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Yinoguns

23
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A member registered Apr 05, 2020 · View creator page →

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Hey, glad you had fun and that the stars tempted you so 😀

I think for the Fullscreen I literally expored the Gosot app to be in Fullscreen by default, nothing more to it really.

ah yes, incidents can appear at anytime (although only one level does this 😄)

Glad you had fun 🙂

Glad you had fun, I too like trains 😄

Glad you had fun, and glad it scratched that figuring things out itch 😄

I think that was my approach to a hook, once you finish one level, you learn that there is a rating system and your gamer brain goes "oh, it's on" 😄

Glad you had fun, and yea it really does, I did have the idea of trains coming and going but didn't feel like that added to the gameplay and would instead just be fustrating 😄

Hey, yea the stations are largly the same, there are 2 versions, the second is a 2-train station used for the only 2 locations with 2 connections.

And yea, the idea of the theme is you are taking connecting trains to reach your destination.

I should have known I forgot something! My apologies on Camera sensitivity.

Thanks so much, and yea 100% bare bones, majority of the time was spent on the code and nodes, as well as fixes to getting out of the map or general oddness 😄

Its built that it could have hundreds of more levels, and be made much bigger in map in the future.

Cool idea, thanks

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Hey thanks, I had some stretch-goal ideas I was toying with but decided to not let the scope creep for sure 😀

I'm curious how survival could tie into this 🤔?

I am so glad at least one person saw the credits screen, I couldn't resist the approach I took 😀

As for the stars, that was totally the goal, easy to play, hard to get 3 ⭐️ on 😁

Simple yet effective, I'm not sure if its possible to win entierly, but it works and that's what matters.

Speedrunners are exactly who I was thinking of, thanks!

I lost and hit retry because then I got it and wanted to try again, good fun, nice job.

I found the Red Console before I found the Blue one, and I thought the corridors below were death-pits; nice mechanics but the level design needed work.

Far too much setup, gameplay should be in the first 30s, and I clicked through all the dialoge.

Too much story.

Def needs volume settings, had to mute the Chrome Tab.

Thanks for trying again, perhaps a super odd occasion of the player collider grtting stuck against the wall; the Shack's collisions are not the meshes but seperate CSG Boxes.

One in a million perhaps 😀

Nope no idea how you managed it, very strange, if you can re-create it reliably, please let me know 🙂

Thanks I'll have to experiment, I wonder if the bottles have collision and they're getting wedged in the wall.

Interesting, the wall with the gap (counter) or one of the surrounding walls?

The boxes are to be filled with boftles from the box near the table with the lantern/candle.

Thanks, my Wife insisted that they needed some sort of ding or fanfare 😀 she'll smirk when I show her this.

yea it was one hand for a long time until I implemented the second as planned, it does add a lot of strategy to the job 😀

Fair 😀 I hope the highlighting of items and workspaces helped direct you intuativly.

i had hoped to make an instructional F1 menu but time became short and did not want to risk overreaching near the submission deadline 🙂