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UltimateWalrus

33
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4
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17
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A member registered Aug 14, 2015 · View creator page →

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really cute game! it's like a two player point and click, almost.

we encountered what I think may be a bug. the metal sheets only seemed to want to attach to one point at a time, so we couldn't complete the shed. they would only attach to one log or another, not both, despite them all having ropes. also it seemed like, with all our struggling, two logs got "melded" together and not even the shears could break them apart (near right corner in the image with the ropes missing)

that was challenging! i liked it!

I also experienced the jump bug. It looks like the player is jumping a very tiny amount when I press Z, but only high enough to get me into one out of the three fruits.

Is it possible you're putting gameplay logic in Update() instead of FixedUpdate()? You have to detect keypresses in Update(), but after that it's better to update actual game logic in FixedUpdate; that way it'll run the same on different machines, regardless of framerate.

Hey I know this is late but I just started playing and got pretty good fullscreen by going to Taskbar Settings and turning on "Automatically hide the taskbar," then maximizing the application.

claiming 12

this is gettin real interesting already


feel free to pick another square if you feel inspired!

If you like, you are also welcome to come play the drawing game I started over in the #Snake2 itch.io board (owning #Snake2 is not required!)

Get it here:  https://ultimatewalrus.itch.io/snake2

#Snake2 DX: Reawakening is an explosive, balls-to-the-wall bullet hell so insane it made headlines back when its GGJ prototype came out in 2012! Careening through the city at high speed, you will need to grow Snake and maneuver his tail-hand into grabbing machine guns and punching helicopters. See the itch.io page for more info!

this is my favorite forum game. the goal is simple: work together to draw a picture. i'll start it off:


rules:

1.) before you start drawing a tile, post "claiming 6" for example, so nobody else draws it too

2.) try to make the edges of your tile seamless with what's been drawn already

3.) you can draw multiple tiles, but you should only claim one at a time. plus it's more fun if you don't claim tiles adjacent to ones you drew.

if the game picks up, i'll do my best to administer it by posting merged images and claimed tiles. have fun! 

sorry i meant to say that rule #1 is "bring on the posts." please bear this in mind when visiting. thanks

i’m down

aw bummer, well all i can do is hope they see mine and make an exception since i have a good ass excuse

a bit disappointed, was really excited about trying to be a part of this, but i’m at least really glad it did as well as it did

i’m seconding the motion for a second bundle or a deadline extension. i was dying to contribute but for a while i was too busy archiving police brutality videos... :(

wow i didn't know #Snake2 was on wikipedia

bring on the posts baby!!

(3 edits)

After a long time sitting on my hard drive, I just released this with the hopes of putting it in the bundle:

https://ultimatewalrus.itch.io/snake2

EDIT: nevermind, guess I missed the window for paid projects. Oh well... feel free to add it if you change your mind. It would be much appreciated. The reason I missed the window is because I was working on a Chrome plugin to archive police brutality videos

spooky! love the artwork

yeah, unfortunately difficulty ramping with player upgrades is not an easy design problem!  i think you could tune it by placing yourself in later levels with lots of upgrades and playtesting it... if there were a lot more enemies and bullets, the spheres=health mechanic would have felt a lot more meaningful

very stylish, and the core concept is fun.  i liked all the character designs and bosses.  the art is ace.

for my taste, the game was too easy even on hard mode, and it seems to just get easier since the game doesn't ramp quickly enough to keep up with the player's upgrades.  it's certainly a tough thing to balance.  i love playing bullet hells like Ikaruga so not sure if i'm in the target demographic or not.  i might be the only one complaining about easy difficulty so don't change it for my sake :)

good job!

this is really, really good.  i'm impressed at how focused this is... it's a concise short form game that's super fun the entire time you're playing it.   i've been suffering the worst burnout of my career in the games industry, wondering if games are ruined for me, but i think this was some of the "medicine" i need to remember why i love them.  it's inspired me to look forward to making more short form games myself.

i assassinated the emperor but i still want to keep playing... using the shadow ninja scroll felt almost like cheating.  maybe i'll just have to set more ambitious goals for myself (get every key in one run, kill the emperor with someone besides Messao, etc).  it could benefit from having little achievements at the end, or even an online speed-run chart, but i'd hate to add feature creep to something that's so concise already.

Those GIFs are looking great!  I'm getting a "Hocus Pocus" vibe from them in a good way, don't know if you ever played that old DOS game.

Personally, I'd optimize the game for whatever control scheme you feel best suits it.  It doesn't make sense to sacrifice fun just because PCs can have multiple control schemes --- there are plenty of games out there that say "controller recommended" or "mouse/keyboard recommended."

This is cool!  The look and feel is much improved over the first one.  The mirror boss and final boss were great!  My one critique is that the different fight/hard /timed modes of the bosses weren't different enough to keep it from feeling tedious to go for 100% completion.  The "hard mode" would have felt more fresh if the bosses actually launched harder attacks, instead of just giving the player less health.  I also felt a little gypped when I went straight for hard mode, beat it, but still had to complete normal mode.  So I didn't get all the checkmarks... but I did beat all the bosses, and overall it felt fun and polished.  Good job!

Nice!  The light-and-shadow boss was pretty ingenious --- the strategy for defeating it took some thought, since its way of attacking was so unusual.

This was very well done!  Went into a bit of a bullet-hell trance near the end.  Beating it was very satisfying.  Loved the mood as well, I love SCUBA and bullet hells so it felt like this was made for me!

