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This absurd application of physics in a fantastically silly setting made for a surprisingly fun and addicting game. Also, multiplayer! Despite currently missing a few elements, as well as no client-side prediction/interpolation of player position, the core mechanic is just fun to play around with, and I'd love to see it expanded upon after the jam!

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Hey Entropy, thanks for your review and comment! Somewhat ironically, there is client-side prediction but it's buggy, and so I think it actually makes things much worse! It only occurred to me later that since the player controls are force based, just allowing the client-side physics engine to move multiplayer agents works much better than the interpolation scheme I put in there (in the limit that the player executes no control command in a given frame, the client side physics should be 100% correct). I've already added quite a few features and improvements, so I'm looking forward to posting an updated version!

Thanks again!

Ah interesting! I'm curious to know how you have it set up. Making online multiplayer with force-based interactions is actually something I want to learn, and creating good netcode isn't exactly straightforward (at least to me). Looking forward to the updates!