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3DartBlade

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A member registered May 26, 2019 · View creator page →

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The thing is, I did start it in fullsceen mode. I get that WebGL often doesn't quite work as expected, so it's okay. Maybe tweaking the window size here on itch.io might work? 

Ah, that makes sense! I didn't realise it was for a jam. (I like to scour itch.io for the most recent uploads and give some feedback)

Anyways, keep up the good work, and good luck fleshing it out, if you plan on doing that!

P.S.: Your English is just fine! 

I love the humor, it's brilliant! Also the references are great too!

A single nitpick I have is that the singular fully done image of Johanna kind of ruined the aesthetic. Personally, I think it would be better to keep sketches in until you finish every image. If that ever happens. Looks great with sketches too, so it's probably fine if it stays like that. Just that one image...

My overall rating is a golden-ratio amount of Metal Gear Sahelanthropuses out of the times Mogons and Agares had gay sex amount of har har harhar har <3

Cheers,
Alexa

So... I can't close the scroll thing on the gather screen. I figure that's probably the news I have to read every day, so it's kind of an issue...

(2 edits)

On a Windows 10 machine, after opening the door, there's still a collider in front of it keeping me from entering and it doesn't load a new scene either.

Also, a tip regarding the camera:

You can keep the camera from going inside rocks if you shoot a ray from the player backwards and put the camera at the hit point if it's closer than the preferred distance. I'm not sure how to do that in Godot, but here's the logic:

var maxDistance = 5 // this holds the value of the preferred camera distance. Feel free to change it
var camDirection = Vector3(0, 0, -1) // These are local coordinates and can be changed to preferred direction
// In this example 'Raycast' returns the hit's position or null if it hit nothing. However, I don't know how it works in Godot so you should look up the syntax.
var hitPoint = Raycast(/*from*/playerPosition, /*towards*/(playerTransformBase * camDirection)
if(hitPoint != null && length(hitPoint - playerPosition) < maxDistance) // If the distance(length of difference vector) between hitPoint and playerPosition is less than maxDistance, that means the camera would be inside the rock and we need to adjust it
    camPosition = hitPoint // Here I simply say we put the camera to where the raycast hit the object
else // otherwise 'hitPoint' would be too far, so we put the camera in the air in camDirection at maxDistance
    camPosition = playerPosition + camDirection * maxDistance // I'm assuming 'camPosition' is the absolute position of the camera and not the local position

This might seem complicated, but once you get the hang of it, it's actually pretty simple. Still, feel free to ask if you didn't understand something, but I can't promise I'll reply right away.

Cheers,
Alexa

Jesus fucking christ

Invitation to love

:thumbsup:

In what way did it use the webcam?

Better than most pico-8 games on the site. Good job!

Very cool little game, but it gets boring fast. Perhaps if you could buy stuff with the money you get?

Cheers,
Alexa

(1 edit)

Unpolished

- No sound
- No textures
- No collisions (at most walls)
- The camera is terrible (Either make it static, or just let the player control it)

Honestly, I wouldn't be surprised if it was just a virus and if it isn't please put some more care and effort into your game before releasing it

Cheers,
Alexa

Promising game! I like the FTL but with dice, but maybe a bit more strategy would be nice, and an interactive tutorial, but with some love, it could be the next indie hit! Good luck

Cheers,
Alexa

1) Controls should not be relative to the player, but global(w is always up, s is always down etc.)

2) Enemies shouldn't move all the time, but only when you get close (if you can pathfinding would be nice)

3) Invisible walls are never a good idea (do visible walls instead)

All that said, there's potential for this game to be okay, just fix the stuff mentioned above

Cheeers,
Alexa

Nintendo's gonna kill you lol

Loving it! <3

Sounds good! Looking forward to it!

Definitely a masterpiece 15 pepsiman out of 3.1415 nasa

My keyboard can't handle more than 6 keys pressed at once

Give an emmission value to the sun's texture, make all the light come from the sun instead of a directional light, make 3D controls, and it's gonna be decent!

Is this based on a real life experience?

Aim Spot community · Created a new topic It doesn't load

It says "Unable to parse Build/Aim Spot Web.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug."

I have no idea how to fix it, or why it happens tho

Good luck!

Very cool! Love it!

Very nice game. The fact that it doesn't take itself too seriously excuses the MSPaint graphics. I was surprised by the trollage incident part after the first night. I must say, this is an actually decent game. Keep up the good work!

It's great!

A few tips and bugs I found:

Tips:

  • Sensitivity sliders seperate for both X and Y axes
  • Tutorial on the controls

Bugs:

  • the mouse does not come back after death


Keep up the good work,

Cheers Alexa!

Keep up the good work!

Keep up the good work! :D

Agnus community · Created a new topic Hint:

Escape

True. Thank you! 

Well thank you, but I don't know what to do against the nightmares it causes.(because it's so bad) :D

Oh, I see

(1 edit)

I will. There was actually an intractable campfire in the hub area after you kill ninja, which would make will say "aww that's hot" upon interacting with it, but for some reason you can't move in that area, so you must've missed it, alongside with a full area dedicated to killing kpop. :/

Thank you so much! It feels so good to hear some actual feedback! Sadly you couldn't interact with the hub area, and you missed a whole level dedicated to killing kpop tho... 

 If you're interested, the white place intentionally looked like that, because that was the animators' place, and they always animate themselves before a white background. 

Aww! That's hot! 

I actually put that line in the game but for some reason you can't move in the hub area, so you couldn't hear it :/


Also you missed the whole kpop sequence. 

More than pretty good ;) it was my first jam as well and... Let's just say I didn't do as well...