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Heya! Thanks for playing! ^^ The movement funkiness is definitely something that is holding the game back a little. Unreal 5 being Unreal, the default character controller refuses to allow me to dynamically change the gravity vector. So had to blueprint my own movement, which unfortunately I had to rely on purely physics.... which is really jank, ngl. X_X Once I learn a bit of Unreal C++ (it's on my bucketlist) I'll def be rewriting the movement code ^^

The restart a level on death is also a feedback I got a lot, which I wanted some kind of checkpoint system (especially for that last level's punishing length) but ran out of time to implement it. Def on the list of things to add for a future full release.

The anomaly launch jank really is just a little funny I figured could be fun to keep in. Def something I feel I'd like to refine to make launches more consistent, or make a dedicated anomaly for that.

By box clipping issues I assume through the player? This issue is another thing that was troublesome to fix due to the physics based movement limitation, and rendering quirks with Unreal. Once I rewrite the movement, I'll take a look at improving those visuals. Arm clipping really is only due to how I made the character controller, tried my best to limit that kind of clipping, and was out of time to properly implement a better first person controller.

Nontheless, I'm really happy you had fun with my entry! ^^ I'm still very proud of it even if it didn't make it top 10 or community choice, and hopefully I can push the idea further!