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Thank you very much for your feedback!!

First off, Peglin has consumed more of my time than I'd like to admit. A very high quality product imo.

The AI was an experience to say the least, but I think I'll try to keep using it in the future when applicable.

As for the behaviors, I used physics in a golf game I made for a jam a couple years ago. It was a disaster getting things to work the way you'd think physics would interact. With that in mind, I tried making my own movement system for this project by manually changing vectors on each hit... My advice: don't do that! Ultimately, I tried the Bullet behavior and it worked better than I could possibly imagine. Tweaking the acceleration and gravity had the most impact on all the "orbs" characteristics. I had 7 different orbs to choose from and they all worked surprisingly well only using the Bullet behavior (due to time constraints, I picked 3 orbs and left it at that).

The sound and theme implementation was definitely my greatest learning experience this time around. Since art was more of a priority, I abandoned way too much to focus on the AI aspect. I knew better, but I harp on things that should be let go every second of my life lol. The "spectacle" theme is what prompted the use of space/sci-fi elements. "Fusion" was supposed to be 'fusing other orbs together' for more powerful orbs to use. And we all see how that part turned out :(  Maybe I'll get a chance to revamp the project in a future round (fingers crossed).

Again, thanks for the feedback. Best of luck t you as well!

It's crazy to me just how versatile the Bullet behavior is. I would have never imagined it being so responsive to multiple collision sources in such quick succession. You've inspired me to go play around with it!