This is great! It's got a very cute mood to it. I had fun exploring the different paths.

This was a lovely little game! It's a very pure-feeling zen platformer. I loved the ambiance, it gave me chills at some points. Definitely saw the heavy Knytt influence. It might have taken me around two hours to beat due to the secret areas being hard to find, but I didn't mind one bit, I was happy to spend more time in this little world. Well done! My only beef was that it would be better if fullscreen mode used nearest-neighbor scaling rather than anti-aliasing, but you may be at the mercy of whatever engine you used :)

Looking good! I love the secret tunnel.

My suggestions on funding/spending money on freelancers, coming from someone who does a lot of freelance:

If you like making games, you are almost always better investing in yourself... learning how to make that cool shader you want in your game may take a lot of time and effort, but afterwards your experience has grown, so next time it'll be much easier. Spending money on a freelancer might make logistical sense in the short term but if you plan on making game development part of your life, improving your own skills will be much more rewarding long-term.

If you want something done right, you have to do it yourself. The only way for something to match your vision exactly is for you to make it yourself. Collaboration entails compromise, though with the right people it can lead to something new and better. In any case, creativity shines best when it's done in a playful, natural manner, done because you want to. Worrying about demographics, funding, etc. makes it not fun, which taints the end product and makes it turn out worse, so I don't do it :)

2 is an amazing game. I already played through when it released, loved every minute. The look & feel is superb.

Cool! Looking better already. I don't think there's anything wrong with bouncing back and forth between core gameplay coding and polish. As long as you are OK with your game idea, you know it's fun, and are committed to completing the game at this point, all that stuff has to be done anyway, so it's whatever order feels most natural. For my Ludum Dare game Vertico the very first thing I did was make all the music and ambiance before any coding, to set the mood.

If I were doing the camera, I'd try setting up specific cameras for each level and place them what I feel is the most cinematic view that also lets the player see what they need to. I would tie this camera to specific hexes so when they move to a different area, the camera switches. If you'd like, you can still allow the player to manually break from this control, or have not-as-important areas where camera control happens algorithmically. This was used to great effect in Twinsen's Odyssey:







Since you have tank movement this sudden cut wouldn't disrupt player controls at all, but if you prefer you could just have your camera lerp from one position to the next. This technique is definitely underutilized in third-person games --- either it just doesn't occur to people or they don't want to do the work.

Also the hard-shaded water is a neat effect, but you could probably improve its motion by applying a perlin noise function to the y positions of its vertices.

I was surprised to not see Clickteam Fusion here. Hundreds of games have been made in Fusion including big ones like Knytt Underground. It has been around in its various incarnations for almost two decades and is still going strong. It's the engine that Construct directly ripped off (apparently Scirra have even forced their way into Clickteam conventions before trying to market Construct).

Fusion is very accessible to beginners, however as a game industry veteran knowing dozens of languages and engines, I still use Fusion all the time! Almost all the games on my website were made in it. It's deceptively powerful as its mouse-based scripting language lets you lay down the logic for a game much, much faster than in traditional languages. I know Unity inside and out but I can probably make a 2D game around 3-4 times faster in Fusion (no joke).

This looks cool! I definitely like a laid-back puzzle game every now and then, so it'll be interesting to see what it's like when it's done. I'm also a fan of tank controls :)

Obviously the game's a work in progress so this may already be on your list, but a more finely tuned camera would definitely give it a more polished feel. Even just adding some "laziness" to it and not having it react to the jumping would help. But since it looks like you are using tank movement, you have the advantage of easily being able to put in movie-style camera cuts to more cinematic views.

The problem is that graphics cards these days are all designed for 3D Unreal engine-type games (which makes sense, given it's the more difficult problem computationally). In order to do 2D stuff correctly though you have to work backwards. In Beat Bros (Unity game) every quad is first snapped to the nearest pixel, then drawn to a low-res render texture, before it's all blown up to screen size with the point filter. Note that unless the monitor's resolution is a direct multiple of your game's, you will get slight inconsistencies between the pixel sizes. But this is hardly a problem visually on 1080p monitors, unless you are doing a very high-res pixel art game.

Hey! I just watched the trailer but the graphics are quite nice, you guys have clearly put a lot of work into it. I really liked the colors in the spaceship scene where everything is tinted aquamarine. Other scenes seemed too "realistic" colored to me and came across as rather bland/brown (that might just be my personal preference). I'd recommend doing a color pass over the whole game to try and just make sure everything's consistent. Awesome work though!

Hi Jay! Dropsy looks great, I need to try it but I'm waiting till my girlfriend is less busy (we usually play point-n-clicks together).

How was your experience with Devolver Digital? Would you recommend them?

Hi! My name is Sebastian. I make games under the name Ultimate Walrus. Just for fun I was looking for a forum where people share small creative projects, and someone directed me here. I mostly use Fusion 2.5 for my games, though I'm also well versed in Unity and used it to make Beat Bros. I also make music in Fruity Loops sometimes. I'm not a good artist but I try my best and sometimes people like it. My girlfriend is a much better artist and often does the art for my stuff.

I guess I'm just looking for a place where, just for fun, I can share stuff and see what other people are working on without feeling like I'm in "promotion" mode (even though I did post all those links... have to work on that). Kind of like the old RoboSquid forums before they died, if anyone went on that back in like 2009.