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TurbineClaw

11
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A member registered Sep 19, 2024 · View creator page →

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I only just realize what this meant (supposedly), the game doesn't have a lot to show for this feature.

I suppose the color changing floor wasn't explained well enough. In the Hold and Wait event, light blue means input has been received  and you need to wait, the floor changing to yellow is the prompt and thats when you need to let go. You can also use 'Space' or 'E' on your keyboard to hit. Read the games description for more details.

A lot of it are probably premade formats and features.
But I also don't mind not seeing all of that either.

I used the unreal engine block code called blueprints. It's a nice way of testing mechanics out quickly.

I'm glad you like it. I have created a new post where you can download the model. Let me know if there are any problems with it. 
I haven't got a support page yet, still trying to figure things out.

The game I started halfway through the jam because of the original game being to big, I did not end up finishing this project in time either.
Keeping the game simple and chipping away at it. And taking breaks when my anxiety wants to play (which is almost every moment).
I finally got something out the window.
Its my first published game, let me know how it is if you decide to try it out.

Its called Hard Edge
https://turbineclaw.itch.io/hard-edge

Hey im in the same boat!
The thing I learned about trying out in this jam is figuring out my anxiety. At the end, I found a major problem near the end of the jam with my project and I decide not to stress myself in bashing my head before the deadline. I figured out the problem eventually, but im glad to have taken it slow just so I can enjoy game development over hating my stress and the process.

I haven't played the game long yet, but I thought just to let you know a bug where after playing once and returning to the menu, playing again shows both the lose and how to play screen at the same time.
I just reset the game to get around that.

Other then that, its a fun implementation.

Thanks for the encouraging words. I'm not going to be reusing any assets as im going for a different theme and making it a UI heavy gameplay.
Im having a blast with the new project and can't wait for it to come to light.

Heya all. I don't talk here much, but I think some of you guys would like to hear from another developer.
Originally I had a game that had a very simple principle, fight an NPC one on one, dark souls like gameplay.
It was a simple idea and I was even following a tutorial that showed me exactly what I needed.
The game loop was simple, the assets weren't a lot (main menu, combat arena, player, opponent)
But, I realized something that made this project overwhelming, and it was the unknown and multiplied work.

I don't know how to polish a character from scratch, I wasn't familiar with my engine Unreal, I don't know how to implement shape keys from blender to an animation montage for custom expressions, I don't know how to create an effective behavior tree for the NPC, I don't know how to put ideas down quickly and see if it was worth pursuing or pivoting, I don't know how to make proper topology for animation purposes, I don't know how to be confident with my ideas without feedback and external brainstorming.

I don't know how i'm suppose to figure out a game with 4 character models, 21 "death" animations, However many other animations for combat swings, walking, or staggering/stun, audio design on top of all of that, and still trying to figure out what esthetics I want to end up having because unreal unfortunately defaults to realistic which I don't know how to change too easily.

I did finish the code, but this scope ended up with too many assets for the end of the jam, so I started another project that is much simpler. Only has 1 character and a basic scene/premise. It's still a challenge to complete in the next two weeks, but I like a challenge.

I hope you're all are doing well, can't wait to see what's in store in the coming weeks.

Also, Im still considering finishing the original project, but for another time. I might be open for help.


I'm making a gladiator like game where you fight against your subconscious thoughts.
Just been grinding with a lot of tutorial watching and game loop theorizing.
But here is a rough sketch of one of the opponents made early on in the jam.