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WildebeestGames

8
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18
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A member registered Jul 19, 2025 · View creator page →

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Recent community posts

Hi, thank you so much for the support! There's a new version about ready to go which should really help with the debris behaviour. I love the idea of a wrecking ball and did do a quick test to see how it would work a while back. It's good fun but didn't spend too much time on it as I don't want to get too distracted from getting the core game properly sorted.

Hey, many thanks, it's much appreciated. A new version is incoming with improved debris efficiency and camera controls. Have also been making progress with workshop style support for building sharing and also custom block creation tools.

Hi, yeah the old version was written 15+ years ago and doesn't always play nicely with modern builds of windows sadly. You could try right clicking the EXE and trying to run the program in compatibility mode but I wouldn't hold out much hope. Some folk have got it running but the sound is broken. This new version is written in GODOT so is much more compatible with new machines.

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Hey - thanks for the feedback - much appreciated.

There was a pause function, but I hadn't realised I seem to have switched it off while working on other bits, will re-instate this ability with the next build - thanks for picking this up!

I'm focussing on the editor / camera at the moment as this seems to be the area most folk give feedback on. I'll add in controls (like Q and E) for height adjustment of course. There's also a camera movement smoothness issue when the structures are larger which I've been looking into.

Just for future reference there are some help documents within the game, if you click the green question mark at the top left of the screen it will toggle help text relating to wherever you are - so if in the editor it will list editor commands etc.

I could look into the speed of the fire propagation as well. At the minute you can toggle between nothing flammable / some flammable / all flammable - but I could introduce a slider for speed of fire.

A downside to this is that challenge levels will look to see if all fire is out before deciding if the destruction is sufficient - so if the fire spreads very slowly you could be waiting a while before getting the outcome.

Once again, thank you very much for both taking the time to have a look and also providing feedback afterwards. I really appreciate it!

Mark (Wildebeest Games)

Hi there, once the title is complete there's every chance it will find its way onto Steam as an additional platform. Cheers.

Hi, thank you very much for taking the time to firstly try the game, and secondly feedback. Would you prefer there to be no ceiling limit at all on either camera or structure ? Or perhaps a higher limit, but one that prevents both building and camera movement ? The camera is limited so you don't clip through the sky at present, but I could get around that easily enough. Thanks again.

That's so useful, thank you very much! - I think I know what I've done wrong here,  will be looking at this asap and have a new version up shortly for testing.

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Hi! Many thanks for the feedback, really appreciated. I've not encountered any issues with the view movement while developing, I wonder if its a flaw in the game logic where the structures are very complex. What I can do is to allow a debug style console to be displayed with a hotkey that shows the number of elements, joints and also fps to try and help resolve this.

Will be in touch when I've added this in and if you have time perhaps you could try it and report back the figures for me when you encounter this issue.

Thank you again for trying the game !