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(2 edits) (+1)

 >the missions are very short and the game's playstyle tends to change dramatically with certain weapons, so having more than one might be too much firepower.

Maybe have some sort of a loadout points to limit too OP builds? Or maybe even giving the player some disadvantages like slower movement speeds... 

> It's actually the classic sound of the Splinter Cell night vision goggles going off combined with a sped up minigun spinning without ammo.

Haha, nice.

>Technically the models are both! I make everything in voxels and then convert them to pixel art sprite sheets which are then stacked up in "slices". Sprite-stacking is the term for it - it's kind of uncommon since it tends to be hard to optimize, but I've developed some methods to keep things going smooth.

Interesting, i like hearing about the technical side of people's projects. Your stuff kind of reminded me of the 2nd generation Command and Conquer games where they used a hybrid system of sprites and voxel models, so i figured you had something similar.


This is easily a banger. I wanna emphasize how good the menu looks and sounds, like seriously.  Everything just works visually and audibly.  Sorry for the excessive rambling, but for some reason, it reminds me of a strange combat flight simulator game i played on the PS1(???) a decade and a maybe half ago. I barely remember anything about it except that it had some striking 3D flat-shaded visuals and similar music. Anyway, Good job.

(+1)
Maybe have some sort of a loadout points to limit too OP builds? Or maybe even giving the player some disadvantages like slower movement speeds... 

Not a bad idea, will definitely try this once I have a proper hangar/loadout screen implemented. Some different engine types might help balance very heavy loadouts too. Current mission menu is just a placeholder for now.

Interesting, i like hearing about the technical side of people's projects. Your stuff kind of reminded me of the 2nd generation Command and Conquer games where they used a hybrid system of sprites and voxel models, so i figured you had something similar.

Totally, I think they used a similar method of converting voxels too!

This is easily a banger. I wanna emphasize how good the menu looks and sounds, like seriously.  Everything just works visually and audibly.  Sorry for the excessive rambling, but for some reason, it reminds me of a strange combat flight simulator game i played on the PS1(???) a decade and a maybe half ago. I barely remember anything about it except that it had some striking 3D flat-shaded visuals and similar music. Anyway, Good job.

Interesting. Would love to know what game it was if you ever find or remember it, it might just be up my alley, haha. Thank you again!

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> Some different engine types might help balance very heavy loadouts too.

You should definetly explore into the customization territory. People love tinkering with loadouts and seeing what works and what doesn't, and your game will likely accept that sort of gameplay nuance very well.

Anyway, best of luck. You're doing well.