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Skyboy Games

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A member registered Jul 05, 2015 · View creator page →

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Thank you for trying it out.

I'm going to see what I can do to reduce the funk and jank. I'm in the middle of writing a custom movement solution for the character and hook as we speak. :)

Yeah... we relied on the UE4 physics system for all the jumping, swinging, and hook throwing which works at 120 FPS, but gets weird at different framerates (for example, if you switch to windowed and are no longer bound to your monitor's refresh rate). I made some fixes to stabilize the physics on different machines, but those aren't in the jam build. I'll be posting the new build once Jam deliberations are over and I can post updates again.

If you're curious, you can download the newer build here:

https://drive.google.com/file/d/1g6wuAbXJizX-y7uOtRyRWfDUAni99Fro/view?usp=shari...

I'm curious if the fixes I put in actually improve the hook physics for you.

I like what I'm seeing so far. Is that a bit of Void Bastards inspiration I see with sprites for enemies and gun hand?

Steven's comments covered a lot of this, but I'll comment on a couple bits that stood out to me.

1. Ricochet feels like the start of an interesting mechanic IF you give me a good reason to use it. Are there going to be enemies whose front-mounted shields are a pain unless I purposely fire past them to poke them in the back? OR am I playing a role a bit like Revolver Ocelot vs. Solid Snake where I counter his stealth and arsenal by my uncanny ability to place bullets wherever he feels safe?

2. Bullet spread feels wide compared to the targeting reticle, especially if firing from a distance. I assume spread isn't tuned yet for the various weapons, but just so it's on the TODO list, I prefer having reticles indicate the area in which I can expect bullets to land. (So usually small circle for distance accurate weapons and a big circle for splatter-fest weapons like shotguns.)

3. A corollary to points 1 and 2 in combination: IF ricocheting is the main gameplay gimmick (again, I don't know if that's the intention or not), I feel like giving the player pinpoint accuracy is the way to go. If not, ignore this point.

4. While cool, I think the particle effect (if that's what I'm seeing) on the projectiles gives me an unclear sense of how the projectiles move. When I first started playing, I assumed the weapons were hit-scan weapons because I saw the initial burst of the projectile appearing some point in front of me instead of seeing it travel from the barrel of the weapon. As I played around with it (and watched the point light travel across the ground) did I realize the projectiles are spawned objects (again, assuming I'm reading what I'm seeing right.) It's not bad per se, but I do find it a little confusing. I find myself occasionally reading it as if my bullets were spawning several units in front of me, instead of at my (or my weapon's) position.


Overall, definitely a nice start. And I don't say that just because I like all the people involved. :) Looking forward to what comes next.

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Thank you so much for playing!

Also, your BGM is so chill. MasterChiefSephiroth420 would definitely approve.

By the way, the music itself wasn't from the sound pack. They were a couple loops I put together with snesgss.

Thanks for playing Amir.

Yeah, I feel like there's a lot to do for tuning the aiming and moving. In particular, I think the rotation range I'm mapping to movement is way to large. This essentially gives you  a really large firing cone (since shots are aimed based on your direction.) I think between that and significantly speeding up the player's projectiles, shooting will feel more controlled and intentional.

Thank you!

I'd be a bit worried if this were the kind of game people played one-handed. ;)

Tried it.

Nice.

I love how authentically black box NES this game feels. That jump does take some getting used to. 

I feel like the player is called upon to use that jump in tricky situations a little too early in the game; before they're used to it. I also feel like it'd be nice to have some work-around for situations where the player has made a level unwinnable and are forced to kill themselves on a monster to retry. Especially when those situations happen early on, like with a missed box drop.

Then again, I'm talking about matters of fine-tuning in a game that was completed in a 72-hour window. Just the fact that I'm able to nitpick small details is a testament to how solid this game is already.

Good stuff. And now I'm going to go back in and try out that magic code.

Thank you so much!
Yeah, tuning did end up going through the window once my body started demanding sleep.
This is where I hid behind the old "it's a prototype" phrase. I'm not bad at tuning, I'm just not done yet! ;)

Nice job!

I've been taking a class on Serious Games at grad school. I'll definitely be showing your game to my professor.

Nice!

Thanks for playing the game!

Awesome!

Be sure to drop me a link once you do you're review!