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UnclePhilldo

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A member registered Apr 17, 2018 · View creator page →

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Really fun! It took a couple of plays before I understood what everything did, but it wasn't boring to figure out. Plus, once I figured it out, I played it several more times! I also really loved your level design. Very fun corridors and nice flow. I would love to have this as a LAN party game. 

I think you ran into a similar issue that I had with my enemies where the collision capsule remained after you simulated physics on the static mesh. I found that you can disable the collision on the capsule when the character dies. That way it is only in the level and not colliding with the player. 


Great job!

I really like the art style and the take on the child's imagination! Really cool concept! I also really like how the controls adjust based on the transformation you take. The plane is faster and has slower turning speed. The tank can turn easier, but moves slower. The knight has the best movement, but is only mele strikes. I think it is well implemented. Only complaint is there is no quit button, but that is an easy thing to implement and doesn't ruin anything as I know how to use ALT+F4. Really cool!

Wow! Thank you so much!!!! Just wow!

Wonderfully done! I like how you managed to create the Nintendo feel in a 3D game. Not just the textures, but the movement and audio style. Awesome job! I only played it on my laptop which does horribly with 3D games, but I will be downloading this on my gaming rig and playing with friends! The name alone was worth it!

Thank you for taking the time to play our game! I think I was a little over zealous with the progression. While changes are happening every time you upgrade a tier, they are very very slight at first. As the kill tiers are at 10, 20, 30, 40, and 50, it takes a bit before you see a noticeable change. Sadly, after submission time was over, we figured out the crazy damage issue. The collision capsules for the enemies were still moving within the world and damaging the player.

We plan to continue to working on the project and fleshing out the progression is part of the plan. When we can upload again, we will put the upgraded copy up. It is more functional and hopefully more fun!

Thanks again for your time!

Awesome! I don't take that compliment lightly either! I look forward to hearing what you think!

Your game was short, sweet, and beautifully made! While I finished it quickly, I thoroughly enjoyed it! I especially enjoyed the story you told with no words. Awesome job!

Thank you so much for your feedback and compliments! I stayed up very late Monday Night trying to figure out what was going on. After some much needed rest and a good breakfast, I figured out the issue. When the enemies are killed, the character mesh simulates physics and wobbles about. The character capsule continues to move, collide with the player, and cause damage to the player. I have resolved that issue and stopped the capsule for functioning on death. Unfortunately, I didn't figure this out until after the submission window was closed, so I couldn't upload any changes. As for the enemy health, I'm not sure which direction we will be going with in the future. I know the spawn rate is set far too high for how long it takes to kill the enemies. Also, the firing mechanic has two modes. There is an automatic fire rate that we desperately need to flesh out, and there is the ability to spam the mouse button to fire a fast as you can tap. I couldn't figure out how to limit both mechanics smoothly so I settled for infinite spamming with an eventual upgrade to full auto when held. My team also had a wonderful post-jam brainstorm and I think we will continue to develop this game.


Again, thank you so much for your feedback and kind words!I hope we can push out a more functional and fun version soon!