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This is so cool, thanks! My main goal, apart from being able to tinker with both Rust and Bevy, was to try and communicate my gameplay loop concept, and now that I’ve gotten some feedback I didn’t actually expect to get, I can see that I’ve at least achieved that in some capacity. I’m glad you liked it!

As for the execution, someone else mentioned how difficult it is to judge when the “cloths” have fallen through the drum, which I assume is what you’re referring to. I’ll quote my response to them here:

I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).

But I’m incredibly happy to hear that you liked the concept and actually liked the kind of gameplay I was going for, even though it’s super rough around the edges. I probably shouldn’t have submitted it in the first place, but I figured I’d already joined to try and learn the engine and language, so why not; “after all, it’s probably not going to be noticed by anyone anyway” 🤭 I’ll definitely keep working on it as I find the time.

Thanks again!