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theparticleman

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A member registered Aug 07, 2021 · View creator page →

Creator of

Recent community posts

Yeah, thanks again for the feedback! I'm glad you enjoyed the game, and thanks for helping more people hear about it!

I fixed the issue with getting stuck behind Aquamentus as well.

Fun story. I don't know if you read the about page on the site or not, but I originally wrote this code something like 17 years ago as a console application. Later I ported it to a web application. Some of the code had to change drastically, but there was a lot I was able to copy right over. Turns out that in the code that runs when the player gets hit and then determines where to move them, I never finished filling up a collection with all the places NOT to move the player to, including all but one of the enemy types. That bug exists in the oldest version of the code I still have, which means it's been there for 17 years. But it should be fixed now!

I changed the color of the Gels. They should be a little bit easier to see. 

(The whole thing took WAY longer than it should have because I haven't redeployed the app in a while and I had to figure out how to refresh some automagical credentials and...I hate it when deploy pipelines get old.)

Thanks again for the feedback!

I'm glad you liked the game, and thanks for playing it! And thanks for the feedback as well.

I'll definitely go change the color of the Gels. When I ported the game from a console application to a web application I tried to stay true to the 12 or 16 colors I had in a terminal window. But having them that color really does make them hard to see. I'll switch them to a lighter color.

I've seen the weird behavior where it moves you behind the Aquamentus before, but I haven't gotten around to actually diagnosing and fixing it. There's some collision code that tries to make it so you're not in the same space as an enemy and will move you out of the way if needed. I'm guessing that code needs to be a bit smarter. Originally, weird behavior like that was part of the "demake" charm, but it does make playing the game kind of annoying. I'll have to see if I can isolate that one and fix it as well.

Yeah, at this point it's definitely more of a tech demo than an actual game. I plan to add weapons upgrades and actual interesting stuff to find when you're exploring, not just more debris.  Then I think it'll have much more of a Metroidvania feel.

Thanks for playing it and thanks for the feedback!