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AA16

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A member registered Oct 10, 2024

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Very beautiful game, but pretty hard, I really like it though.

The slash effect killing the player character is kinda annoying, it hit me several times when I thought I was far enough and in a safe area.

Can you add some shield pickups or make the slash effect area smaller to make the game easier?

Glad you liked it :D

Thanks for your review.

Nice game, I liked the enemies attacking from every direction but not in a stupid way that gives you no chance to fight.

The map could have benefited from some depth and obvious edges, I would have liked the E,Q buttons to circle through the weapons instead of hitting the end of the weapon list then clicking the other button to go back. 

The sniper is useless, it doesn't do any obvious extra damage or go through enemies and has a very low rate of fire.

The shotgun and the "piercing" rocket launcher are the best, they provide good damage and affect many enemies.

The first level worked nicely with me but in the second one I hit a bug and the dinos kept spawning.

A really daring move to try that much of 3D content in a webGl game but it worked well, was very fun trying to kill those ninja dinos.

You didn't lie, it did remind me of hose of the dead but the dead were more clumsy than your dinos :D

I'm glad you noticed the magic stars :D

I use a mask map to make the "magic light" on the pumpkin illuminate the stars, a useful feature of Unity's 2D lights.

It basically is a secondary texture that tells the light where it should illuminate depending on the value of one of the color channels. I also used the mask map to make the necklace and earring glow a bit under the pumpkin's light but it is hard to see as the speed is high and their size is small, you will need to fly very low to see it, it looks nice.

Normal maps give a 3D look for the object when it moves relative to a light so the light and shadows appear dynamic as opposed to lights painted on the sprite, you can notice its effect on the player character's arm, when the pumpkin approaches her you can see the light illuminating the frontside of her arm then it illuminates the back of her arm as it passes away. The lights and shadows on the character are cause by the moonlights interaction with the normal map, not painted.

And no, not cyanide or holy water. It's mentioned in the description under the game, the witches are infected with a strange virus turning them evil and the treatment is a mix of contradicting agents that can't be mixed, but luckily a talented witch and doctor, Dr. Witchisca, has managed to prepare a magic potion  that allows all of the required medicines to be put together and be administrated via one shot.

So the "one shot" is the medicine/potion injection shot, like a vaccine shot, nice idea, right?

I wanted to make a werewolf that would turn into a cute puppy when hit by the syringe but which would enhance the idea of the one shot treatment but it would have taken like 2 more hours minimum.

Glad I can help.

Hopefully it'll work properly for every one the next jam, well, hopefully there is going to be a next jam.

Nice idea and graphics, but the music is annoying I'm glad you have an option to turn it off.

But I detect an asset from Unity asset store, the leafless tree from "LowPoly Trees and Rocks" pack by greyRoad Studio

https://assetstore.unity.com/packages/3d/vegetation/lowpoly-trees-and-rocks-8837...

Also some assets from the "Low Poly Pack" by Andrey Graphics like the cart on the mountain near the castle wall on witch the magic tower spawns

Low Poly Pack | 3D Environments | Unity Asset Store

Is it allowed to use ready assets? isn't it cheating or something? other devs spent days making their own art but you took a shortcut.

Glad you fixed it, but if it happens to remerge again you can place the bullet in a separate layer and make this layer not collide with the player, spawn the bullet at the weapons muzzle then rotate it towards the aim point, this way it will go to where you are aiming and won't hit the player in the butt and push him forward, which was very hilarious xD

I used the newest SDK version 1.0.8 and was planning on implementing the leaderboards system that came with it so I left it for the last few hours expecting it to take "minutes not hours" to implement as mentioned on your site, but the SDK didn't allow me to assign background or icon image even though they weren't compressed as mentioned on Discord I used different import formats, mipmaps on and of and tweaked all values in vain, then I followed the video tutorials on your site and uploaded the images as base64 strings and made a project on the site successfully but couldn't use it with the SDK.

