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(+2)

Hello tink bat, welcome to the download only gang. We don’t seem to get many reviews, so I’m here to download your game and bump your review count haha. Best of luck. Now, onto the game -> High score -2, not sure if that was intended to mean “negative 2” but I read is as that and loved it. The player movement is extremely smooth, how did you accomplish that? My recommendation though would be to add some screen shakes when things explode, to really add to the feel

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Oof, the high score thing is a bug. It should actually say no high score. Definitely needs more juice, you're right! Originally I wanted the lava surface of the planet to dynamically reflect the game state as well, but I hadn't figured out how to pass the entire enemy death update to the shader before crunch time.

(+1)

If you ever figure that out, let me know. Def something I’m going to need to know in the future. My guess would be to have a signal on a global object, then whenever an enemy dies, trigger that signal with position data. Then on the planet listen to the signal and apply the information to the shader on that object? Who knows

In theory I can store the enemy information in a resource that the enemy controller updates and then set that resource as a uniform in the shader script.