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Stone Baked Games

A member registered Aug 28, 2015 · View creator page →


Recent community posts

Those are going to take some beating.  I might give it a go myself ;)

I'm glad you had fun.  It was a fun little project to work on too.

Thanks :)

I'm not sure what you mean.  Do you mean add mouse controls because there aren't any?  In that case no, I won't do that, it was a very deliberate decision not to add mouse controls because I was trying to recapture the feel of old 90s flight sims which didn't have them.  However, there is an updated version of Critical Alpha made by other members of the Gamkedo club that does have mouse controls here: https://gamkedo.itch.io/critical-alpha-afterburner

Thanks, I'm glad you liked it.

Outstanding!  That was a lot of fun to watch, thank you for sharing it.  You did amazingly well; that last 2017 mission is super tough and you nearly had it.

(Edited 1 time)

Thanks!  I'm glad you enjoyed it.  The mirrors are basically the Unity water system with the ripples turned off.  I believe I used this, and modified it slightly for my needs.  The mirrors did end up causing some performance issues because each one is effectively a whole other camera rendering the game, so when you get more than a couple all active at the same time they can cause the occasional framerate drop.  I tried to keep that to a minimum with some careful design and by turning the mirror reflections off when not needed/noticeable but there are a couple of small areas where sacrifices were made for the sake of the puzzle designs.  Since it's not a fast paced game I deemed that an acceptable compromise for the most part.  I now realise why everyone uses lasers instead of reflected light beams for this sort of thing!  So much simpler.

Great video, thanks for sharing!  I'm glad you enjoyed playing it.  As you spotted, only half the planet got finished within the project time, so we didn't quite wrap it up the way I would have liked.  This was developed as a Gamkedo game dev club project so we set a deadline and did what we could within that schedule.  Unfortunately I overspeced the scope so we couldn't quite finish the job.  One day I hope to finish the second half of the game, which should hopefully fill in the blanks in the story and give it a more satisfying ending.  One day!

Well, that's very kind of you to say.  It was a very personal project to me, trying to recapture the feel of those old games I enjoyed so much in my youth, so if anyone else enjoys it then so much the better.  I look forward to seeing any video you make!  Feel free to post in the comments as and when.

You know I spent a long time deciding whether or not to add yaw control and I eventually decided against it to try and keep the controls a bit more accessible.  Also, the games that inspired this - ones I used to play in the early 90s - didn't have yaw control either and it was really the feel of those old games that I was trying to capture.  I realise that different folks will feel differently about this and I appreciate your comment so I'll bear it in mind if I ever make another flight sim.  I hope you enjoy playing it nonetheless. 

Cool, thanks for playing!  I always like watching people play my games.

It's so satisfying watching someone else solve puzzles you've designed.  Thanks for sharing your play through, I really enjoyed watching it!


Huh, how weird.  Well, I'm really glad you managed to resolve the problems, even if it is a mystery as to what caused them in the first place.  I'm sorry you had to go through all that though.  I hope you enjoy the game enough that it was worth it!  At the very least you know you should be able to run other games made with Unity without the same issues.

Out of interest, have you tried running any other Unity games on those machines?  Do you have similar problems, or is it just with Sunbeam?  I'm wondering if it could be the particular version of Unity I used or if it's a general problem.  I could try rebuilding the game in a different version of Unity to see if that makes a difference.  I was planning on issuing an update at some point anyway, so I'll bring that forward if we can't find any other solution.

OK, so a friend of mine who uses Linux (laptop with a core i5 with integrated graphics) is able to run the game fine on the highest resolution and quality settings.  I'm assuming at this stage that it's a graphics driver issue and will continue to see if I can find anyone else who has experienced the same problem as you and resolved it, but so far I've not been able to find anything.  I'll let you know if I discover anything useful.

I'm sorry to hear you're experiencing problems with the graphics.  The game is made using in the Unity game engine and there seem to be a few other people who have had trouble with Linux builds of Unity games, so I'm investigating to see if there's something that can be done about it.  Bear with me and I'll get back to you as soon as I've got a possible solution for you.

Woo!  Looks lovely.  Can't wait to play it.

Awesome, I'm glad you liked it!

Thank you very much for your comments, that's very kind of you. The Witness was one of the inspirations for this game so I'm glad that came across. The interactable statues are just there for a bit of fun, the don't serve any actual purpose. Although there's one other interactable item that you didn't mention ;)

I'm sorry to inform you of this but it looks like someone has stolen your game and uploaded it as their own work: https://pixelkid.itch.io/dead-planet. They did the same with one of my games and a few others too. I reported them to itch to get them shut down.

The game itself was developed using the Unity game engine, while other tools were used in the creation of the art assets, such as Blender for 3D modelling and Audacity for sound effects etc. I couldn't tell you what was used to create the music as that was done by the composer.

Thanks for your comments and suggestions. The game was published two years ago, so has long since been put to bed, but if I ever make a follow-up game I'll bear your suggestions in mind. Incidentally, there is a vertical aim assist, if you sweep your aim past an enemy that is up or down a hill you'll notice that the laser sight does lock on to the centre of the enemy. That only works when there is an enemy in the line of sight, however, it doesn't work when simply aiming at empty landscape. Perhaps that was what you meant.

I'm glad you liked it. I'm afraid you wouldn't learn a lot from this project as it wasn't developed as a learning tool and so is rather messy and has lots of shortcuts and hacks (like pretty much all projects!). You'd be much better off looking for specific teaching materials such as the projects on the Unity learn pages.

Thank you for your lovely comment, I really appreciate it.

I'm glad you liked it, thanks for playing! My wife will appreciate your comments too.

Thank you! I'll pass your comments on to my wife.

Posted in Irenic comments

This game is dangerously addictive.

Thanks! Glad you liked it.