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sage

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A member registered Oct 05, 2016 · View creator page →

Creator of

Recent community posts

Yeah, it's my 3d learning sandbox. Resolution was decided to be game boy color res for a jam lol

Thank you, thanks for playing and the screenshot. Glad you enjoyed, def gonna learn more about doing 3D dev and make more :)

At the end of the level is a button that finishes the game, but also takes you there. The doors aren't really marked visually right now because it was a gamejam and I wasn't fast enough. Give me a few minutes, I'll change up the visuals on the doors to make it a bit more obvious what's going on.

Some adjusting with hitbox for camera swapping might be needed. Beyond this, Cheff's Kiss

Very nice song, visuals are also nice

Neat music and visuals. Killed all the dudes, couldn't interact with anything. Is there anything beyond killing the dudes in the first area?

Yeah, I set the deadlines real tight, with DD and release. My goal for these past 2 weeks was to work on a solid demo but I had gotten sick. It is what it is. Just got back home and am healthier (was sick for couple weeks and just couldn't dev).. we'll see if I can pull it off one week at a time lol.

Relod issue is known, I’ll fix. Thank you 

Works for me on a few different browsers except for visual effect. What’s your browser and OS?

Yeah, still early dev. Need to add more mechanics/content and redo the UI

Yeah, same. working on it!

I can probably add a way to speed up the animations if you want to skip. Implementing a proper skip is a bit tricky with how things are, but if scaling by 5X gets the job done, that'll probably be the way I go about it

Thanks for playing!

You can control zoom with scroll wheel, I forgot to put that in the instructions. sorry!

Yeah, I'll address the other stuff for sure, thanks!

I had it out of order before, which works if it's just simple find xyz. I want to tell small narratives, like orc camp having goblins take over, or prison break out, aliens breaking out, etc. With narratives in mind, it gets more complex very quickly, forcing linear finding solves lots of issues with technical as well as player-ux on that front. I think, perhaps hope, it'll make more sense as I get more content going with it.

We're just getting started

JESUS CHRIST, it's fucking good. Visuals, audio, feel, it's all really well put together. Excited for full release.

Working on it!!!! It'll get there, I promise

Very interesting puzzler. Some changes to visuals would be nice, but more importantly maybe a tutorial? If you can set the game up to introduce mechanics/hiearchy over some stretch of play, I can see it hooking many players.

Reminded me of very early Tekken 1/2. Looking forward to future versions. Directional inputs for combat are nifty, how are you going to go about combos and all the usual fighting game stuffs?

Yeah, the plan is to have multiple series of interactions that are layered/branching. Not only do you have a prop hunt, but you also have a hidden ending hunt and whatnot.

Plan is to setup series of interactions; I have a few special animations for some stuff, but involved interactions is what I think I can go further with it all. Will eventually add audio as well. Thanks!

That bug is browser specific and engine level as well, can't really do anything about it :(

If you play download build, it won't happen. 


Yeah, tons of small QoL features I have on my todo list like confirmation that you found/activated stuff.

lol, lmao. Good work with it, excited to see what comes of it 

I will make more, life has just taken so much of my time and I've been doing tons of pre-production work. Most of the pre production is done, so should be able to crank some nice basic levels and then get to work on advanced gameplay features.

mother bitch you! AHHHHHHHH

It's gonna be a collection of levels that are essentially "where's waldo". Go around the levels looking for stuff. The first level is the easy-freebie tutorial. Working on orc camp right now.

This week my goal is to setup a few levels with some basic content. It'll take a few weeks for them to probably feel full enough with basic content. After that, I want to add more complexity, having stuff move around, maybe some more involved interactions on top of that as well, ie, an NPC is locked inside somewhere and needs the player to unlock the door which allows npc to walk to other area etc etc.

Nice work on the visual elements that are there. Having the option for a singular jump at the very start comes across as absolutely hilarious, love it, keep that in there for sure.


I do wish I could use spacebar to increase downward speed once airborne.

Please add WASD controls, I can't really play with arrows :(
Looks good, but I have a hard time with the control scheme lol. Gave up on pit when I restarted and it took me back to previous area :(((

Love the items, but I have an issue. In the item sheet, there are several items I can't find in the zip. Some are the chests, book cases, the target dummies. Bar4 also seems to have been exported wrongly, it's not an actual bar. I would love to use a number of these items, would you mind checking the pack?

The use of what felt like a bug to cling to ceilings was a very nice subversion.

Solid design and aesthetic. Think balancing could maybe be changed a bit. Great game.