Then I tried the SDK posted by "theChief" on Discord but it didn't have a leaderboard example, so I tried mixing the SDKs by by importing the files that existed in 1.0.8 but not in the one by "theChief" and hopefully I get the leaderboard functionality from 1.0.8 without it's not working editor page that didn't allow me to upload background and icon images.

But the new version uses Hyplay.Core.Runtime while the older uses Hyplay.Runtime so I thought "Ok, they have changed the name in the new SDK, let's change it to 'using Hyplay.Runtime instead'."  but Hyplay.Runtime didn't have all the functionality of the ".core" one and I ended up having a "missing definition error".

By the time I sorted things up I had less than 1 minute before the deadline and no build that uses Hyplay log in and no leaderboard, I managed to make that build 10-15 minutes past deadline :/

My plan was to implement it in an hour tops and use the extra time to polish the game's look.

Happy to know this indeed, so it won't be hard to try out this control scheme and tell me how good it turns out to be.

Sounds reasonable given the time restrictions and all the work you did on art and AI :D

Controls mapping is nice, but you can also check for which side is the wall and make the arrow of the same direction cause the shrink and that of the opposite direction to cause the flip.

 You can get the wall's direction from the character's current rotation and use them; for example if the wall is at the bottom then Down/ S button will cause shrink and Up/W will cause Flip and so on, and dash can be spacebar or the current movement direction.

Also a small script attached to each wall object with a variable defining the wall's direction and when you click an arrow/ WASD button you first check for the wall's direction from that said script and then make the effect depending on the retrieved direction.

I'd also like to see a version where I can move on my own and fight the enemies that will come out form every direction and try to overwhelm poor Cubey :D

I couldn't pass the level that comes after the one with the training doll was shooting eggs at me, it get's hit and that's it no movement or anything, but I realized that the answer may be in the hidden part of UI becase your game was larger than my browser window and had to press F11 to turn into full screen and see the instructions at the bottom.

It has a good concept and sound effects, you could have made more levels with the shooting and moving enemies would have been a ton better, please try to complete it and add make a castle and objectives within it and maybe a melee weapon like a dagger which you can use for stealth kills which will go very well with the game style.

Thanks for your review :D

Unfortunately I spent much more time than intended trying to implement Hyplay's SDK for Unity which I couldn't do in time because it had problems with it, although I used the newest SDK version, So I didn't play the game on the browser more than once so I didn't notice there is no replay button xD

I'm glad you liked it, but unfortunately I was relying on Implementing Hyplay's leaderboard from their SDK and kept it for the last few hours as the site mentioned it can be implemented in "minutes not hours" but I couldn't implement it due to issues with their SDK and ended up making the new build with offline leaderboard and Hyplay's sign in 15-20 minutes after deadline and wasting extra time that I wanted to use to make normal and mask maps for the enemy witches :(

What was your highest score by the way? my best was about 1700 

Good graphics and sound, the enemy AI is good and challenging, a very nice thing.

The controls are not as snappy as they should for a game with a maze like tiles, I need the character to be exactly where I need it to be, I think you are kinda giving it some inertia so the character doesn't stop right when I remove my finger from the button.

The graphics are very nice booth characters and effects, especially the effects, and the idea is cool and new.

I just have a problem with controls, could have been been W for flip and spacebar for dash so my fingers would stay above WASD and spacebar instead of above SDF which feels weird and affected my experience, otherwise the game is nice and I'm looking forward to a new version with another control scheme.

I liked the achievements system, it's a an over kill for the jam. I also liked the different enemy types as well as the idea of different weapons although I don't know how to unlock them, the menus are very polished too.

The bullets spawn at the wrong place, they either spawn around the player or spawn at the right position but the player collider pushes them out of place which I think is the actual reason because they do collide with player, at one point the bullet spawned behind the player character and hit him in the butt pushing him like 1.5 meters away xD 

If the bullet was functioning properly the game was going to be very good, but it's a something understandable given the time restrections.