Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

It wouldn't be a game jam if there weren't a few criminally unplayed games in it. This is such a cool concept, I don't remember seeing anything like this before. The balance between frantically throwing stuff in your pile then building it up in the last second was very engaging. That last level... I'm sure it can be done, but not by me LOL. I think the safety line was a good foot above my head at the end. My only two points of feedback are: the rotation tool is a bit unintuitive, I ended up just positioning my player instead of the rotating tool because it was easier for me. The second one is small too, it would be cool if at the end, the lights turned back on when you died and you got to see your base so you could send a screenshot to your friends! I know there was a spectator mode, but I was 10 leagues under the sea before I remembered. Overall this was a really great game with lots of nice features and deserves to be played more!

(+1)

These are some of the most beautiful words I got to read, you really are an amazing writer(Your game has AAA writing potential), and you really made my day!

I do have a tendency to take up on projects that are a bit too big for my shoulders (The rotation system, the collisions and the physics in the engine etc). As I went deeper into the jam and started tweaking those things I realized I got myself into deep waters (literally hehe). But I think the main reason we do gamejams is to learn, and the second reason is to make connections. 
I actually always wanted to make a game like this, ever since the days of playing around with "Garry's Mod" as a kid and also Half-Life's Gravity Gun. ( Hope you know what I'm talking about)
It's far from perfect and my Idea of the Lightning coming in from around the island was breaking down as I was making the game. My original intention was that the player will build a barricade and cover themselves 360. At this point the storm "Shooting" angle was parallel with the floor, but then I realized that if it's parallel with the floor then it's enough for the player to build a barricade in the height of the player and the height of the storm doesn't affect anymore. 
Then it slowly mutated into being more height oriented or whatever it is now hahaha