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Thanks so much for the great feedback!

Interesting that you ran into a complete showstopper bug. I had not run into one in quite a while, but there are a couple bugs that at least appear to be showstoppers and maybe I've just figured out exactly what order to click stuff to get it going again through my testing. Anyway, yeah, lots of bugs. The game loop needs to be cleaned up a ton. I was just thrilled to even get something resembling a game loop done in 48 hours. This was my first jam even close to that short of an amount of time. Also, this is basically my first VR game, before this I only worked on a small demo for a couple days that I never finished/released(it basically just had a genie lamp that you could pick up and rub the side of then a genie popped out, nothing resembling a game like this one). Excited to be working in VR as that is one of the reasons I decided to learn Unity! 

Audio would go a long way I think! I had hoped to be able to add it yesterday evening, and probably should have prioritized it better. I got stuck working a bug that I didn't even really end up fixing. I probably need to get into the habit of adding audio as I go, rather than leaving it to the end of the project to do all at once. 

Glad to hear you found the battle engaging! For such a rough version of it that is very encouraging! I think once more cards are implemented along with the deck building, power-ups, more enemy types, better AI decision making, and cards being shuffled/randomized, it would be all the better.

Thanks for the comment on the graphics. I have been focusing more on level design in Unity over the past few months than coding so I've been getting better at finding the tools and models that I need and utilizing them. Also have spent way too much money on the Asset Store the past few months so I have a nice library of things to work with when I need them. (Here's a WIP video of the other project I've been working on recently, although this video is more focused on the car driving than the level design...):

For the planet, the base Earth model is from GameDevHQ's Filebase. Really great resource with thousands of assets that are super easy to access and download through a Unity plugin. A lot of the other models are also from Filebase including the space ships, the cockpit, the chair, and the terminal(although I modified the terminal model to remove a center piece). Pretty much everything 3d model-wise was from Filebase I guess. I sound like a commercial right now, but I think Filebase is the best tool I have and is a bargain at $99/year. They add new assets weekly as well, so it just keeps getting better. 

The clouds and effects around the planet are from an asset on the asset store called Next-Gen Planets. I had originally bought it for another project but never ended up using it until now. I will definitely be leveraging that again more in the future as it is super easy to set up, and has a really cool shader that controls the atmosphere around it and such as well. I only really scratched the surface, but if I am to expand on this game, then almost every battle will have a different planet nearby (the plan is to work your way through branching randomized paths out of our solar system and then have some alien planets beyond that which I can get kind of crazy with). Also a big shout-out to this asset for having standard, URP, and HDRP all in one package! That was definitely nice to see (this game is in URP). 

Again, thank you for the feedback and encouragement! I definitely think I will continue working on this one as I have a lot of ideas for it that I obviously wasn't able to get into it in just 48 hours. 

I will give your game a shot tonight on stream (with no viewers most likely, lol) at https://www.twitch.tv/micreps along with the other windows build game. And then I still have to figure out how to get .apk's loaded to my Quest to try the other games out later this week.