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SourySK

17
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4
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A member registered Nov 04, 2020 · View creator page →

Creator of

Recent community posts

Thank you! It fore sure is a really challenging game, maybe a bit too much. Next time I maybe should leave a bit more time for balancing the game rather than making up random numbers for the enemy spawn counts 15 min before the deadline :D

I've really enjoyed the music choice, it fit with the theme and great level art really well.

This must be one of the best visuals of the entire jam. Good job!

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Amazing work! It's feels great how all the modules in the build mode use physics to move and assemble, and it's really fun to play with your creation afterwards. I also really liked the terminal themed UI, it animated really well!

It's also crazy to see that you've used Fusion to make your models.

It's a really interesting combination to see a crash bandicoot gameplay in realistic environments with realistic animals! I've liked the feel of the spin move and double jump, I just wish the game would run better - it was really hard to control at 20FPS.

I've really enjoyed tormenting Paul, he really deserved it!

On a more serious note I really liked the voice acting, and it's for sure an interesting idea.

Thank you for your kind words.

Yeah, it was a rough few hours before the submission trying to get everything together, and even though I promised myself not to repeat my last submission time (1 minute 40 seconds), it somehow ended up worse :D. At least it really gave me the feeling "here we go again" while submitting everything just minutes before the deadline.

I'm still not sure what I've experienced, but it was for sure a challenge. I've liked the material dissolve effect of foreground objects even though sometimes it was difficult to tell where you actually are.

A very intriguing idea!

I've really enjoyed burning that place to the ground!

Just please consider making the grass texture not in screen space next time, it made me sick.

Great atmosphere and interesting idea!

So far from all the entries that I've played, this one for sure feels most like an actual polished game. Great job!

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Hi, It's actually pretty simple. I'm using a standard loading screen setup in slate. Then I'm querying each frame

FShaderPipelineCache::NumPrecompilesRemaining()

 to get number of shaders left to compile. If it's greater than zero I keep the loading screen visible and input disabled.

I'm glad you're liking the visuals!!

Yeah, don't worry. I've set up a few projects for Valve Index and I know that those controllers are a real pain to set up properly. It's just a shame that I couldn't play your game.

Hi, I've tried to play the game with the Valve Index, but it doesn't register my controllers (Valve Index Knuckles), so I couldn't get past the menu, but I have to admit, the main menu looked nice in VR!

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Thank you! You're completely right, there's a huge bug in the game which in my opinion makes it unplayable - If you shoot anything else than enemy, bullets will fly in random directions, in some cases even towards the player, which can kill him, and when they don't fly in the correct directions it makes it really difficult to finish the levels. As it turns out this bug is shipping build only, so I never noticed it during the development, only after the deadline. I'm really sad that it's there because it's breaking the game :( But I can confirm that it's still possible to finish the game, it just requires a bit more skill than I've intended ;)

Thank you! You're totally right, if we had more time we would surely rearrange the level a little bit. But you know how it goes, when the time comes, you just have to ship it. Appreciate the feedback!