aKVHOrFzYaU?si=G2QJzj9HwU11C-dh

For this jam I'd like to build one (or a few VERY) short levels for an FPS game. I personally would prefer something in the style of Quake or the like, but I'm very open for input - though it has to be within the scope of a week-long jam.
I'm going to use a couple of assets I'll prepare ahead of time, like a character controller and placeholder enemies with some basic behaviors. 

Which is not to say that thing are all set, though. If you got ideas/features you'd like to see implemented I'm completely open for it.
I'd like to get the core features locked in as quite early though, as I'd like to focus on level and encounter design more specifically.

I've jammed in Unity and Love2D before, this time around I'm going to work with Godot. I've spent quite some time with the engine at this point and feel comfortable enough to build a small 3D game with it.

Let me know if you're interested in joining up!

Hit me up on Discord: sidremus
(or the old way Sid#7611)


 

Hey GRisk, amazing tool!
I'm also running a 1660 Ti GPU, so no results for me right now.
Would it be too much to ask to add a feature to disable the half-precision mode that's at the hearth of why it's not running on 1600 series GPUs?

Hey, thank you! If you ever need some VFX, lemme know!

Thanks!

(1 edit)

We're a team of two proggies and a sounds wiz and are still looking for someone to help out with the graphical side of things!
If you're working in Blender I'll be able to help out too, so you wouldn't be modelling away all alone. But, I'm a dev at heart, so all help is appreciated!

Dis: Sid#7611

Hey there! Mind if I get in touch?

Sure! Hit me up on Discord: Sid#7611

Heya! I'm a decently experienced Unity dev and programmer. Wanna join up?
Here's my discord: Sid#7611

I've got a couple years of Unity dev under my belt (C# programming, shader dev as well as 3D art) as well as a bunch of jams.

And, I love sims! Wanna join up?

Discord : Sid#7611

I'm a Unity Dev with some experience already (30 years old) and I'm looking for someone (or a team) to join up with!

I'm a generalist and feel comfortable programming as well as doing some visual art. 

Discord: Sid#7611

Thank you very much for the kind words! We're quite proud of our little game and happy that the polish we put in comes across!

The spread shot is fired if you start firing with a full bar of ammo. We probably should have communicated that in some way. 

Still, I'm happy you had a bit of fun with it!

Sorcery indeed! I used low res renders from 3D models to build the sprites and animations. It's essentially the way old games like Donkey Kong Country and Abe's Odyssey made their graphics. It's a cheap way to get animations and it even was appropriate for the GameBoy as some games used the technique.

And yes, I wanted to ensure that the highest score was only achieved of the player never died. A better way would have been up reward them for a wave without deaths instead. It's noted and will be in the second release after the jam ends!

Great little de-make! A little silent, but the graphics and UI are spot on!
btw, if you ever want to join up or just bounce ideas off of someone, come join TightControls

https://discord.gg/JnyzbDX

It was great to see this project grow! There's a lot here already. The graphics and UI are very nice and the sound is decent too.

I'm still not sure if this game really gels well as a rage game. It really doesn't communicate the fact that it's supposed to be one. And the controls are still too twitchy. Slow the character down, give it some momentum and lower the gravity. You still fall like a brick.

Overall, it was fun though! 

Wow! This is the jam competition I like to lose against! My favorite so far. 

The only critical feedback I could give would be to maybe make the enemies a bit more lenient/smaller at the start. And the music could be a bit more varied, but that's the most minor of complaints really.

If you ever want to collab or just need a place to bounce ideas, feel free to join the TightControls gang https://discord.gg/JnyzbDX

You're not the only one, apparently. There will be more control options in the upcoming update! Thank you for your feedback!

(1 edit)

Noted and will be in the upcoming update! Thank you for your feedback!

Thank you very much for the great feedback! The lack of damage feedback on the boss (and regular enemies too) was still on the to-do list when the time ran out. It's going to be in there for the 1.1 version, after the jam rating period is over.

What do you think, flashing when they take damage and a healthbar for the boss?

Also, if we overshot the quality of the GameBoy, we'll just take it as a compliment! XD
I remember being quite unsure about limiting the visual fidelity more to get a more authentic feel or to do everything the jam rules allowed for. It's a tough one, really. On the original GameBoy, even if it was nominally running at 60fps, had most games run quite a bit slower. And things like dynamic particle effects and accurate physics were really a no show. Instead everything would have been done with sprite sheets and a bit of in engine animations. Flexible Frosty is more on the original side of things in this regard (https://itch.io/jam/gbjam-8/rate/751190). 

Noted! Ihad to take out the gamepad support sadly.  But, right of course. There really should have been a second layout in parallel. 

It is playable with just one hand, though. That was the idea behind the layout.

Great to hear!

I'll be sure to check it out again.

Yes! I'm with you on all those things. 

Now that there's more time again I'll be looking into all those things for version 1.1...

Also, more enemies...

Great to hear that you want to take it further! For an example on differentiating the bullets and background start, check out my submission!

This is hardly a game...

This game could have benefited from some flair, both audio as well as visual!

I don't think the concept is quite there yet.

Fun but tough!

The transparency on the  enemies let's there be more than 4 colors.

Great looking, and fun!
Some of the kinks could have been ironed out a bit more, probably. But there's a lot here (even if it's short)!

Right up there in all fields!

Looks great. Is a book. Maybe it's a question of personal taste, but for me at least, it was a bit too much on the reading side of things.

Dead silent. And a little slow for my taste. 

Wholesome! A little slow for my taste, but top marks still!