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Sprotex

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A member registered Aug 23, 2019 · View creator page →

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(1 edit)

Thank you very much for you kind words and feedback!

Yes, you are right about the fact that there is not much to do there, as I focused on something else entirely in this jam. I've been using Godot engine for quite some time now, and I wanted to experiment with soft body physics. I got it working in the editor, but it failed in the web build and didn't show at all, so I hastily replaced it with a rigid mesh. It's a pity, but it is what it is.

Also, this is my first time using asset library components, and I think it is about 2.5/3 of a success. I got three packages and two of them  worked effortlessly, while the third gave me a bit of a headache in the beginning. The packages were:

  • Prepared prototyping scenes with embedded Kenney assets
  • Phantom camera - a camera rig system
  • Smoothing library for improving the jitter introduced in Phantom camera

Prototyping assets were a HUGE help, as the arena was put together in less than an hour. The camera system was good, and it came with some player scenes which I played around for a bit, but ultimately decided to write my own player controller. The cameras were good though, so I used those. And the smoothing system made the player movement feel a lot smoother and was pretty easy to set up.

In the beginning, I only wanted to experiment with decaying soft body blobs, got them working and before I knew it, the jam was almost over, so I made the arena quickly, worked out the kinks put a "survive as long as you can" mechanic in and called it finished. That's why it feels as a generic parkour game in that regard. But the concept is there and I believe it shows potential, even though I didn't manage to showcase what I was going for at all.

Thanks for playing!

I didn't quite understand what was the goal of the game. I also second the opinion that the robot could move faster and has a large hitbox.

I could make sense of the bombs, are they supposed to only push stuff out of the robots way? Or do they act as some sort of a key to unlock more of the game area?

I purchased comment! Best DLC ever! Best publisher ever!

I would add more things to do with the tools, for the players to explore the world better, and this would increase the appeal of the game significantly, in my opinion.

Great game!

I loved the game, very original and fun. I found it a bit hard to control, but it seemed like that was what you were going for. Stuff breaking all the time reminds me of my home when I have to fix stuff (like broken door hinges etc. :D)

I would only add a small hop when the spaceman is on their spaceship. It felt weird to me that I could use jetpack in zero-G but not jump.

Great work overall!

Thanks! I get what you mean, about the underwater aesthetics. It wasn't what I was aiming for, I wanted the player to be green, but then I wanted the blobs to be green as well, and that would have been unnecessarily confusing.

I wanted the camera to shake a lot, but maybe it is too much. Since I had to cut most features, It is one of the small parts that connect the game to the given theme. Well - that and the fact that your health deteriorates constantly, and is tied to the screen shake (more shake = faster health reduction).

About the bugs... Well I had to cut a lot of stuff to get the build from working, and the first working build made it to the submission, as I was very tired at that point.

Thanks for the tips on taking the game to next level, I appreciate it very much!

Definitely one of my favorites this jam. If this game grows into a polished version with a little more upgrades and polished mechanics, I think I'd buy it.

Music, graphics and mechanics go along very well. One little think I'd consider reworking is making the 1d6 land in the center of the tile. It felt weird to see it lift and not land exactly on the tile.

I also randomly stumbled upon this. Before commenting here. :)

This is fun! Although it is easy to break the game by adding a lot more dice and then using any attack.

This turns frames per second into seconds per frame. :D This could be a great game, if it received some deserved polish.

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I couldn't run the game in a normal resolution, it appeared very small and the UI elements covered a lot of the screen, is this something you are aware of? 

It seems like a nice game, but it appears very broken on my pc. :(

The game looks really cool, but I was unable to play for long, since the ship seemed to barely move at all. I tried the Windows version.

It closely resembles a part of Astroneer mechanics. 

I would recommend adding sounds and music, as was mentioned by ronaldo. But I appreciate the realism of the sounds :D

gigel

I had very little time left on the set deadline for this game. I was also very tired when I uploaded it.

I didn't want to spend much time on it since I could be developing more polished projects. I wanted this to be teaching experience for me more than an actual game. Now that I'm confident in Godot I don't think this project is worth expanding.